~ Heero
P.S - Be done soon; still working on this H-Ranked Spell
Omen Angel
Omen Angel
Heero wrote:Name: Sky Devil's Lifewind
Rank: C
Duration: 10 Posts (HP Regeneration Effect) Please change this to 5 posts after it is healing C-Rank Damage per post. With this you can lower the cooldown by one.
Cooldown: 11 Posts
Type: Slayer
Description: Heero waves his hand at a target or slashes his arm through the air at them as a huge gust of white wind hits them, pushing their clothes and hair in a breeze that whips around them for about ten seconds. Most wounds, sickness, and issues with health will disappear from this target upon feeling the breezes of Lifewind surround them.
Strengths: Heals one target at the rate of one C-Ranked effect per post.
Weaknesses: Doesn't do any damage to enemies, doesn't Buff Heero's allies, doesn't Buff Heero. Can only be used on one person at a time due to the amount of time it takes the spell to recharge.
Name: Sky Devil's Soulwind
Rank: C
Duration: 10 Posts (Negative Status Effect Removal)
Cooldown: 14 Posts
Type: Slayer
Description: Heero holds out a hand towards a target as a gust of white wind leaps off of his arm and swirls into a target; weaving into them and traveling into their very soul to remove any adverse effects.
Strengths: Unweaves effects that specifically target the soul, at the rate of one C-Ranked effect per post.
Weaknesses: Has a very extreme cooldown. Can't be used in rapid succession, can only be used on one target at a time due to the amount of time it takes the spell to recharge. Doesn't do any damage to any enemies, doesn't Buff Heero's allies. Doesn't Buff Heero.
I understand that you want this to be a large attacking spell, but please remember that this is still a C-Rank spell and though it only deals C-Rank damage every post, this lasts for 10 posts that is the damage of an S-Rank spell. To balance this please either lower the duration or the amount of damage per post. OR having that there is a major weakness that goes with this spell
Omen Angel
Heero-chama wrote:
Primary Magic: Sky Devil Slayer Magic
Secondary Magic: ---------
Description: Taught to Heero by the fallen Archdemon of the Sky, Lucifer. Not much is known about this form of Lost Magic as it's knowledge and practice have been lost to time except that it allows its users to use a specific element to slay Demons. It also lets the user eat their respective element to replenish strength and become immune to its effects like other types of Slayers. It has also been suggested that Devil Slayer Magic is a very fickle Magic, and that learning it too quickly and making use of its properties in rapid succession have adverse effects on the user, causing them to become afflicted with black markings that spread across their entire body. The users who master this Magic are able to summon these markings at will, allowing them to become immune to the effects of Curses, including the "Ultimate Curse" Memento Mori, which is supposed to completely annihilate whatever it touches. This Magic also allows its users to obtain information about a Demon by just observing it for a second. The wind of the Magic itself appears to be actually colored white and seems to shimmer with holy energies meant for slaying Demons and purging evil energies and entities. Since Heero has been taught by two Dragons, and trained with twelve--he is a forced to be reckoned with when wielding this Holy Magick meant for driving out Evil. He still incorporates the fighting style of a Dragon Slayer in battle, now honed to an extreme after his training in battle with the actual mythical beasts.
Strengths:
Is a supernatural holy wind meant for Slaying Demons and Evil Beings of all types.
Slices through or molds Water Spells of Equal or Lesser Rank to the form of Heero's wind adding too or sending back the water. One of the easiest things to move around with any Wind Magic is water.
Destroys, scatters, or redirects Lightning Spells of Equal or Lesser Rank.
Pushes back airborne Earth and Metal Spell effects of Equal or Lesser Rank.
Will gust out Lower Ranked Fire in an instant.
Will slice through Lower Ranked Earth and Metal Spell effects.
Will defeat any airborne Spell Effects of Equal or Lesser Rank.
Is meant to make the caster a beacon of holy energies and wind, often making their mind, body, and magic power--unable to be tampered with or altered.
Weaknesses:
Grounded or Wall type Earth and Metal Spells of Equal or Greater Rank will hold up perfectly against the Wind and go right through the Wind.
Fire Spells of Equal or Greater Rank will cause Heero's spells to explode or set ablaze Heero's spells while they are still gathering or charging.
Deals more direct damage if it comes into direct contact with the user, not having to go through things like Armor or Obstacles.
A lot of the Magicks arts are based on healing, or changing a situation rather than dealing damage directly to the opponent.
A lot of the Magicks arts are focused on making the wielder of the Magic immune to status effects, or raising a party members chances of victory rather than destruction.
If used for destruction, the Magic is very volatile. Area damage is certain through the carnage of massive wind amounts of gale force itself. Due to the Gale Force of the wind, it is extremely sharp.
Abilities / Powers:
Kirby - When outdoors, like all Sky Slayers; Heero can eat air just by standing still and inhaling. Due to being raised by a Dragon, trained by two and subsequently ten more. Heero's inhale is something to behold. He can inhale massive amounts of air at once. This takes some time though, as Heero's body can expand like an Air Balloon. Heero has two options once he's in Puffball Mode. Gulp the air down and eat it, gaining 50% Magic Power relevant to how long he inhaled. How long does it take to go into puff ball mode? Or unleashing a powered up Roar (Sky Demon's Rage) that rises to H-Rank in power and doubling in size and range. Takes Heero 10 seconds of uninterrupted inhaling to reach the 'Kirby' stage. If outdoors and uninterrupted for one entire post after he starts inhaling air, he can entire Demon Force. Heero also never seems to be bothered by being in vacuums of space or underwater. Magically he can stay in these two places forever as long as he eats air just before entering said environment. No. You are not entering demon force in one post. That's just...too little. I realise its easy for you to be interrupted but in a job for example or with an ally there its also easy not to be so....yeah I'd rather you just enter demon force the normal way
Black Markings - The more Heero is hit by Darkness Magic, Unholy, Demonic Magic, Curses, or makes direct contact with a Takeover user or Demon 10 times. Dark Marks will begin to spread all over his body, up to halfway. These 'dark marks' look like a dark tattoo of a claw that seems to spread up his right side and around his face. Once Heero is fully Demon Branded, he will become immune to the above types of Magic and Art Forms for the remainder of the fight / thread. Must be hit or make direct contact with by these type of energies 10 times for this to go into effect. One H-Ranked Spell effect, or 3 S-Ranked effects, 6 A-Ranked effects, 12 B-Ranked effects, 20 C or D Ranked effects---will trigger full 'Demonification' branding. This is far too much. If you were up against a H rank dark mage this would make you instantly immune after being hit by their biggest spell. I will allow a 50% resistance boost
The Fury - The longer Heero engages in battle, he will tap more and more into what was explained to him as the 'fury' of a Demon. His eyes will begin to glow red as The Fury overtakes him. Must engage in physical and/or hand to hand combat with someone for at least 5 posts straight during a Fight for The Fury to trigger. It is a brawling state, used to wrestle might beasts and Chimeras if necessary. While in this state, his Physical Strength is boosted to X-Rank, but all of his Spells cost Double MP% while in this state. Lasts until one post goes by without any hand to hand or physical combat happening. Will trigger again with 5 posts straight of close up brawling or weapon attacks against Heero once more. Please clarify you can't do this and demon force because combined this is far too OP.
Holiest of Holy - Heero can trigger this effect, as all of his Spells sparkle with white light during the duration of Holiest of Holy. If any allies come into contact with Heero's wind during this duration; they will not be buffeted or moved by his Spell Effects, but healed instead. Creating a literal tornado storm of life, and health upon the battlefield if he is in pitched combat. Lasts 7 posts. Only useable once Per Fight & Thread.
Where the Wild Things Are - Heero can stand still and feel any wildlife, even down to a flower budding near him. Animals can also feel this connection, and while meditating in this trance they will frequently come near him to graze--birds also land on his shoulder during this state. Heero uses this to regenerate his Mental Fortitude. In nature, he is extremely comfortable and uses his bond with animals too traverse landscapes others would normally get lost in by reaching out to them spiritually as a protector. 5% MP Regeneration per Post if surrounded by more than 5 wild animals or wild magical creatures.
Gale Force - Heero's spells do Double Damage and Double Knockback to any Airborne Target while Heero himself is also Airborne with the target. A True Demon of the Sky, fighting Heero in airborne combat is not something anyone should undertake lightly. While on the ground, where he usually fights. Heero's target does not receive bonus damage from Gale Force. Combined with the damage boost from being a Demon Slayer, any Airborne Demon or Dark Entity is sure to face Heero's might on a whole difference scale.
Fallen Angels - Heero can revive someone from the Dead as long as they were killed recently, and their Spirit is still nearby. 24 Hours (3 Threads). If someone dies of Natural causes, Heero can invoke Milky Way a Spell Effect he learned from Grandine during his time as the Sky Dragon Slayer. Calling someone spirit or ghost around for about 3 Hours. Heero loves to use this ability to allow people to talk to long gone family members, or mentors and friends. Even pets. Heero needs to have items the person has owned, or be near where they were killed to invoke their spirit unto his location.
- Slayer Bonuses:
10% Increase to STR, SPD, and END (Toughness and Stamina)
Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart.
Deals double damage towards Darkness, Demon, and Undead type non-human beings.
Devil Force:
First Gen. Demon Slayers have learned the magic from the Demon of their respective element.
Demon Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. (Demon's Aura: Body is cloaked in a tinted aura of their respective element) It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%.
In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, Etc. )
In Demon Force, Heero's status effect upon physical hits is Knockback by wind for 10ft per hit.
In Demon Force, Heero can fly without using his Exceed freely on wind he generates himself.
During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% MP.
Lasts for 7 posts.
All slayers have a resistance to their own element if not eaten by the Slayer.
-----------------------------------------------------------------
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Sky Slayers must consume air from the sky itself! Pulling it down into their mouth as they inhale! Sky Slayers can eat Wind left behind from fast movements, and all forms of Wind Magic! Air is different than Wind. The air we breath is not wind, it's speed classifys it as Air! When a car or fast moving object passes there is Wind! Atmopsheric Air (in the Sky) is always moving and drifting at high speeds, thus as the name implies, Sky Slayers must eat air from on high, aim for the clouds! As long as they are outside, Sky Dragon Slayers have an unlimited amount of elemental food. However it is obvious when they eat and leaves them more vulnerable than most types of Slayers unless their opponent is distracted. Fast moving opponents beware! A Sky Slayer can turn Super Speed into a disadvantage quickly as Wind is usually in an abundance against an opponent moving at intense speeds!
Permanent Lineage Passive Abilities & Attributes:
Heero's Strength and Speed are increased to amazing levels. He can perform feats of strength limited only by his willpower and current magic power. (Beyond H-Ranked Speed and Strength Passive)
Heero may Shapeshift into Animals
Heero may still use magic while Shapeshifted.
Animal Forms last up to 3 posts per shapeshift (4 post cooldown after shapeshift & 3 uses per thread / fight)
- Monkey King's Descent:
Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with super human strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
Ability: The user is able to transform into animals. The user also has drastically increased strength and speed. The user is able to use One D Rank Wind spell of any type, and One C Rank Ice spell for freezing enemies.
Usage: The strength and speed bonus are a passive that cannot be undone. The transformations last 3 posts, and have a cool-down of 4 posts, and can only be used three times per thread. While in animal form the user may still use magic. The D-ranked wind spell and C-ranked ice spell do NOT take up a spell slot, but must be added to the user's magic application regardless.
Spells:
- Signature Spells:
Name: Sky Devil's Healing
Rank: Perfected (S)
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero focuses on one target, sometimes he points. Sometimes he looks seriously in their direction. Sometimes he'll hold his hands over a target if prolonged healing is needed. The target organism glows brightly with a greenish white light. Immediately, the organism or lifeform springs to peak condition, apples grow on trees and the like. It is a healing spell enchanted event moreso with the holy magicks of a Demon Slayer. Heero has practiced this spell time and time again on just about everyone and everything he could. From healing interior wounds that would normally require surgery to healing downed elephants to bending down and healing the scraped knee of a kid, Heero can do it all and no task was to small for him to learn how to truly wield the healing arts of the Sky Dragon in the past, and the Sky Demon in the present.
