☁Magic☁
☁ Primary Magic:☁
Sylpheed Winds.
☁ Secondary Magic:☁
(Must be filled in later. Magic you bought at the store goes here)
☁ Caster or Holder:☁
Caster!
☁ Description:☁
Through the strength of their patron goddess Sylph of Wind the Harpy tribe channel magic through the different fairies that live in their territories called “Sylpheed” these small spawn of the main Sylph are a great asset to the Harpies and taught them how to channel and harness the different magics of different winds, however; unlike a regular Harpy which will only learn from and master a single wind the royalty of the Harpies always learn them all with each new queen going out and making their own nest which in turn attracts the Sylpheed which teach new and more powerful winds to both harm and help those the queen deems it.
With that sadly Nanaka has to rely on her shoddy memory to use her magic which due to her having the highest magic power out of all her siblings meant that even if she could not remember how to cast a spell properly then it would still do tons more damage than her sisters. With that in mind she is a very reckless user of her magic unless instructed by someone whose memory is not 30 seconds long.
With that sadly Nanaka has to rely on her shoddy memory to use her magic which due to her having the highest magic power out of all her siblings meant that even if she could not remember how to cast a spell properly then it would still do tons more damage than her sisters. With that in mind she is a very reckless user of her magic unless instructed by someone whose memory is not 30 seconds long.
☁Strengths:☁
- ☁Strong Support role: Due to the nature of the Sylpheeds magic it is a very viable support type role in combat along with a damage dealer.[/blur]
- ☁Sylpheed support: Due to the nature of channeling through a Sylpheed she has many perspectives on combat to work with even if she can barely remember their advice.
- ☁Strength of Royal Sylphs: As a member of royalty of the harpy clan the Sylphs bestowed her with unnatural strength to better prove dominance over the subjects she would rule.
☁Weaknesses:☁
- ☁Sylph HATE Dark:AS her magic revolves around fairies she will take 25% more damage from shadow based attacks and magic.
- ☁WOW where did THAT hole come from?:Some of the Sylph magic can cause a lot of property and structure damage to things harming allies if they are caught or causing unstable structures to collapse.
- ☁Who are you?:Due to her lack of memory capacity if an enemy manages to convince her they are an ally she can buff/heal them the same as an ally.
- ☁OW MY FACE!:As a highly fragile bird like being she takes 75% more damage from Earth type spells.
☁Lineage:☁
- Aspect of Neptune:
- Aspect of NeptuneDescription: The aspect of Neptune, one of the most powerful gods of the sea from whence it he came but now just a drop of what he once was. Neptune was considered a candidate for king and was second only to Jupiter. Neptune's dominion over the sea makes it's mark on it's host.
Ability: The Aspect of Neptune grants it's host favour with the seas. Their can only be eaten by god slayers. Water magic costs 5% extra when targeting the host. The host can spend half of the magical energy a water mage uses for a spell to nullify it.
Usage: Small passive, 3 post cooldown on nullification. Can only be done three times per thread.
☁ Unique Abilities:☁
☁ Flight:☁
Due to fact she has wings she is capable of flight (If she gets wet however then her feathers become too heavy and until they dry which will take 3 posts cannot fly)
☁ Flexible Talons:☁
With her being so used to what she is able to do as a harpy she can grab and throw people or monsters up to 3X her weight dealing one D-Ranks damage. (Can only be done while in flight and only if the enemy is not too heavy.)
☁ Sylphs Song:☁
Due to being blessed by the sylph she is capable of moving through and resisting wind with the greatest of ease taking 15% less damage from wind type spells and attacks and being able to fly through turbulent winds with ease and grace.
☁Spells:☁
- D-Rank Winds.:
- Emerald Sylphs Blessing.:
- ☁Name:☁Emerald Sylphs Blessing.☁Rank:☁D-Rank.☁Type: ☁Supportive, Wind.☁Duration:☁3 Posts.☁Cooldown:☁4 Posts.
☁Description:☁
By channeling the power of the Emerald Sylpheed she releases a Emerald Nova of wind in a 15 meter radius expanding at 7m/sec that upon contact with an ally speeds them up by 25% and when in contact with an enemy slows them by 20% (Has half the effect on C-Rank and No effect on B-Rank or higher enemies.)
☁Strengths:☁- ☁ Speed: Allows for helping allies with speed and also herself.
- ☁ Good Slows: It is good for slowing a crowd of people with the winds.
- ☁ Sight: Is very easy to see so allies can get in range of the spell quick to receive the buff.
☁Weaknesses:☁- ☁ Enemy?: If she cannot tell someone is an enemy either due to her memory or otherwise it will treat them like and ally and buff them too.
- ☁ RUN: It an be avoided by enemies and allies (as to why allies would I have no clue.)
