Magic
Primary Magic: Sahaki Wind Magic
Secondary Magic: None
Caster or Holder: Caster
Description: Sahaki Wind Magic is a magic that was first used by Osuya,one of the oldest users of the wind magic.Sahaki Wind Magic has some very strong defensive spells and some devestating offensive power combined together.It can also boost some of the user's physical attributes and attacks.The defensive power of this magic gets higher,the strongest its user is.Same goes for the offensive power.It's a form of magic that requires the user's focus to be at its highest level,otherwise,if used incorrectly can be very dangerous even to its own user.The defensive spells aim on exterminating any harmful spells and the offensive ones offer extremely high amounts of damage,both in long and close range,depending on how the user desides to use it.If used correctly,this could very much be one of the most dangerous and untouchable forms of magic in existence.
Kruch mostly depends on his own skills with his weapons,on his speed and reaction timing in a fight.What this magic helps him do is boost all 3 of those to boost his attacks' damage and take his speed and reaction timing to a whole new level,creating an extremely fast samurai.Now besides boosting his physical attributes,Kruch also uses some defensive and offensive spells.He will use the defensive ones to protect himself of any harmful spells while trying to get up close to the target and then use his offensive spells to demolish his opponent with some devistating close range power that those spells offer him.All in all,Kruch is an absolute monster in close range but is forced to defend until he reaches the target,making him vulnerable in long range.
Strengths:
Levitate:Kruch is able to use the air around him to make himself flow.
Control of the wind:If he can overpower the spells of an element that wind is strong against,Kruch is able to control it(Water,Fire).
Close range devistation:Kruch's use of his magic make his close range damage extremely high and him a very dangerous individual.
Untouchable:As simple as that,Sahaki Wind Magic offers Kruch a lot of speed which makes him a very hard opponent to hit.
Weaknesses:
Dangerous:If Kruch uses this magic the wrong way he cannot only harm his teammates but in some situations even himself.
Wind does not always win:Kruch takes 15% increased damage from any form of magic that uses earth as an element if the spell he gets hit by is the same rank as him.If Kruch gets hit by an earth spell which is a higher rank than him,he will take double the increased damage instead.
Please let me get close to you:While Kruch thrives at close range,the way he uses his magic,his long range power is signifinicantly weaker
Osuya's seal:When he realised how strong this form of magic is,Osuya sealed the magic so that every S rank spell its user uses will deal 20% decreased damage unless the user uses double the mana to cast it.
Requirements:The way Kruch uses his magic,he has to have a weapon equipped to be able to make it useful.
Primary Magic: Sahaki Wind Magic
Secondary Magic: None
Caster or Holder: Caster
Description: Sahaki Wind Magic is a magic that was first used by Osuya,one of the oldest users of the wind magic.Sahaki Wind Magic has some very strong defensive spells and some devestating offensive power combined together.It can also boost some of the user's physical attributes and attacks.The defensive power of this magic gets higher,the strongest its user is.Same goes for the offensive power.It's a form of magic that requires the user's focus to be at its highest level,otherwise,if used incorrectly can be very dangerous even to its own user.The defensive spells aim on exterminating any harmful spells and the offensive ones offer extremely high amounts of damage,both in long and close range,depending on how the user desides to use it.If used correctly,this could very much be one of the most dangerous and untouchable forms of magic in existence.
Kruch mostly depends on his own skills with his weapons,on his speed and reaction timing in a fight.What this magic helps him do is boost all 3 of those to boost his attacks' damage and take his speed and reaction timing to a whole new level,creating an extremely fast samurai.Now besides boosting his physical attributes,Kruch also uses some defensive and offensive spells.He will use the defensive ones to protect himself of any harmful spells while trying to get up close to the target and then use his offensive spells to demolish his opponent with some devistating close range power that those spells offer him.All in all,Kruch is an absolute monster in close range but is forced to defend until he reaches the target,making him vulnerable in long range.
Strengths:
Levitate:Kruch is able to use the air around him to make himself flow.
Control of the wind:If he can overpower the spells of an element that wind is strong against,Kruch is able to control it(Water,Fire).
Close range devistation:Kruch's use of his magic make his close range damage extremely high and him a very dangerous individual.
Untouchable:As simple as that,Sahaki Wind Magic offers Kruch a lot of speed which makes him a very hard opponent to hit.
Weaknesses:
Dangerous:If Kruch uses this magic the wrong way he cannot only harm his teammates but in some situations even himself.
Wind does not always win:Kruch takes 15% increased damage from any form of magic that uses earth as an element if the spell he gets hit by is the same rank as him.If Kruch gets hit by an earth spell which is a higher rank than him,he will take double the increased damage instead.
Please let me get close to you:While Kruch thrives at close range,the way he uses his magic,his long range power is signifinicantly weaker
Osuya's seal:When he realised how strong this form of magic is,Osuya sealed the magic so that every S rank spell its user uses will deal 20% decreased damage unless the user uses double the mana to cast it.
Requirements:The way Kruch uses his magic,he has to have a weapon equipped to be able to make it useful.