Strengths: Heals one target for S-Ranked damage. Removes negative status effects up to S-Ranked. Can be used as far as Heero can see, but is much more effective at close range. If Heero can actually reach out and touch his target, they will be healed instantly for S-Ranked damage. Even if the target is wearing armor the spell will affect the wearer of said armor. If he casts this effect over a distance, the target will take 10 seconds total to regenerate a total of S-Ranked damage. Is instant when used on himself.
Weaknesses: Only affects one target. Isn't instant when used on an Ally unless casted by touch. Deals no damage. Doesn't buff Heero. Doesn't buff his Allies. Only affects lifeforms and living organisms such as plants or bugs if not used on a human. Although it can be used on any life that can be perceived as 'sentient'. Isn't offensive in any way. Appears as a brief one second harmless white tornado of white wind around a target or Heero himself and is visible. Can only affect targets that Heero can see.
Name: Sky Devil's Clearmind
Rank: Legendary (A)
Duration: 6 Posts
Cooldown: 4 Posts Read the rules. Even for sig spells cooldown must be equal to or greater than duration
Type: Slayer
Description: Heero concentrates on his group of allies or friends, or just on himself. Entering a centered 'zen' state of mind; a small breeze will gust off of Heero and his targets. As everyone seems to fall into a state of clear minded confidence, that cannot be broken.
Strengths: Removes all negative psychic, berserk, and mental Spell effects on a target. Prevents the target(s) from being psychically tampered with or enraged while under the 'Clearmind' status effect. Enchants 10 allies with Clearmind, making Heero a powerful ally to have on your side against any psychic type opponents.
Weaknesses: Does not do any damage. Does not Heal targets or allies. Does not buff Heero. Does not Buff Heero's allies. Doesn't affect the environment. Does not work on H-Ranked psychic effects.
Name: Sky Devil's Re-Raise
Rank: Strong (B)
Duration: Instant (Shared with Sky Devil's Raise)
Cooldown: (Shared with Sky Devil's Raise)
Type: Slayer
Description: Heero focuses on the Sky magicks enchanted onto himself and then on one Ally. Immediately, that target will recieve the effects of "Sky Devil's Raise" as long as the same enchantment is still running on Heero. Is a very useful spell when teaming with one person in a duo.
Strengths: Shares the effect of "Sky Devil's Raise" with ONE Ally as long as Heero has that effect on himself.
Weaknesses: Only affects one ally. Doesn't do any damage. Doesn't heal Heero. Doesn't heal any allies. Shares it's Cooldown with Sky Demon's Raise for obvious reasons.
Name: Sky Devil's Singing Wind
Rank: Weak (C)
Duration: Instant (Channeling)
Cooldown: N/A
Type: Slayer
Description: Heero calmly channels a gale force wind from hip that whips around and whistles at high speeds, coating fifty feet in wind that seems to 'sing'. The harmonic wind seems to vibrate through the air and shake it so much that the magic in other spells are pulled asunder; rendering them useless.
Strengths: Causes a large defensive gale force wind that can be used to protect a certain area against B-Ranked and below Spell Effects. The wind is spinning at razor speeds, and anything that touches it that is non Magical will be shredded to bits nearly instantly.
Weaknesses: Can't stop A-Ranked Spell Effects. Only protects fifty feet around Heero. Can be set on Fire by Fire Spells of any Rank. Metal and Earth Spells that are B-Ranked will come soaring through the singing wind easily. The wind only spins around Heero and his allies for about 30 seconds.
- H-Ranked Spell:
Name: Sky Devil's Sonic Wind
Rank: H
Duration: 15 Posts
Cooldown: 25 Posts
Type: Slayer
Description: Heero bends his knees and begins to power up as wind seems to rip through the area, churning from his body in huge H-Ranked knockback waves of Gale Force wind; they whirl away from Heero in a giant tornado that is well beyond S-Class at 1250 ft tall (Empire State Building) and 500ft wide. The wind begins to sparkle bright white as it begins to break the sound barrier; visible from easily three miles off. At this very moment; Heero enchants himself Magically with the exact speed of the wind as the wind itself whips back down into his body all at once causing water, buildings, loose earth or whatever else that was caught up in the power up to tumble, and crash back down to the ground. Now able to move, see, and hear, and think at the Speed of Sound; Heero is a force to be reckoned with and creates Sonic Booms in his wake when simply running while Enchanted with this ancient Magick.
Strengths: Allows Heero to run at the Speed of Sound (720MPH). Makes keeping up with him very difficult. Allows him to take down a large amount of enemies, or move from enemy to enemy rapidly. Creates S-Ranked Sonic Booms in 300 ft knockback waves behind him as he runs every time he turns or switches directions. Can run on Water.
Weaknesses: Crashing into things deals B-Ranked damage to Heero. Only affects Heero. Doesn't heal Heero. Doesn't Buff Heero's Allies. The power up only lasts 10 seconds; so any damage must occur while Heero is powering up. If you can quickly get back 500 feet away from the tornado you'll be safe from the power up damage, although the tornado is massive and you will still feel the gale force or breeze even from afar. Costs a lot of MP. It's Cooldown is very extreme.
- S-Ranked Spells:
Name: Sky Devil's Rage (Roar)
Rank: S
Duration: Instant (15 Second Roar)
Cooldown: 10 posts
Type: Slayer
Description: The Demon Slayer's version of a Dragon Slayer's Roar. Heero takes one stomp to his left like a sumo wrestler and holds one hand up to his mouth ninjutsu style. The ground whirls with so much air, that it's hard to even stand near Heero if you aren't of a certain weight or power. All of a Sudden, Heero inhales all air within thousands of feet. Expelling it with a gigantic blast of air that literally looks as if he's exhaling a tornado. As it is wind, the noise alone is of the level of a hundred jets flying by. The tornado Heero breaths out can travel far enough to barrel through the entirety of the island of Manhattan.
Strengths: Is a Roar. Heero is a master of this technique after his origins as the Lightning Dragon Slayer, training with Grandine and learning Sky Dragon arts--and then training subsequently with other Dragons. Anything that is not S-Ranked Fire or Grounded S-Ranked Earth or Metal stands next to no chance of holding up in the sheer natural disaster that he exhales towards an unfortunate target or area. Has a range of 1 mile. Heero can turn himself by stomping around like a Sumo Wrestler and controlling the huge tornado he's exhaling. He exhales the wind for 15 seconds before it explodes in a huge S-Ranked burst of wind.
Weaknesses: Is the signature attack of a Slayer. A roar is well known by a lot of wizards, meaning they will try their absolute damndest to get out of the way. Takes 3 seconds for Heero to fire this at an opponent. Can be defended against by Grounded S-Ranked Earth or Metal. Can be set a blaze or blocked by S-Ranked Fire effects. Uses a lot of MP.
Name: Sky Devil's Hurricane Fist
Rank: S
Duration: Instant
Cooldown: 7 Posts
Type: Slayer
Description: Heero pulls one fist behind himself and focuses on one target. What sounds like a jet taking off is heard as Heero rockets forward at the speed of a bullet and hammers one target area with a punch that could probably fell a Dragon. The next moment, the Spell kicks in as several wind blasts rocket from Heero's back and repeatedly launch him at blinding speeds towards the exact same target / target area he punched the first time. A series of wind blasts keep on throwing Heero toward his target from seemingly all directions as he continuously strikes one point. A total of fifty hits ring out as on the last hit, Heero yells "FIST!!!" and sends his opponent flying upward with a final uppercut that releases an huge shockwave net of wind. Looks wise it appears as if every second Heero is performing a new melee strike on a target surrounded by wind.
Strengths: Is useful for trapping one opponent in what seems to be an endless onslaught of melee and hand to hand strikes. Once hit by one strike it's difficult to avoid the rest. Is useful for backing one specific target down into a corner. Useful for isolating one target into a one on one bout with Heero. Useful for chaining off of normal melee hand to hand combat. The total combo of the Spell lasts ten seconds.
Weaknesses: An opponent of S-Class could activate a rapid multi-hit Spell or Technique in response to this and parry or combat each hit with strikes of their own. S-Ranked Time effects can slow Heero down to the caster and make dodging much easier. Can be interrupted or protected against by S-Ranked Fire/Earth/Metal. S-Ranked teleportation effects will be great against this technique as it can get them out of range of the technique rapidly or instantly. Has a Cooldown of 10 posts.
Name: Sky Devil's Raise
Rank: S
Duration: 10 Posts
Cooldown: 14 Posts
Type: Slayer
Description: Heero inhales and exhales once, as his eyes glow white for just a split second. Sometimes he will do a hand motion when activating this legendary effect. This is said to allow one to traverse the Nine Hells; while protecting ones mind body and soul from insanity, sickness, and other factors on such a journey. Meant to allow Sky Slayers to traverse the Netherealms, the ancient art of Raise is an enchantment to be reckoned with. Bringing the user to the peak of absolute health, and keeping them there for the duration of it's enchantment.
Strengths: Protects the caster against any adverse affects or spells that have a lasting effect on their body. Such as any burns, sickness, illness, blindness, or hearing. Anything involving paralysis does not seem to work at all. No symbiotes or anything unnatural will stick to Heero's body or work. While it is not a healing ability, this ancient Sky Art allows the caster too keep themselves in peak traveling or fighting condition without fear of adverse affects in battle.
Weaknesses: Does not heal Heero, does not heal Heero's allies. Only affects Heero. Only protects against Status Effects and has no HP or MP Regen or healing factor to it unlike a lot of Sky Devil Slayer arts. Does not buff any Physical Stats.
Name: Sky Devil's Thousand Tornado Fist
Rank: S
Duration: Instant
Cooldown: 7 Posts
Type: Slayer
Description: Heero crouches his knees, and takes off to the left or right. Running in a circle around a target area like Sonic the Hedgehog; he kicks up a gigantic F-5 tornado from his speed alone. The Spell kicks in as the ground begins to rumble and the tornado begins to twist and shake in place; visible from up to a mile away as it is an F-5 class. From within the tornado; Heero begins rapidly appearing in bursts of wind from the walls of the tornado; landing melee hits on anyone trapped within it before disappearing back into the tornado and reappearing for more hits. When the spell ends, the tornado begins to waft away in the breeze as Heero's target(s) are usually left sprawled everywhere within the area this mighty enchantment was invoked.
Strengths: Causes a gigantic F-5 tornado to appear, whipping most opponents up into the storm and causing S-Ranked damage to them from that alone. If trapped within the tornado; Heero will target you for the melee strikes as he disappears and reappears in the wind of the whirling monstrosity of wind. Deals a total of one hundred hits split between the target(s) within the tornado itself. Useful for dealing S-Ranked damage to a large area quickly. The tornado is 500 feet tall and 300 feet wide. Anyone not S-Ranked without some kind of weight effect running on them will be swept up into the wind of the tornado off their feet, whirling around like a cow caught in one.
Weaknesses: The tornado itself takes Heero five laps around the target area to kick up enough speed to begin the F-5; if you can get out of the area he's circling by then, you will be safe besides the flying wreckage or objects flung everywhere by the giant tornado. Not a safe spell to use around many allies crowded together. Cannot change the location of the spell once it begins. If dodged a lot of mana was wasted. An S-Ranked wizard will be strong enough to be able to keep their footing inside and will be able to stand at the eye of the storm. Although extremely windy with not the best visibility, it is easier to dodge the storm of incoming melee attacks at the epicenter of the tornado. Can be set ablaze by S-Ranked Fire effects; severely damaging Heero who is flying around the tornado hopping in and out. Can be walled off of canceled all together by S-Ranked Metal and S-Ranked Earth effects.
