Magic
Primary Magic: Verdant wind
Secondary Magic: N/A
Caster or Holder: Caster
Description: Verdant wind is a rare personallised type of wind magic that was created by a bunch of wind wizard that were sick of being outshined by all the fire and ice mages. So to make themselves a little more marketable they invented the beautiful, but still soulcrushingy powerful art of the verdant wind. To blow their enemies away with style.
Now the base line of the magic is that it lets you control the air around you. The difference between Verdant wind and normal air magic is the way you manipulate the air. Verdant wind users constantly emit a verdant green energy that they can infuse into the air around them. This gives them FULL control of the air, this includes but is not exclusive to being able to harden it, and control it. All air being manipulated by the user gives off a lightgreen glow.
Ganch mostly uses this power for mobility and offense by either creating intense cutting air currents to empower his strikes or by creating strong air blasts to move more effectively. His use of the magic is seen as highly unorthodox compared to the usual less physical more channeling based way of using it,
Strengths:
The power is incredibly versatile allowing great mobility, defense and offense all in one.
The power allows immense resistance to wind or gas based attacks At the users rank or lower
Incredibly effective AOE trough the creation of storms and cyclones
Weaknesses:
Due to the green energy being infused with the air all attacks made by the user are telegraphed, unlike other schools of air magic that can allow for more unpredictable attacks.
The user is weak to heavily armored target due to the intense force needed to shred metal with mere air pressure.
Harder to use in low oxygen climates like in the mountains or deep underground.(+25%)
Has a hard time fighting against users of rock or metal based magic because of the sheer weight and density of their attacks. Making them hard to counteract
Lineage: Rage of the Soul Torn
Description: There was once a man, well not really a man, but a half-human, half hedgehog hybrid by the name of Pulse. Unlike his brother Crest, who possessed the ability to manipulate water and was a doctor who strived to help people, he was a destructive being who only wanted to rule. He became known as Master Pulse, whilst his brother became known as Doctor Crest. Pulse was a master of air manipulation for highly destructive purposes and his descendants, most of them full humans, gained this ability. The ability to make the very air into a destructive weapon.
Ability: User gains access to a passive and is able to add 3 wind spells in addition to their magic to the spells.The spells gains are one of the user’s rank, one of a rank lower and one of a rank lower than that(max S-rank, Min D-rank). The passive ability is flight where they the wind wraps around them and allows them to fly around at their max speed or less.
Usage: Passive flight. The 3 spells must be made in addition to the user’s spells in their magic. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
Unique Abilities:
Osmosis: Due to his control of air ganch has learned how to breath selectively. This means that by manipulating the air around him he can breathe in any situation as long as there is some air present nearby. This includes water as he can extract oxygen from the liquid and use it to fuel his respatory system.
In short: The user can breathe safely under any circumstances.
Verdant bond: Because of the users stronger and more personal bond, to the air they manipulate any commands they give to the air, are more impactfull.
In short: The user gains extra damage to all of their damaging wind spells
starting at five and increasing by the same amount at every rank.
D-5%
C-10%
B-15%
A-20%
S-25%
H-30%
Updraft: Due to the extended amounts of time Ganch has spent flying, he has learnt how to use is body in the air to maximum efficency and velocity.
In short: Ganch gains a 35% speed boost while flying
Primary Magic: Verdant wind
Secondary Magic: N/A
Caster or Holder: Caster
Description: Verdant wind is a rare personallised type of wind magic that was created by a bunch of wind wizard that were sick of being outshined by all the fire and ice mages. So to make themselves a little more marketable they invented the beautiful, but still soulcrushingy powerful art of the verdant wind. To blow their enemies away with style.
Now the base line of the magic is that it lets you control the air around you. The difference between Verdant wind and normal air magic is the way you manipulate the air. Verdant wind users constantly emit a verdant green energy that they can infuse into the air around them. This gives them FULL control of the air, this includes but is not exclusive to being able to harden it, and control it. All air being manipulated by the user gives off a lightgreen glow.
Ganch mostly uses this power for mobility and offense by either creating intense cutting air currents to empower his strikes or by creating strong air blasts to move more effectively. His use of the magic is seen as highly unorthodox compared to the usual less physical more channeling based way of using it,
Strengths:
The power is incredibly versatile allowing great mobility, defense and offense all in one.
The power allows immense resistance to wind or gas based attacks At the users rank or lower
Incredibly effective AOE trough the creation of storms and cyclones
Weaknesses:
Due to the green energy being infused with the air all attacks made by the user are telegraphed, unlike other schools of air magic that can allow for more unpredictable attacks.
The user is weak to heavily armored target due to the intense force needed to shred metal with mere air pressure.
Harder to use in low oxygen climates like in the mountains or deep underground.(+25%)
Has a hard time fighting against users of rock or metal based magic because of the sheer weight and density of their attacks. Making them hard to counteract
Lineage: Rage of the Soul Torn
Description: There was once a man, well not really a man, but a half-human, half hedgehog hybrid by the name of Pulse. Unlike his brother Crest, who possessed the ability to manipulate water and was a doctor who strived to help people, he was a destructive being who only wanted to rule. He became known as Master Pulse, whilst his brother became known as Doctor Crest. Pulse was a master of air manipulation for highly destructive purposes and his descendants, most of them full humans, gained this ability. The ability to make the very air into a destructive weapon.
Ability: User gains access to a passive and is able to add 3 wind spells in addition to their magic to the spells.The spells gains are one of the user’s rank, one of a rank lower and one of a rank lower than that(max S-rank, Min D-rank). The passive ability is flight where they the wind wraps around them and allows them to fly around at their max speed or less.