- ☁ WHAT ARE THOSE?!: The winds themselves are very bright and vibrant meaning that a "Stealthy" use of them is not really viable.
- ☁ Walls? My one weakness!: Due to the winds being what they are "wind" they cannot go through walls meaning in a cramped space it is not as effective.
- ☁ Speed: Allows for helping allies with speed and also herself.
- Sapphire Sylphs Tears.:
- ☁Name:☁Sapphire Sylphs Tears.☁Rank:☁D-Rank.☁Type: ☁Supportive, Wind.☁Duration:☁1 Post.☁Cooldown:☁3 Posts.
☁Description:☁
By channeling the power of the Sapphire Sylpheed she is able to conjure a small amount of Azure winds which on contact with a single ally heals them by One D-Ranks worth of damage and removes any and all negative debuffs that are equal to or lower than this spells rank (Range = 1 Meters.)
☁Strengths:☁- ☁I feel better!: This spell is good for a heal as it helps keep someone in a fight.
- ☁I was Dazzled?: This can help remove CC on an ally so that they can fight at full force if needed.
- ☁I can fly!: This spell can be cast on herself to allow her to fly again after getting water in her feathers.
☁Weaknesses:☁- ☁Ally right?: If she does not know someone is any enemy due to her memory she can use this spell to heal them too.
- ☁Close Range only: If she is not close to the one in need of healing then she cannot heal them.
- ☁Contact (Not) Made: If she cannot touch the person she wants to heal (E.G there is a wall in the way) Then she cannot heal them.
- ☁Ow Dark!: This cannot remove debuffs that are made from shadow magic or shadow based magics.
- ☁I feel better!: This spell is good for a heal as it helps keep someone in a fight.
- Ruby Sylphs Grace.:
- ☁Name:☁Ruby Sylphs Grace.☁Rank:☁D-Rank.☁Type:☁Offensive, Wind.☁Duration:☁1 Post.☁Cooldown:☁2 Posts.
☁Description:☁
By channeling the power of the Ruby Sylpheed she twists her wings and swings them letting loose a stream of cutting ruby winds that deal 100% D-Ranks damage in a straight line going up to 15 Meters away and with a width of 5 meters. (Winds travel at 8m/sec)
☁Strengths:☁- ☁Straight Target: This spell can hit anything in that line of fire.
- ☁Cut the Advantage: The ruby winds are capable of cutting through wood and other weaker materials and can cause damage meaning that if she is in a bunch of trees this can be used to hit targets hiding within them.
- ☁Red Wave: She can use this spell to help with dealing in a long hallway or crowded areas filled with enemies very easily due to the fact the winds pierce and hit anything in the line.
☁Weaknesses:☁- ☁Sorry: This spell can hit and harm allies that are caught in it along with enemies.
- ☁Pretty Red: Due to the vibrancy of the ruby winds it makes it hard for people NOT to see this spell.
- ☁Collateral Damage: If it were to hit wooden support beams vital to a building or anywhere where it could cause collapse it will if it hits them and can harm allies and herself due to it.
- ☁WALLS: If this spell hits a wall then it stops at the wall not going any farther unless it is made of wood or a weak material.
- ☁Straight Target: This spell can hit anything in that line of fire.
- Onyx Sylphs Mercy.:
- ☁Name:☁Onyx Sylphs Mercy.☁Rank:☁D-Rank.☁Type:☁Offensive, Wind.☁Duration:☁2 posts.☁Cooldown:☁4 Posts.
☁Description:☁
By channeling the power of the Onyx Sylpheed she creates a black clone of winds that stands 1 meter in front of her cuts at anything that she wants it to attacking enemies for 50% D-Rank each strike but can only attack twice on the first post it is active and once the second with it following Nanaka and always staying within 10 meters of her and travels at 5m/sec.
☁Strengths:☁- ☁Deter: She can use this to deter enemies from attacking her head on since the most she can do for a physical fight is to kick enemies.
- ☁Fast: The clone can move fast around her to try and guard her and attack for her while in the 10 meter zone.
- ☁Good Single damage: This allows her to do enough damage to a enemy that would normally beat her if she had her other spells down.
☁Weaknesses:☁- ☁Stay Away: If the clone hits an ally it will count as one of the two attacks for that post and deal the damage to them.
- ☁What is that: In the day time the black clone stands out like a sore thumb.
- ☁Range of movement: Even if the clone does damage it requires Nanaka to be able to move so it can.
- ☁Dissipate: If the clone is hit with a shadow type attack of the spells rank then it is nullified and goes instantly on cooldown.
- ☁Deter: She can use this to deter enemies from attacking her head on since the most she can do for a physical fight is to kick enemies.
Last edited by Nanaka-Chan on 17th August 2015, 6:41 am; edited 1 time in total (Reason for editing : Fixes)