- A-Ranked Spells:
Name: Sky Devil's Talon
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero goes backflipping towards his opponent through the air at the speed of your average bullet, whirling almost too fast too see and flipping like a gymnast at a blur. Reaching his target usually within one second; Heero whips his foot downward as a huge explosion of wind the size of a mansion explodes beneath him at point blank range. The gust of wind twists and whirls violently before exploding, often sweeping up the target and anything around him in a huge storm of wind that dies down usually just as Heero is landing from this stunning backflip kick.
Strengths: Is a very fast spell, can hit one target with A-Ranked damage very swiftly in close combat. Is useful for chaining off of melee combos or as a counter attack in hand to hand combat. Deals A-Ranked damage to one target upon the initial backflip kick of Talon, and then A-Ranked damage in a 100ft area as the wind from the kick itself explodes.
Weaknesses: Only used on one target initially, the technique of Talon is a well known Slayer maneuver and the explosion of wind afterward can be predictable at times. Can be stopped easily by Earth and Metal of equal rank. Heero can be set on fire or have his wind blown up during the approach of the backflip kick an A-Ranked Fire effect. Can hurt Allies if they're too close to where the backflip kick was unleashed. Has a cooldown of 6 posts.
Name: Sky Devil's Scream
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero takes a deep breath and lets out a scream that literally sounds...Demonic. The scream vibrates the air itself, and enchants the air with magics that drive off other Demons or negative magical effects hanging in the air. This spell is used to show the dominance of the Archdemon of the Sky even when confronting other Demons. Since the sound waves enchant the air, the effects ripple away from Heero as sound can travel extremely far; the demon scream could be heard throughout the entirety of Magnolia Town.
Strengths: Nullifies any negative Spell Effect lingering in the air up to A-Ranked that affects Heero, or Heero's allies. The sound waves reverberate thickly in the air itself, pushing the effects apart and pulling the magic power inside of the enchantments apart via vibration of the air dispersing them rather quickly. Deals A-Ranked Soundwave knockback damage if within fifty feet of Heero when he uses this Spell. Shatters anything brittle like glass for two hundred feet around Heero.
Weaknesses: Doesn't do any damage unless you're standing within fifty feet of Heero. Doesn't heal Heero. Doesn't heal Heero's allies. Doesn't buff Heero. Doesn't buff Heero's allies. Is purely an environmental Spell Effect unless standing too close to Heero when the spell Scream begins.
Name: Sky Devil's Hurricanrana
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero focuses on one target for a second, and then explodes forward with the speed of your average bullet; kicking the daylights out of one target with a spinkick straight out of hell that explodes and wraps the target in a brief 100 ft tornado of white wind that carries the target backward about fifty feet.
Strengths: Is an incredibly fast spell, losing track of Heero is incredibly easy as he uses this spell. Nothing but a breeze is left behind at the spot where he was standing before he used this Devil Slayer technique. Deals A-Ranked damage, and A-Ranked wind knockback damage to one target as they're wrapped up in a brief tornado of wind and thrown backward.
Weaknesses: Only affects one target. Does not buff Heero, does not heal Heero. Does not buff Heero's allies, does not heal Heero's allies.
Name: Sky Devil's Iron Fist
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero fires himself on a blast of wind at about the speed of your average bullet. He coats his fist in wind as he either launches himself through the air or runs on the ground. As he does so, a huge windstorm the size of your average swimming pool begins to churn around him. Sweeping up enemies besides his main target, and also anything not tied down. As soon as Heero makes contact with his target; the Gale Force winds explode backward off of Heero from his fist. Throwing him forward as the punch is turned into a carry attack as Heero rockets forward carrying one opponent on his fist, sending one opponent sailing and perhaps a legion of his lesser cohorts behind him done in by the wind blast from the punch itself.
Strengths: Heero can use this Spell over a distance of fifty feet to quickly catch up to a target or get himself back in the mix against one. Deals A-Ranked damage to one target swiftly, is a very powerful motion spell; and can be used to blaze through slower effects that take awhile to fully develop. Deals B-Ranked damage to opponents caught between Heero and his main target. Has an incredible explosion of A-Ranked wind of about 100ft from Heero's knuckles after about two seconds of flying back being carried by Heero's fist.
Weaknesses: Usually only hits one target, as the knockback from being carried on Heero's fist is extreme (unless a crowd of enemies is very close together). The explosion of wind after a few moments of being elbowed is very large and A-Ranked in magnitude, can easily hurt Allies if too close a few seconds after Heero elbows a target at blazing speeds. Is a very straightforward technique. Does not buff Heero, does not buff Heero's allies. Does not heal Heero. Does not heal Heero's allies. Has a cooldown of 6 posts.
Name: Sky Devil's Soothing Wind
Rank: A
Duration: Instant
Cooldown: 7 Posts
Type: Slayer
Description: Heero holds out a fist, as wind whips around him for a brief moment. Suddenly; a mini gale force wind surrounds ten targets, as they feel rejuvinated beyond anything they've ever felt before. The white wind surrounds them; healing their very core as they breath the holy airs. Clothes and armor re-smith and restitch themselves into optimum efficiency and perfect condition aesthetically.
Strengths: Heals up to 10 targets for A-Ranked damage. The mini gale force storm around a target being healed pushes back anything that's not A-Ranked with sheer force. The wind spins around a target and heals them for A-Ranked damage over 5 seconds. A useful crowd heal that is great in large scale battles.
Weaknesses: Doesn't buff Heero. Doesn't buff Heero's allies. Deals no damage to Heero's opponents. If Heero cannot see or sense his targets, he cannot heal them. Can be interrupted by using a Fire Effect of A-Rank or higher during the 5 seconds a target is coated in the white wind and healing. Has a cooldown of 7 posts.
- B-Ranked Spells:
Name: Sky Devil's Liger Bomb
Rank: B
Duration: Instant
Cooldown: 5 Posts
Type: Slayer
Description: Heero grabs onto one target and flips it over his head; supercharging his target with a gale force wind and gripping onto them with colossal strength. As he holds them over his head for a powerbomb; they are wrapped and surrounded in a gale force wind that spins off of them. Heero then slams his target in a brutal powerbomb that causes the wind wrapping around the target to explode upon impact with the ground or wall they're thrown into. The explosion combined with the impact from Heero's physical strength is something to behold; as usually a fifty foot crater is created just from the impact alone.
Strengths: Is a grapple technique, difficult to escape if you're not capable of matching Heero's physical strength. Can be chained after a melee combo or a grabbing technique. Can badly disorient one target if they're hit by this.
Weaknesses: If this technique fails, Heero is at close range to his opponent. Can be escaped by using a B-Ranked Metal or Earth effect as Heero makes to power bomb you and charge you with wind. Heero waits and holds his target over his head for one second before slamming them to charge them with wind. There is a brief interval for escape if you can get out of his grasp somehow.
Name: Sky Devil Barrage
Rank: B
Duration: Instant
Cooldown: 5 Posts
Type: Slayer
Description: Heero launches himself forward on a blast of wind at the speed of your average bullet; he then begins hammering into one target with repeated straight right and left hands; his arms surrounded by and coated in whirling white wind. The wind builds up as the repeated punches go off on his target; into a mini gale force vortex which explodes upon Heero throwing the last punch towards his target in a fifty foot explosion of wind that will usually send everything around Heero and his target flying at the end.
Strengths: Delivers a total of twenty hits that rack up rapidly to deliver B-Ranked damage and a B-Ranked wind knockback effect at the end of the Spell. Can be used mid combat, during combos, and after a normal melee or martial arts move to lead into Sky Devil Barrage.
Weaknesses: Is a straightforward move, can be defended against easily if you see Heero coming toward you beforehand. Heero throwing his punches rapidly can be walled off by most B-Ranked defensive oriented techniques, especially Earth or Metal. B-Ranked Fire will cause Heero's arms to either catch on fire or explode. Dealing decent damage to him and possibly allies.
Name: Sky Devil's Rising Upper
Rank: B
Duration: Instant
Cooldown: 4 Posts
Type: Slayer
Description: Heero crouches down, spins once and unleashes a jaw shattering uppercut that explodes with wind gathered on Heero's fist during his crouch and spin or approach. The wind gust is very extreme and violent upon Heero landing the uppercut, or even missing his target. The blast is enough wind exploding around Heero to slide back and flip several school buses if they were surrounding him.
Strengths: Is a very powerful attack, even though it is just a single strike. Can be chained into random melee combos, or used while brawling for a quick end or as a finishing move. Creates a B-Ranked knockback wave of wind upon Heero's fist making contact with his target.
Weaknesses: Only hits one opponent for full damage, the rest are only subjected to the B-Ranked knockback force of Wind, and will only take damage if they fly into something. The knockback range around his target is only forty feet.
Name: Sky Devil's Wing Slash
Rank: B
Duration: Instant
Cooldown: 4 Posts
Type: Slayer
Description: Heero tucks elbows back and powers up for just a split second before throwing his arms at an "X" in front of himself. Immediately; two huge blasts of wind rip outward from him in a huge "X" shape; blazing into the environment and leaving a huge "X" carved wherever the spell may have hit. A fantastic spell to behold because of the fact that you can clearly see it's after effect.
Strengths: Covers a 60 foot area with a huge explosion of wind in the shape of an "X". Can be used quickly, or mid combat. Can hit multiple targets within the range. Has a 'bounce' effect, and those hit by the spell will be thrown upward into the air twenty feet as if the spell bounced them off the ground.
Weaknesses: Strikes in a specific shape; and can be dodged just by knowing what angle the spell is coming from if you can see Heero before he casts this. Can be easily walled off by B-Ranked Earth or Metal. Can be set on fire and made to explode by any B-Ranked Fire effect. Can hurt allies.
Name: Sky Devil's Soothing Breeze
Rank: B
Duration: Instant
Cooldown: 5 Posts
Type: Slayer
Description: Heero holds up two fingers in front of himself, Shinobi style as up to three targets are surrounded by white wind that leaps off of Heero and attaches to them. Wounds, cuts, stabbings, and even clothes stitch themselves back together within ten to twenty seconds; as the wind disappears on the breeze afterward.
Strengths: Heals up to three targets for B-Ranked damage. Can be used as far as Heero can see, useful for recovering himself or his team during a pitched battle when he doesn't have time to see or tell how much damage is dealt to them from a distance in the chaos that sometimes unfolds in battle.
Weaknesses: Doesn't deal any damage to Heero's opponents. Doesn't buff Allies in any way statwise. Has a long recharge so it cannot be chained rapidly, must choose all three targets before casting so if someone shows up afterward, this spell will not be able to be used on them.
- C-Ranked Spells:
Lineage Spell Slot
Name: Wukong's Ice (悟空のアイス Gokū no aisu)
Rank: C
Duration: 4 Posts (Freeze Effect)
Cooldown: 6 Posts
Type: Lineage
Description: Heero clenches one fist, as a blue Monkey's Head magic circle spins around that arm. Heero then punches a surface; as ice coats over a 50 foot area that focuses on for a moment (a front yard sized area); and coats everything and everyone in that area into a crystalline ice, statue like form. A misty fog from the temperature coats the new crystalline area, lowering visibility by 50% within the area of the ice.
Strengths: Freezes everything, rather quickly. Allows Heero to trap things approaching him, or freeze everything for a getaway. Anything frozen can be shattered, resulting in a victory for Heero if he can get a shatter off on opponents. Heero can freeze things and individuals by touch if close enough when using this spell. You will have the 'Frozen' Status for 4 posts, if you are frozen in a cold area 'such as an Icy Mountain Range or inside of a Glacier or Frozen Tundra' the Duration is indefinite.
Weaknesses: Any amount of impact damage, heat, or Fire spell C-Ranked or higher will be able to shatter or melt Wukong's Ice away, or prevent the spell from it's full reaction or effect. Anyone with any measure of 'Superhuman Strength' whether natural or if gained by using a spell before frozen by Wukong's Ice will be able to break free. Can be nullified or avoided by using a C-Ranked Fire effect or any defensive or teleportation spell of B-Ranked or higher while Heero is still punching or touching a surface to activate Wukong's Ice. Heero needs a surface or being to use this on, and cannot use it through the air.