- Lineage:
- Knight of Destiny
Description: One of the Seven Knights of King Kuroryu, this Knight could predict the future and knows one's destiny leading to the name of the lineage. Using his power, the knight was able to evade death and survive many battles he otherwise wouldn't have, which lead him to grow old, settle down, marry a woman, and have children. His offspring are said to have a similar ability to the knight's name, though it is weaker then before.
Ability: Allows the user to dodge any one spell in a post. The user also has a 25% passive speed boost.
Usage: Upon a spell being targeted directly at the user they can dodge it miraculously. This can only be used a maximum of three times per a thread. After dodging this ability has a 5 post cooldown. Passive 25% speed boost.
- Unique Abilities:
- Wind's Blessing:Using the wind around him,Kruch boosts his movement speed and reaction timing.Kruch gains 25% increased speed.
Wind slash:Every time that Kruch swings at someone,the attack will be followed by an invisible wind attack,which travels with 2 m/s and deals 50% of Kruch's unnarmed damage.
Protection of the Wind:Every spell that uses an element that wind is good against deals 25% less damage onto kruch.If he takes damage by a spell that uses an element which wind is equal to,he will take 15% decreased damage instead.If Kruch takes damage by a spell which uses earth Kruch will take 10% less damage and this ability will go on cooldown for 1 post.
- D-rank Spells:
- Name: Dome of Wind
Rank: D
Type: Wind-Defensive
Duration: 2 posts
Cooldown: 4 posts
Description: Kruch collecting the wind around him creates a dome of wind that is 5 meters tall and 10 meters long that blocks any D-rank spells and reduces the damage of any C-rank spell by 10%(besides the earth C-rank spells).If two D-rank spells hit the dome it will break and Kruch will take no damage.If any C-rank spell hits the dome it will break the dome and Kruch will take 10% less damage.If that C-rank spell is an earth spell it will break the dome,also dealing its maximum damage.If a D-rank spell hits the dome and then another C-rank spell hits the dome then Kruch will take 5% less damage from the C-rank spell and the dome will break unless it is an earth spell,in that case he takes maximum damage.This spell cannot stop any B-rank spell or above,neither block them nor reduce their damage.If it is hit by B-rank spells or above the dome breaks instantly and Kruch receives maximum damage.
Strengths: -It blocks any D-rank spell.
-It can protect Kruch from almost any direction
-It still reduces the damage of some C-rank spells by a certain amount.
Weaknesses: -While it protects Kruch from a lot of damage by almost all the directions,it still leaves the the area below Kruch open
-It can only reduce a C-rank's spell by a little amount
-Kruch still takes maximum damage by earth spells
-It is useless against B-rank spells or above
-It is breakable
Name: Wind Swords
Rank: D
Type: Wind-Supportive/Offensive
Duration: 4 posts
Cooldown: 6 posts
Description: Kruch supports his attacks with invisible wind swords.The swords move with 4 m/s(+1 m/s for every rank that kruch gains after D rank) and deal 20% of Kruch's rank(+5% for every rank that Kruch gains after D rank).
Strengths: -Extremely strong in close range
-It deals a good amount of damage
-Very hard to dodge,since the target is up close and the wind attack is also invisible
Weaknesses: -You need to be close to the target to even be able to swing at him
-While hard to dodge,against a fast opponent it is still dodgable
-It deals 10% less damage to a user who uses earth magic
-It requires a weapon to be equipped
Name: Orb of Tornado
Rank: D
Type: Wind-Charging Offensive
Duration: 2 posts to charge but is thrown instantly
Cooldown: 3 posts
Description: Kruch charges up an orb,which is maxed up in two posts.While charging this orb,all movement speed buffs on Kruch go on cooldown equal to how much the charging will take.If Kruch charges for the duration of both posts he will be able to throw the orb at a range of 15 meters around him,which will turn into a small tornado which travels at 10 m/s.If Kruch is unable to fully charge the orb,he cannot even throw it.If the tornado hits an opponent it deals 75% D-rank damage to him and knocks him up.If the opponent is the same rank as Kruch he is also going to be stunned for his next post.Both the knockup and the stun do not work on B-rank mages or above.
Strengths: -Finally a mid-range spell that helps Kruch get up close to the opponent if he manages to hit the tornado
-It deals 25% increased damage to fire and water mages
-It can hit multiple targets
Weaknesses: -Leaves Kruch open to any attacks while he is charging
-If it misses,it is completely useless
-The knockup and the stun are useless against B-rank mages or above.
-If Kruch doesn't fully charge it,it is useless.
-Kruch loses all of his extra movement speed(50%)
Name: Fist of Wind
Rank: D
Type: Wind-Offensive
Duration: Instant
Cooldown: 3 posts
Description: Kruch charges the wind around him in an invisible fist and throws it towards a direction.This fist can only hit one target and has a range of 10 meters on all directions around Kruch.It travels with 5 m/s.This fist deals full D-rank damage to an opponent.
Strengths: -It deals a lot of damage
-It offers even more to Kruch's close range devistation
-It is hard to dodge since it is considerably fast and invisible
Weaknesses: -Can be dodged
-Is useless in long range
-Can hurt allies
-Requires a weapon to be equipped
Last edited by Kruch Windblower on 17th December 2015, 9:05 am; edited 8 times in total