Usage: Passive flight. The 3 spells must be made in addition to the user’s spells in their magic. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.
Unique Abilities:
Osmosis: Due to his control of air ganch has learned how to breath selectively. This means that by manipulating the air around him he can breathe in any situation as long as there is some air present nearby. This includes water as he can extract oxygen from the liquid and use it to fuel his respatory system.
In short: The user can breathe safely under any circumstances.
Verdant bond: Because of the users stronger and more personal bond, to the air they manipulate any commands they give to the air, are more impactfull.
In short: The user gains extra damage to all of their damaging wind spells
starting at five and increasing by the same amount at every rank.
D-5%
C-10%
B-15%
A-20%
S-25%
H-30%
Updraft: Due to the extended amounts of time Ganch has spent flying, he has learnt how to use is body in the air to maximum efficency and velocity.
In short: Ganch gains a 35% speed boost while flying
- Spells:
- Spells:
Name: Verdant orb
Rank: D
Type: Wind, supportive
Duration: instant
Cooldown: 3
Description:With a quick hand motion Ganch pressurises the air in an area into a thick, glowing green orb somewhere in a 15 meter radius around him. Once the orb is formed it detonates, creating an explosion of air, in the area. The explosion itself is small and only affects a select target. Any target hit by the undamaging explosion will be launched up to 10 metres away from it at 5 metres per second. The direction they are launched in depends on where the explosion is relative to the target, for an example if the explosion is detonated below the target they will be launched straight up into the air.
Strengths: The spell is incredibly versatile and can be used for an array of different things. Like launching the user forwards for a long ranged melee attack. Or to defend against a ranged attack by blowing it off course.
Weaknesses: The spell itself has NO damaging factor at all and is purely used for knockback.
Any targets above the spell rank can just ignore the knockback.
Name: Razor barrier
Rank: D
Type: Wind, defensive
Duration: 3
Cooldown: 5
Description:
By controlling the air in the area to rapidly move around him, ganch creates a light green see trough orb of rapidly moving air currents around himself. The currents in the orb are so powerful that they will not only defend against, a Rank D attack but it will also hurt anyone who comes into contact with it as if it was a D rank spell. The shield however is not broken by this, and the damaging current will keep circling ganch, it just means that the wind has been weakened enough to be able to attack trough. Or in other words, The damaging effect keeps going even after the shield has blocked its first attack. (all attacks after the first one will not be blocked)
Strengths:
Before the duration of the spell runs out(not on the last turn of the duration) the user can choose to forcefully dispell the barrier by pushing all of the air outwards. This removes the buff completely but it also creates a small damaging AoE around himself. 4x4 meters
The spell is incredibly powerful against melee focused mages who have to come into contact with the shield to damage the user.
Weaknesses:
The spell has a long cooldown
The spell can only be applied to oneself and only does damage/protects a 1x1 meter area around the user.
The spell can hurt, friends and foes alike and is highly prone to causing colaterall damage.
Name: Blessing of the rapids
Rank: D
Type: Wind, offensive
Duration: 1
Cooldown: 2
Description:
By using a technique similar to that of Razor barrier Ganch engulfs his hands,feet or weapon in a sharp, rapidly moving, greeen orb of air currents capable of tearing trough flesh. This empowers all of Ganches melee attacks with the damage off a rank D spell.
Strengths: The spell can be moved freely up and down his arms while still in effect. This can be used to apply the effect to more than just his punches.
The spell deals both the melee and spell damage combined, For an example if the spell is used on a sword. A swing with that sword will not only deal the damage of the sword, but also the damage of the spell.
Weaknesses:
The reach of the spell is limited to physical contact.
The spell is incredibly weak against armor, and does not count towards the breaking of any armor higher than D rank.
The spell is incredibly predictable and combine that with it's short duration and it can be easily countered by just running away for one post.
Name: Wind shot
Rank: D
Type: Wind, offensive
Duration: instant
Cooldown: 2
Description:With a quick hand motion Ganch pressurises air into a tiny little green bullet.
Said bullet can be launched at a range up to 15 metres with at a speed of 15mps. The bullet does the damage of a D rank spell.
Strengths: The spell is incredibly quick and resembles a bullet fired from an actual gun.
As ganch can control air, he can also control the bullet, making him able to slightly change its trajectory mid shot.
Weaknesses: The spell is incredibly small and thus it can only really hurt small targets. While it would still penetrate the skin of Say, a giant said giant would not suffer the same damage as a human or cat would, because of the small wound size.
Unlike an actual bullet it dissapates the instant it exits the attack range and also unlike an actual bullet it will not stay inside the body of the target hit and instead it will just turn back into air.
While the bullet is fast, it is also very easy to spot due to its bright green colour.
Name: Tailwind (bonus spell from lineage)
Rank: D
Type: Wind, supportive
Duration: 3
Cooldown: 4
Description:Ganch manipulates the air behind him to create a light green shining tailwind, due to the air pressure being put on from behind Ganch is able to fly 25% faster. While the spell is active, ganch will have a green line of air constantly following him.
Strengths: The spell can be focused onto different body parts as well, making him able to speed up, not just his movement but also his punches. When a body part is being focused it will glow green and the attack will be 35% faster. Doing this will deactivate the buff completely
Weaknesses: The spell can only be used on the caster making it incredibly inefficent when it comes to utility
It can only be applied while the caster is flying, and is completely useless on the ground.
- spell fusions:
- List of Spell Fusions:(Locked until B rank)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)[size=18]
Last edited by Duckley on 30th May 2016, 10:51 am; edited 2 times in total