Name: Sky Devil's Leywind
Rank: C
Duration: Delayed (Instant Upon Activation)
Cooldown: 4 Posts
Type: Slayer
Description: Heero waves a hand or slices his arm through the air at a target location, as a blast of white wind whirls through the air and latches onto a target location, person, inanimate object or animal. This being or area, will whirl with a mysterious miniature whirl of white wind. Even walking through it or touching it does nothing, except for the fact that it's an area that just feels particularly breezy; it looks like a very small tornado of wind the size of a car just spinning in place, it shimmers white from time to time. Heero can then pull himself on wind in an instant back too the location. Disappearing and reappearing on a breeze.
Strengths: Can mark a spot, and use that whirling wind point up to 300 feet away. Useful for getting back somewhere. Useful for not getting lost. Useful for avoiding one hit KOes. Useful for getting a lot of people out of danger quickly if a point was created before entering a dangerous area.
Weaknesses: The points last until Heero breeze travels instantly back to the point; a giveaway that he is in the area, or that a Spell Effect was used as it is extremely visible as a small mini tornado of white wind just whirling on the ground. Can be walled off, or set on fire; causing it to explode by C-Ranked Earth, Metal, and Fire effects respectively. The windpoint from the spells casting vanishing upon him doing so.
Name: Sky Devil's Manawind
Rank: C
Duration: 5 Posts (MP Regeneration Effect)
Cooldown: 10 Posts
Type: Slayer
Description: Heero waves his hand at a target or slashes his arm through the air at them, as a huge gust of white wind with a blue shimmer to it whips through the air and latches onto one target or area. This area becomes oversaturated with maho, as the breezes that whip around are filled to the brim with mana that seeks to seep into any living thing nearby. Is a fantastic spell to behold, as it can heal natural wildlife and plants as well if used on an area where they are wilting or damaged.
Strengths: Regenerates one targets MP% at the rate of 4% MP per post.
Weaknesses: Doesn't last very long, and has an extreme cooldown for a Spell of it's Rank. Doesn't deal any damage to Heero's enemies, can't be used on an area more than twenty feet around.
Name: Sky Devil's Lifewind
Rank: C
Duration: 5 Posts (HP Regeneration Effect)
Cooldown: 10 Posts
Type: Slayer
Description: Heero waves his hand at a target or slashes his arm through the air at them as a huge gust of white wind hits them, pushing their clothes and hair in a breeze that whips around them for about ten seconds. Most wounds, sickness, and issues with health will disappear from this target upon feeling the breezes of Lifewind surround them.
Strengths: Heals one target at the rate of one C-Ranked effect per post.
Weaknesses: Doesn't do any damage to enemies, doesn't Buff Heero's allies, doesn't Buff Heero. Can only be used on one person at a time due to the amount of time it takes the spell to recharge.
Name: Sky Devil's Soulwind
Rank: C
Duration: 10 Posts (Negative Status Effect Removal)
Cooldown: 14 Posts
Type: Slayer
Description: Heero holds out a hand towards a target as a gust of white wind leaps off of his arm and swirls into a target; weaving into them and traveling into their very soul to remove any adverse effects.
Strengths: Unweaves effects that specifically target the soul, at the rate of one C-Ranked effect per post.
Weaknesses: Has a very extreme cooldown. Can't be used in rapid succession, can only be used on one target at a time due to the amount of time it takes the spell to recharge. Doesn't do any damage to any enemies, doesn't Buff Heero's allies. Doesn't Buff Heero.
Name: Sky Devil's Ghostwind
Rank: C
Duration: Delayed (Instant Upon Activation)
Cooldown: 4 Posts
Type: Slayer
Description: Heero charges a brief storm of wind around himself, that seems to calm down and disappear for no reason. 2 Minutes later, a huge gust of wind; enough to flip a car over comes roaring onto an area or individual(s) that he's focusing on.
Strengths: Is a deceptive ability, as Heero seems to enchant himself; only nothing happens. Hits a target after they've probably forgotten about the ability. Has a delayed effect, and can be useful for a surprise or lifesaver style of maneuver. The wind blast from the Ghostwind spell goes off 2 posts after Heero's initial casting of the Spell.
Weaknesses: Does next to nothing when initially casted except create a small breeze around Heero for just a second. Does no damage upon initial casting. Doesn't Buff Heero's allies, doesn't Buff Heero's abilities or stats in anyway.
- D-Ranked Spells:
Lineage Spell Slot
Name: Wukong's Wind (風悟空 Kaze Gokū)
Rank: D
Duration: 3 Posts
Cooldown: 4 Posts
Type: Lineage
Description: A green Monkey's Head magic circle appears beneath Heero's feet. It spins as a breeze of wind seems to coat around Heero and stay with him. This wind will leap off of Heero and push outwards in a powerful wind gust if anything approaches him at a speed of above 100MPH. It will send bullets and high speed projectiles and or magic flying away from Heero. Useful as a passive defensive measure if he senses danger is nearby. Wukong's Wind continues to build up the more you fire at Heero with guns, automatic weapons, or rapidly hitting effects. Spraying him with machine guns or anything that hits at an insane rate of speed a multitude of times is ill advised, as it will build Wukong's Wind's power will increase the more rapidly you shoot at him. For example spraying him with a Gatling Gun would result in a mini-tornado surrounding him.
Strengths: The breeze surrounding Heero reacts on it's own when something approaches above a certain speed. Deflects or nullifies any small or light projectiles that are not of the 'Fire' element. The wind gust will continue to spin and expand the more Heero is shot at with any type of rapid-fire maneuver. The wind deflects outward in a breeze at the exact speed of whatever's hitting the wind.
Weaknesses: Heero can easily be set on Fire with a Fire effect of C-Rank or higher while Wukong's Wind is active. Doesn't stop physical attacks nor assist Heero in hand-to-hand combat, only responds to small high speed impact threats, like arrows or bullets. Can respond to a barrage of small sized magical attacks as well if it's a multi-hit attack that uses many small hits all at once or repetitively.
Name: Sky Devil's Hurricane Kick
Rank: D
Duration: Instant
Cooldown: 3 Posts
Type: Slayer
Description: Heero charges up wind on one leg, usually while running or after jumping. As the spell triggers, it spins Heero about ten times clocking an opponent in the head or body with a Street Fighter style Tatsumaki. Each time Heero's foot makes contact with his target(s) a small but violent blast of wind explodes from his leg and foot. Heero whirls around the battlefield like a frizbee or directly towards one target for repeated whirling kicks on them. Heero never touches the ground during this technique, and only lands after ten whirls or when he hits something defensively strong enough to hold up against it.
Strengths: Can be used to go flying and whirling through a crowd of unsuspecting or unskilled opponents; kicking them all as Heero whirls through them in a pure Tatsumaki. Can hit multiple targets if gathered together or surrounding Heero in a circle. Actually creates a very small wind vortex around Heero as he whirls about for ten seconds with one leg extended and covered in wind.
Weaknesses: Doesn't have much magical damage in it, as the explosions of wind that rip off of his feet and leg while he's whirling about for kicks is only D-Ranked in magnitude. The real power comes from the force of Heero's physical strength kicking an opponent.
Name: Sky Devil's Breeze
Rank: D
Duration: 4 Posts (HP Regeneration Effect, Only When Standing or Floating Near Heero)
Cooldown: 8 Posts
Type: Slayer
Description: Heero waves his hands as a small breeze begins to exude from his body, pushing his hair and clothes in the wind softly. Anyone close enough to feel the breeze within 20 feet of him will regenerate health slowly.
Strengths: Heals Heero and his very near allies by 5% HP per post. Can come back near Heero in battle to receive the constant healing.
Weaknesses: Doesn't regenerate MP%, if someone steps out of range or dives into combat away from Heero, they won't be receiving any healing from Heero. Once you step outside of the breezes range it stops. Must be standing near Heero at the end of your post to receive the Regen. Has an extreme cooldown for a D-Ranked magical ability.
Name: Sky Devil's Windworks
Rank: D
Duration: Instant
Cooldown: 3 Posts
Type: Slayer
Description: Heero either waves a hand or snaps a finger as a twenty foot shower of random harsh wind bursts seems to start exploding around the area in mini bursts like fireworks. The blasts contain a knockback as well and can knock small objects or ping weapons out of enemies hands as well if one of the small explosions of wind of get lucky and pop right in someones face or hand.
Strengths: Creates an mini panic zone area where wind is just exploding all over the place in small bursts and gusts. Is good for knocking weapons out of peoples hands, or disorienting them right before they try to make a critical or important strike or maneuver.
Weaknesses: Deals low damage, even for a D-Ranked magical effect. The explosions of wind all add up together to D-Ranked damage; so individually they are even worse than that in damage; more of an annoyance and disruption technique than one meant for attack.
Name: Sky Devil's Demon Sense
Rank: D
Duration: Channeling (Sensing Effect)
Cooldown: 4 Posts
Type: Slayer
Description: Heero stands still for a moment, and takes up a position like Goku's instant transmission. His senses seem to expand and reach out as he feels the maho in the air currents for any Demonic or Evil presence.
Strengths: Allows Heero to sense Demonic threats bearing down on him or his allies, location. Is a useful spell for sensing evil intent at a range. Works up to 300ft around him.
Weaknesses: Doesn't do any damage. Doesn't influence enemies in anyway. Doesn't buff Heero. Doesn't buff Heero's allies. Purely a sensory ability involving Demons and Evil currents of energy or intent in the air.
Heero-chama wrote:[/blur]
Abilities / Powers:
Kirby - When outdoors, like all Sky Slayers; Heero can eat air just by standing still and inhaling. Due to being raised by a Dragon, trained by two and subsequently ten more. Heero's inhale is something to behold. He can inhale massive amounts of air at once. This takes some time though, as Heero's body can expand like an Air Balloon. Heero has two options once he's in Puffball Mode. Gulp the air down and eat it, gaining 50% Magic Power relevant to how long he inhaled. Takes 10 seconds of inhaling to enter Puffball mode. We can't really use seconds for this. I know its a pain but this has to be in posts. Also, please refer to the slayer consumption rules(which have been updated recently) and make sure that this doesn't exceed that amount. Considering with our rules non magical sources of magic can only restore 5% MP per post I would not allow such a huge amount. Perhaps slightly higher than the normal amount as you are inhaling constantly Also 50% MP relevant to how long he inhaled...doesn't make sense. As that makes it seem like depending on the amount of time you inhale you get less or more, but you give a percentage[/color] Or unleashing a powered up Roar (Sky Demon's Rage) that rises to H-Rank in power and doubling in size and range Please mention that this only works if Sky Demon Rage is on cooldown. Takes Heero 10 seconds of uninterrupted inhaling to reach the 'Kirby' stage. If outdoors and uninterrupted for two entire post after he starts inhaling air (3 Posts), he can entire Demon Force. No, this doesn't fit the rules on consumption or force at all Heero also never seems to be bothered by being in vacuums of space or underwater. Magically he can stay in these two places forever as long as he eats air just before entering said environment. What does it take to interrupt it? What are the drawbacks if he is hit whilst in puffball mode?
Black Markings - The more Heero is hit by Darkness Magic, Unholy, Demonic Magic, Curses, or makes direct contact with a Takeover user or Demon 10 times. Dark Marks will begin to spread all over his body, up to halfway. These 'dark marks' look like a dark tattoo of a claw that seems to spread up his right side and around his face. Once Heero is fully Demon Branded, he will receive a 50% Damage Reduction from the above types of Magic and Art Forms for the remainder of the fight / thread. Must be hit or make direct contact with by these type of energies 10 times for this to go into effect. One H-Ranked Spell effect, or 3 S-Ranked effects, 6 A-Ranked effects, 12 B-Ranked effects, 20 C or D Ranked effects---will trigger full 'Demonification' branding.
The Fury - The longer Heero engages in battle, he will tap more and more into what was explained to him as the 'fury' of a Demon. His eyes will begin to glow red as The Fury overtakes him. Must engage in physical and/or hand to hand combat with someone for at least 5 posts straight during a Fight for The Fury to trigger. It is a brawling state, used to wrestle might beasts and Chimeras if necessary. While in this state, his Physical Strength is boosted to X-Rank, but all of his Spells cost Double MP% while in this state. Lasts until one post goes by without any hand to hand or physical combat happening. Will trigger again with 5 posts straight of close up brawling or weapon attacks against Heero once more. Cannot use Demon Force and The Fury simultaneously. I would prefer a higher amount. Only slightly. Let's go for 7 posts as then it fits the whole demons are embodiments of sin. Also its the holy number and the number of virtues so it works on three levels.
Holiest of Holy - Heero can trigger this effect, as all of his Spells sparkle with white light during the duration of Holiest of Holy. If any allies come into contact with Heero's wind during this duration; they will not be buffeted or moved by his Spell Effects, but healed instead. Creating a literal tornado storm of life, and health upon the battlefield if he is in pitched combat. Lasts 7 posts. Only useable once Per Fight & Thread.
Where the Wild Things Are - Heero can stand still and feel any wildlife, even down to a flower budding near him. Animals can also feel this connection, and while meditating in this trance they will frequently come near him to graze--birds also land on his shoulder during this state. Heero uses this to regenerate his Mental Fortitude. In nature, he is extremely comfortable and uses his bond with animals too traverse landscapes others would normally get lost in by reaching out to them spiritually as a protector. 5% MP Regeneration per Post if surrounded by more than 5 wild animals or wild magical creatures.
Gale Force - Heero's spells do Double Damage and Double Knockback to any Airborne Target while Heero himself is also Airborne with the target. A True Demon of the Sky, fighting Heero in airborne combat is not something anyone should undertake lightly. While on the ground, where he usually fights. Heero's target does not receive bonus damage from Gale Force. Combined with the damage boost from being a Demon Slayer, any Airborne Demon or Dark Entity is sure to face Heero's might on a whole difference scale. Double damage is far too high. As you could just juggle your opponent without them having much time to react, particularly if they don't really have much aerial abilities. I'd say it can boost it by 25% as its a freebie. Combine that with all your other buffs and its fair I think
Fallen Angels - Heero can revive someone from the Dead as long as they were killed recently, and their Spirit is still nearby. 24 Hours (3 Threads). If someone dies of Natural causes, Heero can invoke Milky Way a Spell Effect he learned from Grandine during his time as the Sky Dragon Slayer. Calling someone spirit or ghost around for about 3 Hours. Heero loves to use this ability to allow people to talk to long gone family members, or mentors and friends. Even pets. Heero needs to have items the person has owned, or be near where they were killed to invoke their spirit unto his location.
- Slayer Bonuses:
10% Increase to STR, SPD, and END (Toughness and Stamina)
Demon Slayers can eat any form of their own element, pure and mixed. However, they cannot consume the element of their God Slayer counterpart.
Deals double damage towards Darkness, Demon, and Undead type non-human beings.
Devil Force:
First Gen. Demon Slayers have learned the magic from the Demon of their respective element.
Demon Force: A Slayer must consume at least 70% magical energy from his respective element in order to achieve Force, however, their total magical energy must equal to 150% or higher. In other words, the Slayer can still use magic, but if it does not equal to at least 150% magical energy after consuming 70% magical energy, they must consume an appropriate amount to reach it. If the Slayer can achieve this within the next 5 posts, Force is activated. If they cannot, the magical energy is rapidly consumed by the Slayer's body, causing any magical energy that was above their maximum to go down to the max. The Slayer can then try to do this again, if the opportunity is there.
Demon Force highly increases the power of the Demon Slayer's magic, physical endurance, speed, and strength. (Demon's Aura: Body is cloaked in a tinted aura of their respective element) It puts all stats into the next range on the character scaling. The spell power of each rank is increased to 150%.
In Demon Force, the Slayer gains an aura of their element that engulfs their body. Physical attacks deal status effects from their respective element. ( Frostbite, Burn, Poison, Etc. )
In Demon Force, Heero's status effect upon physical hits is Knockback by wind for 10ft per hit.
In Demon Force, Heero can fly without using his Exceed freely on wind he generates himself.
During Demon Force the Slayer does not lose any mp from casting spells, but after it wears off is left with 5% MP.
Lasts for 7 posts.
All slayers have a resistance to their own element if not eaten by the Slayer.
-----------------------------------------------------------------
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%
Sky Slayers must consume air from the sky itself! Pulling it down into their mouth as they inhale! Sky Slayers can eat Wind left behind from fast movements, and all forms of Wind Magic! Air is different than Wind. The air we breath is not wind, it's speed classifys it as Air! When a car or fast moving object passes there is Wind! Atmopsheric Air (in the Sky) is always moving and drifting at high speeds, thus as the name implies, Sky Slayers must eat air from on high, aim for the clouds! As long as they are outside, Sky Dragon Slayers have an unlimited amount of elemental food. However it is obvious when they eat and leaves them more vulnerable than most types of Slayers unless their opponent is distracted. Fast moving opponents beware! A Sky Slayer can turn Super Speed into a disadvantage quickly as Wind is usually in an abundance against an opponent moving at intense speeds!
Permanent Lineage Passive Abilities & Attributes:
For lineage please make sure that this fits the normal amount of lineages
Heero's Strength and Speed are increased to amazing levels. He can perform feats of strength limited only by his willpower and current magic power. (Beyond H-Ranked Speed and Strength Passive)
Heero may Shapeshift into Animals
Heero may still use magic while Shapeshifted.
Animal Forms last up to 3 posts per shapeshift (4 post cooldown after shapeshift & 3 uses per thread / fight)
- Monkey King's Descent:
Description: The Monkey King, Sun Wukong, was a stone monkey given life. He learned supernatural abilities such as transformations and magic from taoist (Daoist in modern) practices. He was immeasurably strong and fast, able to lift his 17,991lb staff with ease and somersault 33,554 miles. He knew 72 different transformations, his fur had magical properties that could make a clone of himself or various weapons, animals, and other objects, he knew spells that can command wind, part water, and freeze humans, demons, and gods alike. Despite his given life, he rebelled against the gods, and was banished into imprisonment under a mountain by the Buddha. During his rebellion, he was injured and his blood was spilled. A human collected the fresh blood and preserved it. Many years later, in order to cure himself from a vicious disease, he drank the blood. Saving his life, he continued to live with super human strength and speed. Yet the true aspects of the blood remained dormant, and would awaken in future generations who carried his blood.
Ability: The user is able to transform into animals. The user also has drastically increased strength and speed. The user is able to use One D Rank Wind spell of any type, and One C Rank Ice spell for freezing enemies.
Usage: The strength and speed bonus are a passive that cannot be undone. The transformations last 3 posts, and have a cool-down of 4 posts, and can only be used three times per thread. While in animal form the user may still use magic. The D-ranked wind spell and C-ranked ice spell do NOT take up a spell slot, but must be added to the user's magic application regardless.
Spells:
- Signature Spells:
Name: Sky Devil's Healing
Rank: Perfected (S)
Duration: Instant
Cooldown: 6 Posts This is a signature spell so can have a much reduced cooldown. As its not duration based but is pretty powerful i'd say 3 posts
Type: Slayer
Description: Heero focuses on one target, sometimes he points. Sometimes he looks seriously in their direction. Sometimes he'll hold his hands over a target if prolonged healing is needed. The target organism glows brightly with a greenish white light. Immediately, the organism or lifeform springs to peak condition, apples grow on trees and the like. It is a healing spell enchanted event moreso with the holy magicks of a Demon Slayer. Heero has practiced this spell time and time again on just about everyone and everything he could. From healing interior wounds that would normally require surgery to healing downed elephants to bending down and healing the scraped knee of a kid, Heero can do it all and no task was to small for him to learn how to truly wield the healing arts of the Sky Dragon in the past, and the Sky Demon in the present.
Strengths: Heals one target for S-Ranked damage. Removes negative status effects up to S-Ranked. Can be used as far as Heero can see, but is much more effective at close range. Can we have this as an actual range please If Heero can actually reach out and touch his target, they will be healed instantly for S-Ranked damage. Even if the target is wearing armor the spell will affect the wearer of said armor. If he casts this effect over a distance, the target will take 10 seconds total to regenerate a total of S-Ranked damage. So does this mean it might take longer than one post? Is instant when used on himself.
Weaknesses: Only affects one target. Isn't instant when used on an Ally unless casted by touch. Deals no damage. Doesn't buff Heero. Doesn't buff his Allies. Only affects lifeforms and living organisms such as plants or bugs if not used on a human. Although it can be used on any life that can be perceived as 'sentient'. Isn't offensive in any way. Appears as a brief one second harmless white tornado of white wind around a target or Heero himself and is visible. Can only affect targets that Heero can see.
Name: Sky Devil's Clearmind
Rank: Legendary (A) Do you have proof that you have purchased/gained a weapon/armor of this rank and are therefore able to give it up? Also, are you giving up a weapon or an armor
Duration: 6 Posts
Cooldown: 7 Posts
Type: Slayer
Description: Heero concentrates on his group of allies or friends, or just on himself. Entering a centered 'zen' state of mind; a small breeze will gust off of Heero and his targets. As everyone seems to fall into a state of clear minded confidence, that cannot be broken.
Strengths: Removes all negative psychic, berserk, and mental Spell effects on a target. Prevents the target(s) from being psychically tampered with or enraged while under the 'Clearmind' status effect. Enchants 10 allies with Clearmind, making Heero a powerful ally to have on your side against any psychic type opponents. Does this prevent him entering the 'fury' as this appears as a rage state to me. The name itself hints towards that
Weaknesses: Does not do any damage. Does not Heal targets or allies. Does not buff Heero. Does not Buff Heero's allies. Doesn't affect the environment. Does not work on H-Ranked psychic effects.
Name: Sky Devil's Re-Raise
Rank: Strong (B) Same question as on the previous signature spell
Duration: Instant (Shared with Sky Devil's Raise)
Cooldown: (Shared with Sky Devil's Raise)
Type: Slayer
Description: Heero focuses on the Sky magicks enchanted onto himself and then on one Ally. Immediately, that target will recieve the effects of "Sky Devil's Raise" as long as the same enchantment is still running on Heero. Is a very useful spell when teaming with one person in a duo.
Strengths: Shares the effect of "Sky Devil's Raise" with ONE Ally as long as Heero has that effect on himself.
Weaknesses: Only affects one ally. Doesn't do any damage. Doesn't heal Heero. Doesn't heal any allies. Shares it's Cooldown with Sky Demon's Raise for obvious reasons.
Name: Sky Devil's Singing Wind
Rank: Weak (C) We no longer allow trading of weak weapons/armors for sig spells. You now instead get a free D rank sig spell.
Duration: Instant (Channeling)
Cooldown: N/A
Type: Slayer
Description: Heero calmly channels a gale force wind from hip that whips around and whistles at high speeds, coating fifty feet in wind that seems to 'sing'. The harmonic wind seems to vibrate through the air and shake it so much that the magic in other spells are pulled asunder; rendering them useless.
Strengths: Causes a large defensive gale force wind that can be used to protect a certain area against B-Ranked and below Spell Effects. [/color=teal]No because this is C rank so itsn't blocking all B ranks[/color] The wind is spinning at razor speeds, and anything that touches it that is non Magical will be shredded to bits nearly instantly. This seems a bit general as there are stronger aweapons and armors.
Weaknesses: Can't stop A-Ranked Spell Effects. Only protects fifty feet around Heero. This is quite a high range. Half it Can be set on Fire by Fire Spells of any Rank. What does that do Metal and Earth Spells that are B-Ranked will come soaring through the singing wind easily. The wind only spins around Heero and his allies for about 30 seconds.
- H-Ranked Spell:
Name: Sky Devil's Sonic Wind
Rank: H
Duration: 15 Posts
Cooldown: 25 Posts
Type: Slayer
Description: Heero bends his knees and begins to power up as wind seems to rip through the area, churning from his body in huge H-Ranked knockback waves of Gale Force wind; they whirl away from Heero in a giant tornado that is well beyond S-Class at 1250 ft tall (Empire State Building) and 500ft wide. The wind begins to sparkle bright white as it begins to break the sound barrier; visible from easily three miles off. At this very moment; Heero enchants himself Magically with the exact speed of the wind as the wind itself whips back down into his body all at once causing water, buildings, loose earth or whatever else that was caught up in the power up to tumble, and crash back down to the ground. Now able to move, see, and hear, and think at the Speed of Sound; Heero is a force to be reckoned with and creates Sonic Booms in his wake when simply running while Enchanted with this ancient Magick.
Strengths: Allows Heero to run at the Speed of Sound (720MPH). Makes keeping up with him very difficult. Allows him to take down a large amount of enemies, or move from enemy to enemy rapidly. Creates S-Ranked Sonic Booms in 300 ft knockback waves behind him as he runs every time he turns or switches directions. Are these meant to do damage? Can run on Water.
Weaknesses: Crashing into things deals B-Ranked damage to Heero. Only affects Heero. Doesn't heal Heero. Doesn't Buff Heero's Allies. The power up only lasts 10 seconds; so any damage must occur while Heero is powering up.Kind of confused as you've said 10 seconds, but its a duration of 15 posts? If you can quickly get back 500 feet away from the tornado you'll be safe from the power up damage, although the tornado is massive and you will still feel the gale force or breeze even from afar. Costs a lot of MP. It's Cooldown is very extreme. These last two don't really count as weaknesses
- S-Ranked Spells:
Name: Sky Devil's Rage (Roar)
Rank: S
Duration: Instant (15 Second Roar)
Cooldown: 10 posts
Type: Slayer
Description: The Demon Slayer's version of a Dragon Slayer's Roar. Heero takes one stomp to his left like a sumo wrestler and holds one hand up to his mouth ninjutsu style. The ground whirls with so much air, that it's hard to even stand near Heero if you aren't of a certain weight or power. All of a Sudden, Heero inhales all air within thousands of feet. This is a bit high tbh. It also sounds like you are draining all air leaving a vacuum which is instant death XD. So...could we perhaps reduce this and explain that it doesn't drain the oxygen. Just so I don't get complaints Expelling it with a gigantic blast of air that literally looks as if he's exhaling a tornado. As it is wind, the noise alone is of the level of a hundred jets flying by. The tornado Heero breaths out can travel far enough to barrel through the entirety of the island of Manhattan.
Strengths: Is a Roar. Heero is a master of this technique after his origins as the Lightning Dragon Slayer, training with Grandine and learning Sky Dragon arts--and then training subsequently with other Dragons. Anything that is not S-Ranked Fire or Grounded S-Ranked Earth or Metal stands next to no chance of holding up in the sheer natural disaster that he exhales towards an unfortunate target or area. Has a range of 1 mile. Heero can turn himself by stomping around like a Sumo Wrestler and controlling the huge tornado he's exhaling. He exhales the wind for 15 seconds before it explodes in a huge S-Ranked burst of wind.
Weaknesses: Is the signature attack of a Slayer. A roar is well known by a lot of wizards, meaning they will try their absolute damndest to get out of the way. Takes 3 seconds for Heero to fire this at an opponent. Can be defended against by Grounded S-Ranked Earth or Metal. Can be set a blaze or blocked by S-Ranked Fire effects. Uses a lot of MP.
Name: Sky Devil's Hurricane Fist
Rank: S
Duration: Instant
Cooldown: 7 Posts
Type: Slayer
Description: Heero pulls one fist behind himself and focuses on one target. What sounds like a jet taking off is heard as Heero rockets forward at the speed of a bullet and hammers one target area with a punch that could probably fell a Dragon. The next moment, the Spell kicks in as several wind blasts rocket from Heero's back and repeatedly launch him at blinding speeds towards the exact same target / target area he punched the first time. A series of wind blasts keep on throwing Heero toward his target from seemingly all directions as he continuously strikes one point. A total of fifty hits ring out as on the last hit, Heero yells "FIST!!!" and sends his opponent flying upward with a final uppercut that releases an huge shockwave net of wind. Looks wise it appears as if every second Heero is performing a new melee strike on a target surrounded by wind.
Strengths: Is useful for trapping one opponent in what seems to be an endless onslaught of melee and hand to hand strikes. Once hit by one strike it's difficult to avoid the rest. Is useful for backing one specific target down into a corner. Useful for isolating one target into a one on one bout with Heero. Useful for chaining off of normal melee hand to hand combat. The total combo of the Spell lasts ten seconds.
Weaknesses: An opponent of S-Class could activate a rapid multi-hit Spell or Technique in response to this and parry or combat each hit with strikes of their own. S-Ranked Time effects can slow Heero down to the caster and make dodging much easier. Can be interrupted or protected against by S-Ranked Fire/Earth/Metal. S-Ranked teleportation effects will be great against this technique as it can get them out of range of the technique rapidly or instantly. Has a Cooldown of 10 posts.
Name: Sky Devil's Raise
Rank: S
Duration: 10 Posts
Cooldown: 14 Posts
Type: Slayer
Description: Heero inhales and exhales once, as his eyes glow white for just a split second. Sometimes he will do a hand motion when activating this legendary effect. This is said to allow one to traverse the Nine Hells; while protecting ones mind body and soul from insanity, sickness, and other factors on such a journey. Meant to allow Sky Slayers to traverse the Netherealms, the ancient art of Raise is an enchantment to be reckoned with. Bringing the user to the peak of absolute health, and keeping them there for the duration of it's enchantment.
Strengths: Protects the caster against any adverse affects or spells that have a lasting effect on their body. Such as any burns, sickness, illness, blindness, or hearing. Anything involving paralysis does not seem to work at all. No symbiotes or anything unnatural will stick to Heero's body or work. While it is not a healing ability, this ancient Sky Art allows the caster too keep themselves in peak traveling or fighting condition without fear of adverse affects in battle.
Weaknesses: Does not heal Heero, does not heal Heero's allies. Only affects Heero. Only protects against Status Effects and has no HP or MP Regen or healing factor to it unlike a lot of Sky Devil Slayer arts. Does not buff any Physical Stats.
Name: Sky Devil's Thousand Tornado Fist
Rank: S
Duration: Instant
Cooldown: 7 Posts
Type: Slayer
Description: Heero crouches his knees, and takes off to the left or right. Running in a circle around a target area like Sonic the Hedgehog; he kicks up a gigantic F-5 tornado from his speed alone. The Spell kicks in as the ground begins to rumble and the tornado begins to twist and shake in place; visible from up to a mile away as it is an F-5 class. From within the tornado; Heero begins rapidly appearing in bursts of wind from the walls of the tornado; landing melee hits on anyone trapped within it before disappearing back into the tornado and reappearing for more hits. When the spell ends, the tornado begins to waft away in the breeze as Heero's target(s) are usually left sprawled everywhere within the area this mighty enchantment was invoked.
Strengths: Causes a gigantic F-5 tornado to appear, whipping most opponents up into the storm and causing S-Ranked damage to them from that alone. If trapped within the tornado; Heero will target you for the melee strikes as he disappears and reappears in the wind of the whirling monstrosity of wind. Deals a total of one hundred hits split between the target(s) within the tornado itself. Useful for dealing S-Ranked damage to a large area quickly. The tornado is 500 feet tall and 300 feet wide. Anyone not S-Ranked without some kind of weight effect running on them will be swept up into the wind of the tornado off their feet, whirling around like a cow caught in one.
Weaknesses: The tornado itself takes Heero five laps around the target area to kick up enough speed to begin the F-5; if you can get out of the area he's circling by then, you will be safe besides the flying wreckage or objects flung everywhere by the giant tornado. Not a safe spell to use around many allies crowded together. Cannot change the location of the spell once it begins. If dodged a lot of mana was wasted. An S-Ranked wizard will be strong enough to be able to keep their footing inside and will be able to stand at the eye of the storm. Although extremely windy with not the best visibility, it is easier to dodge the storm of incoming melee attacks at the epicenter of the tornado. Can be set ablaze by S-Ranked Fire effects; severely damaging Heero who is flying around the tornado hopping in and out. Can be walled off of canceled all together by S-Ranked Metal and S-Ranked Earth effects.
- A-Ranked Spells:
Name: Sky Devil's Talon
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero goes backflipping towards his opponent through the air at the speed of your average bullet, whirling almost too fast too see and flipping like a gymnast at a blur. Reaching his target usually within one second; Heero whips his foot downward as a huge explosion of wind the size of a mansion explodes beneath him at point blank range. The gust of wind twists and whirls violently before exploding, often sweeping up the target and anything around him in a huge storm of wind that dies down usually just as Heero is landing from this stunning backflip kick.
Strengths: Is a very fast spell, can hit one target with A-Ranked damage very swiftly in close combat. Is useful for chaining off of melee combos or as a counter attack in hand to hand combat. Deals A-Ranked damage to one target upon the initial backflip kick of Talon, and then A-Ranked damage in a 100ft area as the wind from the kick itself explodes.
Weaknesses: Only used on one target initially, the technique of Talon is a well known Slayer maneuver and the explosion of wind afterward can be predictable at times. Can be stopped easily by Earth and Metal of equal rank. Heero can be set on fire or have his wind blown up during the approach of the backflip kick an A-Ranked Fire effect. Can hurt Allies if they're too close to where the backflip kick was unleashed. Has a cooldown of 6 posts.
Name: Sky Devil's Scream
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero takes a deep breath and lets out a scream that literally sounds...Demonic. The scream vibrates the air itself, and enchants the air with magics that drive off other Demons or negative magical effects hanging in the air. This spell is used to show the dominance of the Archdemon of the Sky even when confronting other Demons. Since the sound waves enchant the air, the effects ripple away from Heero as sound can travel extremely far; the demon scream could be heard throughout the entirety of Magnolia Town.
Strengths: Nullifies any negative Spell Effect lingering in the air up to A-Ranked that affects Heero, or Heero's allies. The sound waves reverberate thickly in the air itself, pushing the effects apart and pulling the magic power inside of the enchantments apart via vibration of the air dispersing them rather quickly. Deals A-Ranked Soundwave knockback damage if within fifty feet of Heero when he uses this Spell. Shatters anything brittle like glass for two hundred feet around Heero.
Weaknesses: Doesn't do any damage unless you're standing within fifty feet of Heero. Doesn't heal Heero. Doesn't heal Heero's allies. Doesn't buff Heero. Doesn't buff Heero's allies. Is purely an environmental Spell Effect unless standing too close to Heero when the spell Scream begins.
Name: Sky Devil's Hurricanrana
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero focuses on one target for a second, and then explodes forward with the speed of your average bullet; kicking the daylights out of one target with a spinkick straight out of hell that explodes and wraps the target in a brief 100 ft tornado of white wind that carries the target backward about fifty feet.
Strengths: Is an incredibly fast spell, losing track of Heero is incredibly easy as he uses this spell. Nothing but a breeze is left behind at the spot where he was standing before he used this Devil Slayer technique. Deals A-Ranked damage, and A-Ranked wind knockback damage to one target as they're wrapped up in a brief tornado of wind and thrown backward.
Weaknesses: Only affects one target. Does not buff Heero, does not heal Heero. Does not buff Heero's allies, does not heal Heero's allies.
Name: Sky Devil's Iron Fist
Rank: A
Duration: Instant
Cooldown: 6 Posts
Type: Slayer
Description: Heero fires himself on a blast of wind at about the speed of your average bullet. He coats his fist in wind as he either launches himself through the air or runs on the ground. As he does so, a huge windstorm the size of your average swimming pool begins to churn around him. Sweeping up enemies besides his main target, and also anything not tied down. As soon as Heero makes contact with his target; the Gale Force winds explode backward off of Heero from his fist. Throwing him forward as the punch is turned into a carry attack as Heero rockets forward carrying one opponent on his fist, sending one opponent sailing and perhaps a legion of his lesser cohorts behind him done in by the wind blast from the punch itself.
Strengths: Heero can use this Spell over a distance of fifty feet to quickly catch up to a target or get himself back in the mix against one. Deals A-Ranked damage to one target swiftly, is a very powerful motion spell; and can be used to blaze through slower effects that take awhile to fully develop. Deals B-Ranked damage to opponents caught between Heero and his main target. Has an incredible explosion of A-Ranked wind of about 100ft from Heero's knuckles after about two seconds of flying back being carried by Heero's fist.
Weaknesses: Usually only hits one target, as the knockback from being carried on Heero's fist is extreme (unless a crowd of enemies is very close together). The explosion of wind after a few moments of being elbowed is very large and A-Ranked in magnitude, can easily hurt Allies if too close a few seconds after Heero elbows a target at blazing speeds. Is a very straightforward technique. Does not buff Heero, does not buff Heero's allies. Does not heal Heero. Does not heal Heero's allies. Has a cooldown of 6 posts.
Name: Sky Devil's Soothing Wind
Rank: A
Duration: Instant
Cooldown: 7 Posts
Type: Slayer
Description: Heero holds out a fist, as wind whips around him for a brief moment. Suddenly; a mini gale force wind surrounds ten targets, as they feel rejuvinated beyond anything they've ever felt before. The white wind surrounds them; healing their very core as they breath the holy airs. Clothes and armor re-smith and restitch themselves into optimum efficiency and perfect condition aesthetically.
Strengths: Heals up to 10 targets for A-Ranked damage. The mini gale force storm around a target being healed pushes back anything that's not A-Ranked with sheer force. The wind spins around a target and heals them for A-Ranked damage over 5 seconds. A useful crowd heal that is great in large scale battles.
Weaknesses: Doesn't buff Heero. Doesn't buff Heero's allies. Deals no damage to Heero's opponents. If Heero cannot see or sense his targets, he cannot heal them. Can be interrupted by using a Fire Effect of A-Rank or higher during the 5 seconds a target is coated in the white wind and healing. Has a cooldown of 7 posts.
- B-Ranked Spells:
Name: Sky Devil's Liger Bomb
Rank: B
Duration: Instant
Cooldown: 5 Posts
Type: Slayer
Description: Heero grabs onto one target and flips it over his head; supercharging his target with a gale force wind and gripping onto them with colossal strength. As he holds them over his head for a powerbomb; they are wrapped and surrounded in a gale force wind that spins off of them. Heero then slams his target in a brutal powerbomb that causes the wind wrapping around the target to explode upon impact with the ground or wall they're thrown into. The explosion combined with the impact from Heero's physical strength is something to behold; as usually a fifty foot crater is created just from the impact alone.
Strengths: Is a grapple technique, difficult to escape if you're not capable of matching Heero's physical strength. Can be chained after a melee combo or a grabbing technique. Can badly disorient one target if they're hit by this.
Weaknesses: If this technique fails, Heero is at close range to his opponent. Can be escaped by using a B-Ranked Metal or Earth effect as Heero makes to power bomb you and charge you with wind. Heero waits and holds his target over his head for one second before slamming them to charge them with wind. There is a brief interval for escape if you can get out of his grasp somehow.
Name: Sky Devil Barrage
Rank: B
Duration: Instant
Cooldown: 5 Posts
Type: Slayer
Description: Heero launches himself forward on a blast of wind at the speed of your average bullet; he then begins hammering into one target with repeated straight right and left hands; his arms surrounded by and coated in whirling white wind. The wind builds up as the repeated punches go off on his target; into a mini gale force vortex which explodes upon Heero throwing the last punch towards his target in a fifty foot explosion of wind that will usually send everything around Heero and his target flying at the end.
Strengths: Delivers a total of twenty hits that rack up rapidly to deliver B-Ranked damage and a B-Ranked wind knockback effect at the end of the Spell. Can be used mid combat, during combos, and after a normal melee or martial arts move to lead into Sky Devil Barrage.
Weaknesses: Is a straightforward move, can be defended against easily if you see Heero coming toward you beforehand. Heero throwing his punches rapidly can be walled off by most B-Ranked defensive oriented techniques, especially Earth or Metal. B-Ranked Fire will cause Heero's arms to either catch on fire or explode. Dealing decent damage to him and possibly allies.
Name: Sky Devil's Rising Upper
Rank: B
Duration: Instant
Cooldown: 4 Posts
Type: Slayer
Description: Heero crouches down, spins once and unleashes a jaw shattering uppercut that explodes with wind gathered on Heero's fist during his crouch and spin or approach. The wind gust is very extreme and violent upon Heero landing the uppercut, or even missing his target. The blast is enough wind exploding around Heero to slide back and flip several school buses if they were surrounding him.
Strengths: Is a very powerful attack, even though it is just a single strike. Can be chained into random melee combos, or used while brawling for a quick end or as a finishing move. Creates a B-Ranked knockback wave of wind upon Heero's fist making contact with his target.
Weaknesses: Only hits one opponent for full damage, the rest are only subjected to the B-Ranked knockback force of Wind, and will only take damage if they fly into something. The knockback range around his target is only forty feet.
Name: Sky Devil's Wing Slash
Rank: B
Duration: Instant
Cooldown: 4 Posts
Type: Slayer
Description: Heero tucks elbows back and powers up for just a split second before throwing his arms at an "X" in front of himself. Immediately; two huge blasts of wind rip outward from him in a huge "X" shape; blazing into the environment and leaving a huge "X" carved wherever the spell may have hit. A fantastic spell to behold because of the fact that you can clearly see it's after effect.
Strengths: Covers a 60 foot area with a huge explosion of wind in the shape of an "X". Can be used quickly, or mid combat. Can hit multiple targets within the range. Has a 'bounce' effect, and those hit by the spell will be thrown upward into the air twenty feet as if the spell bounced them off the ground.
Weaknesses: Strikes in a specific shape; and can be dodged just by knowing what angle the spell is coming from if you can see Heero before he casts this. Can be easily walled off by B-Ranked Earth or Metal. Can be set on fire and made to explode by any B-Ranked Fire effect. Can hurt allies.
Name: Sky Devil's Soothing Breeze
Rank: B
Duration: Instant
Cooldown: 5 Posts
Type: Slayer
Description: Heero holds up two fingers in front of himself, Shinobi style as up to three targets are surrounded by white wind that leaps off of Heero and attaches to them. Wounds, cuts, stabbings, and even clothes stitch themselves back together within ten to twenty seconds; as the wind disappears on the breeze afterward.
Strengths: Heals up to three targets for B-Ranked damage. Can be used as far as Heero can see, useful for recovering himself or his team during a pitched battle when he doesn't have time to see or tell how much damage is dealt to them from a distance in the chaos that sometimes unfolds in battle.
Weaknesses: Doesn't deal any damage to Heero's opponents. Doesn't buff Allies in any way statwise. Has a long recharge so it cannot be chained rapidly, must choose all three targets before casting so if someone shows up afterward, this spell will not be able to be used on them.
- C-Ranked Spells:
Lineage Spell Slot
Name: Wukong's Ice (悟空のアイス Gokū no aisu)
Rank: C
Duration: 4 Posts (Freeze Effect)
Cooldown: 6 Posts
Type: Lineage
Description: Heero clenches one fist, as a blue Monkey's Head magic circle spins around that arm. Heero then punches a surface; as ice coats over a 50 foot area that focuses on for a moment (a front yard sized area); and coats everything and everyone in that area into a crystalline ice, statue like form. A misty fog from the temperature coats the new crystalline area, lowering visibility by 50% within the area of the ice.
Strengths: Freezes everything, rather quickly. Allows Heero to trap things approaching him, or freeze everything for a getaway. Anything frozen can be shattered, resulting in a victory for Heero if he can get a shatter off on opponents. Heero can freeze things and individuals by touch if close enough when using this spell. You will have the 'Frozen' Status for 4 posts, if you are frozen in a cold area 'such as an Icy Mountain Range or inside of a Glacier or Frozen Tundra' the Duration is indefinite.
Weaknesses: Any amount of impact damage, heat, or Fire spell C-Ranked or higher will be able to shatter or melt Wukong's Ice away, or prevent the spell from it's full reaction or effect. Anyone with any measure of 'Superhuman Strength' whether natural or if gained by using a spell before frozen by Wukong's Ice will be able to break free. Can be nullified or avoided by using a C-Ranked Fire effect or any defensive or teleportation spell of B-Ranked or higher while Heero is still punching or touching a surface to activate Wukong's Ice. Heero needs a surface or being to use this on, and cannot use it through the air.
Name: Sky Devil's Leywind
Rank: C
Duration: Delayed (Instant Upon Activation)
Cooldown: 4 Posts
Type: Slayer
Description: Heero waves a hand or slices his arm through the air at a target location, as a blast of white wind whirls through the air and latches onto a target location, person, inanimate object or animal. This being or area, will whirl with a mysterious miniature whirl of white wind. Even walking through it or touching it does nothing, except for the fact that it's an area that just feels particularly breezy; it looks like a very small tornado of wind the size of a car just spinning in place, it shimmers white from time to time. Heero can then pull himself on wind in an instant back too the location. Disappearing and reappearing on a breeze.
Strengths: Can mark a spot, and use that whirling wind point up to 300 feet away. Useful for getting back somewhere. Useful for not getting lost. Useful for avoiding one hit KOes. Useful for getting a lot of people out of danger quickly if a point was created before entering a dangerous area.
Weaknesses: The points last until Heero breeze travels instantly back to the point; a giveaway that he is in the area, or that a Spell Effect was used as it is extremely visible as a small mini tornado of white wind just whirling on the ground. Can be walled off, or set on fire; causing it to explode by C-Ranked Earth, Metal, and Fire effects respectively. The windpoint from the spells casting vanishing upon him doing so.
Name: Sky Devil's Manawind
Rank: C
Duration: 5 Posts (MP Regeneration Effect)
Cooldown: 10 Posts
Type: Slayer
Description: Heero waves his hand at a target or slashes his arm through the air at them, as a huge gust of white wind with a blue shimmer to it whips through the air and latches onto one target or area. This area becomes oversaturated with maho, as the breezes that whip around are filled to the brim with mana that seeks to seep into any living thing nearby. Is a fantastic spell to behold, as it can heal natural wildlife and plants as well if used on an area where they are wilting or damaged.
Strengths: Regenerates one targets MP% at the rate of 4% MP per post.
Weaknesses: Doesn't last very long, and has an extreme cooldown for a Spell of it's Rank. Doesn't deal any damage to Heero's enemies, can't be used on an area more than twenty feet around.
Name: Sky Devil's Lifewind
Rank: C
Duration: 5 Posts (HP Regeneration Effect)
Cooldown: 10 Posts
Type: Slayer
Description: Heero waves his hand at a target or slashes his arm through the air at them as a huge gust of white wind hits them, pushing their clothes and hair in a breeze that whips around them for about ten seconds. Most wounds, sickness, and issues with health will disappear from this target upon feeling the breezes of Lifewind surround them.
Strengths: Heals one target at the rate of one C-Ranked effect per post.
Weaknesses: Doesn't do any damage to enemies, doesn't Buff Heero's allies, doesn't Buff Heero. Can only be used on one person at a time due to the amount of time it takes the spell to recharge.
Name: Sky Devil's Soulwind
Rank: C
Duration: 10 Posts (Negative Status Effect Removal)
Cooldown: 14 Posts
Type: Slayer
Description: Heero holds out a hand towards a target as a gust of white wind leaps off of his arm and swirls into a target; weaving into them and traveling into their very soul to remove any adverse effects.
Strengths: Unweaves effects that specifically target the soul, at the rate of one C-Ranked effect per post.
Weaknesses: Has a very extreme cooldown. Can't be used in rapid succession, can only be used on one target at a time due to the amount of time it takes the spell to recharge. Doesn't do any damage to any enemies, doesn't Buff Heero's allies. Doesn't Buff Heero.
Name: Sky Devil's Ghostwind
Rank: C
Duration: Delayed (Instant Upon Activation)
Cooldown: 4 Posts
Type: Slayer
Description: Heero charges a brief storm of wind around himself, that seems to calm down and disappear for no reason. 2 Minutes later, a huge gust of wind; enough to flip a car over comes roaring onto an area or individual(s) that he's focusing on.
Strengths: Is a deceptive ability, as Heero seems to enchant himself; only nothing happens. Hits a target after they've probably forgotten about the ability. Has a delayed effect, and can be useful for a surprise or lifesaver style of maneuver. The wind blast from the Ghostwind spell goes off 2 posts after Heero's initial casting of the Spell.
Weaknesses: Does next to nothing when initially casted except create a small breeze around Heero for just a second. Does no damage upon initial casting. Doesn't Buff Heero's allies, doesn't Buff Heero's abilities or stats in anyway.[/color][/font]
- D-Ranked Spells:
Lineage Spell Slot
Name: Wukong's Wind (風悟空 Kaze Gokū)
Rank: D
Duration: 3 Posts
Cooldown: 4 Posts
Type: Lineage
Description: A green Monkey's Head magic circle appears beneath Heero's feet. It spins as a breeze of wind seems to coat around Heero and stay with him. This wind will leap off of Heero and push outwards in a powerful wind gust if anything approaches him at a speed of above 100MPH. It will send bullets and high speed projectiles and or magic flying away from Heero. Useful as a passive defensive measure if he senses danger is nearby. Wukong's Wind continues to build up the more you fire at Heero with guns, automatic weapons, or rapidly hitting effects. Spraying him with machine guns or anything that hits at an insane rate of speed a multitude of times is ill advised, as it will build Wukong's Wind's power will increase the more rapidly you shoot at him. For example spraying him with a Gatling Gun would result in a mini-tornado surrounding him.
Strengths: The breeze surrounding Heero reacts on it's own when something approaches above a certain speed. Deflects or nullifies any small or light projectiles that are not of the 'Fire' element. The wind gust will continue to spin and expand the more Heero is shot at with any type of rapid-fire maneuver. The wind deflects outward in a breeze at the exact speed of whatever's hitting the wind.
Weaknesses: Heero can easily be set on Fire with a Fire effect of C-Rank or higher while Wukong's Wind is active. Doesn't stop physical attacks nor assist Heero in hand-to-hand combat, only responds to small high speed impact threats, like arrows or bullets. Can respond to a barrage of small sized magical attacks as well if it's a multi-hit attack that uses many small hits all at once or repetitively.
Name: Sky Devil's Hurricane Kick
Rank: D
Duration: Instant
Cooldown: 3 Posts
Type: Slayer
Description: Heero charges up wind on one leg, usually while running or after jumping. As the spell triggers, it spins Heero about ten times clocking an opponent in the head or body with a Street Fighter style Tatsumaki. Each time Heero's foot makes contact with his target(s) a small but violent blast of wind explodes from his leg and foot. Heero whirls around the battlefield like a frizbee or directly towards one target for repeated whirling kicks on them. Heero never touches the ground during this technique, and only lands after ten whirls or when he hits something defensively strong enough to hold up against it.
Strengths: Can be used to go flying and whirling through a crowd of unsuspecting or unskilled opponents; kicking them all as Heero whirls through them in a pure Tatsumaki. Can hit multiple targets if gathered together or surrounding Heero in a circle. Actually creates a very small wind vortex around Heero as he whirls about for ten seconds with one leg extended and covered in wind.
Weaknesses: Doesn't have much magical damage in it, as the explosions of wind that rip off of his feet and leg while he's whirling about for kicks is only D-Ranked in magnitude. The real power comes from the force of Heero's physical strength kicking an opponent.
Name: Sky Devil's Breeze
Rank: D
Duration: 4 Posts (HP Regeneration Effect, Only When Standing or Floating Near Heero)
Cooldown: 8 Posts
Type: Slayer
Description: Heero waves his hands as a small breeze begins to exude from his body, pushing his hair and clothes in the wind softly. Anyone close enough to feel the breeze within 20 feet of him will regenerate health slowly.
Strengths: Heals Heero and his very near allies by 5% HP per post. Can come back near Heero in battle to receive the constant healing.
Weaknesses: Doesn't regenerate MP%, if someone steps out of range or dives into combat away from Heero, they won't be receiving any healing from Heero. Once you step outside of the breezes range it stops. Must be standing near Heero at the end of your post to receive the Regen. Has an extreme cooldown for a D-Ranked magical ability.
Name: Sky Devil's Windworks
Rank: D
Duration: Instant
Cooldown: 3 Posts
Type: Slayer
Description: Heero either waves a hand or snaps a finger as a twenty foot shower of random harsh wind bursts seems to start exploding around the area in mini bursts like fireworks. The blasts contain a knockback as well and can knock small objects or ping weapons out of enemies hands as well if one of the small explosions of wind of get lucky and pop right in someones face or hand.
Strengths: Creates an mini panic zone area where wind is just exploding all over the place in small bursts and gusts. Is good for knocking weapons out of peoples hands, or disorienting them right before they try to make a critical or important strike or maneuver.
Weaknesses: Deals low damage, even for a D-Ranked magical effect. The explosions of wind all add up together to D-Ranked damage; so individually they are even worse than that in damage; more of an annoyance and disruption technique than one meant for attack.
Name: Sky Devil's Demon Sense
Rank: D
Duration: Channeling (Sensing Effect)
Cooldown: 4 Posts
Type: Slayer
Description: Heero stands still for a moment, and takes up a position like Goku's instant transmission. His senses seem to expand and reach out as he feels the maho in the air currents for any Demonic or Evil presence.
Strengths: Allows Heero to sense Demonic threats bearing down on him or his allies, location. Is a useful spell for sensing evil intent at a range. Works up to 300ft around him.
Weaknesses: Doesn't do any damage. Doesn't influence enemies in anyway. Doesn't buff Heero. Doesn't buff Heero's allies. Purely a sensory ability involving Demons and Evil currents of energy or intent in the air.
[list]
[*]
[/list]
Omen Angel
Heero wrote:
- Kirby:
Kirby - When outdoors, like all Sky Slayers; Heero can eat air just by standing still and inhaling. Due to being raised by a Dragon, trained by two and subsequently ten more. Heero's inhale is something to behold. He can inhale massive amounts of air at once. This takes some time though, as Heero's body can expand like an Air Balloon. Heero has two options once he's in Puffball Mode. Gulp the air down and eat it, gaining 50% Magic Power Please change this to 25% MP Regenrelevant to how long he inhaled. Takes 1 Post of inhaling to enter Puffball mode. Or unleashing a powered up Roar (Sky Demon's Rage) that rises to H-Rank in power and doubling in size and range. Takes Heero 1 Post of inhaling to reach this mode; he can be interrupted by a melee attack or Spell that is at least A-Rank in magnitude. Anything that isn't A-Rank won't be strong enough to reach Heero in the storm of wind that he inhales. While in Puffball Mode he is 10 ft Tall and 10 ft Wide. Comical, but he can bounce around off of walls and even float on water and let others ride on him if need be.
- Sky Devil's Healing:
Name: Sky Devil's Healing
Rank: Perfected (S)
Duration: Instant
Cooldown: 3 Posts
Type: Slayer
Description: Heero focuses on one target, sometimes he points. Sometimes he looks seriously in their direction. Sometimes he'll hold his hands over a target if prolonged healing is needed. The target organism glows brightly with a greenish white light. Immediately, the organism or lifeform springs to peak condition, apples grow on trees and the like. It is a healing spell enchanted event moreso with the holy magicks of a Demon Slayer. Heero has practiced this spell time and time again on just about everyone and everything he could. From healing interior wounds that would normally require surgery to healing downed elephants to bending down and healing the scraped knee of a kid, Heero can do it all and no task was to small for him to learn how to truly wield the healing arts of the Sky Dragon in the past, and the Sky Demon in the present.
Strengths: Heals one target for S-Ranked damage. Removes negative status effects up to S-Ranked. Can be used as far as Heero can see, but is much more effective at close range.A range of 15 meters works for this. If Heero can actually reach out and touch his target, they will be healed instantly for S-Ranked damage. Even if the target is wearing armor the spell will affect the wearer of said armor. If he casts this effect over a distance, the target will take 10 seconds total to regenerate a total of S-Ranked damage.Instead of Seconds please put 1 post. Is instant when used on himself.
Weaknesses: Only affects one target. Isn't instant when used on an Ally unless casted by touch. Deals no damage. Doesn't buff Heero. Doesn't buff his Allies. Only affects lifeforms and living organisms such as plants or bugs if not used on a human. Although it can be used on any life that can be perceived as 'sentient'. Isn't offensive in any way. Appears as a brief one second harmless white tornado of white wind around a target or Heero himself and is visible. Can only affect targets that Heero can see.
- Sky Devil's Singing Wind:
Name: Sky Devil's Singing Wind
Rank: Weak (D)
Duration: Instant (Channeling)
Cooldown: N/A
Type: Slayer
Description: Heero calmly channels a gale force wind from hip that whips around and whistles at high speeds, coating fifty feet in wind that seems to 'sing'. The harmonic wind seems to vibrate through the air and shake it so much that the magic in other spells are pulled asunder; rendering them useless.
Strengths: Causes a large defensive gale force wind that can be used to protect a certain area against C-Ranked and below Spell Effects. The wind is spinning at razor speeds, and anything that touches it that is non Magical will be shredded to bits nearly instantly. Only if it is the rank of the spell or below
Weaknesses: Can't stop B-Ranked Spell Effects. Only protects twenty five feet around Heero. Can be set on Fire by Fire Spells of any Rank. Metal and Earth Spells that are C-Ranked will come soaring through the singing wind easily. The wind only spins around Heero and his allies for about 30 seconds.Please change this into a post number.
- Sky Devil's Sonic Wind:
Name: Sky Devil's Sonic Wind
Rank: H
Duration: 15 Posts
Cooldown: 25 Posts
Type: Slayer
Description: Heero bends his knees and begins to power up as wind seems to rip through the area, churning from his body in huge H-Ranked knockback waves of Gale Force wind; they whirl away from Heero in a giant tornado that is well beyond S-Class at 1250 ft tall (Empire State Building) and 500ft wide. The wind begins to sparkle bright white as it begins to break the sound barrier; visible from easily three miles off. At this very moment; Heero enchants himself Magically with the exact speed of the wind as the wind itself whips back down into his body all at once causing water, buildings, loose earth or whatever else that was caught up in the power up to tumble, and crash back down to the ground. Now able to move, see, and hear, and think at the Speed of Sound; Heero is a force to be reckoned with and creates Sonic Booms in his wake when simply running while Enchanted with this ancient Magick.
Strengths: Allows Heero to run at the Speed of Sound (720MPH). Makes keeping up with him very difficult. Allows him to take down a large amount of enemies, or move from enemy to enemy rapidly. Creates S-Ranked Sonic Booms in 300 ft knockback waves behind him as he runs every time he turns or switches directions. Can run on Water.
Weaknesses: Crashing into things deals B-Ranked damage to Heero. Only affects Heero. The Sonic Booms don't do any damage and are mainly just a large knockback effect. Doesn't heal Heero. Doesn't Buff Heero's Allies. The spell powering up only lasts 10 seconds; so any damage must occur while Heero is powering up.Instead of seconds can you make this 1 post. If you can quickly get back 500 feet away from the tornado you'll be safe from the power up damage, although the tornado is massive and you will still feel the gale force or breeze even from afar. Costs a lot of MP. It's Cooldown is very extreme.Like Zack said these are not Weaknesses.
Omen Angel
Child of Thunder
Child of Thunder