Magic
Primary Magic: Surging Winds
Secondary Magic: None at the moment!
Caster or Holder: Holder
Description:
This magic originates from the overall wind magic. Before it was all considered just simply wind magic, whether you were summoning whirlwinds or dancing around the battlefield. Later on, the holder-focused portion of the wind magic got separated into its own division of wind magic - The Surging Winds.
When seeing a mage using techniques of this magic, one almost feels like he's watching a dancer perform their act with unpararelled grace. Focusing more on single target, offensive and movement spells, this magic goes well with those who are not afraid to move with the wind and cut down their opponents. This has its drawbacks, however, as there are only so many defensive capabilities and virtually no healing capabilities. Dashing with the wind, slashing through hordes of monsters with ease and elegance, that’s the way of the Surging Winds.
Ceblair is pretty much only self-taught, having discovered his affinity for wind magic in a place that is not frequented by mages. He mostly uses the wind to enhance his blade, through which he invokes his power. However, he also uses his blade to create waves of piercing wind, if he doesn't want to get too close. In addition, he uses it to create defensive walls or spheres in order to block incoming projectiles. Being self-taught, however, means that he’s fairly limited as to what he thinks he can do with the magic he was gifted.
Strengths:
Instant response - A portion of spells are cast instantly, with few exceptions
Swift as the Wind - This magic not only offers enhancements and offensive, single-target spells, but also offers an amount of mobility associated with these spells
Deflective winds - Defensive spells are good at deflecting physical projectiles or distorting vision with environment. Some spells may have a chance on pulling a spell off its course
Weaknesses:
Nothing without the blade - Ceblair’s style of wind magic is limited to his blade and occasional bigger defensive/offensive spell, but it is mostly centered around his blade
Unimpeded magic - Defensive spells may be good at deflecting physical projectiles, but when it comes to magic or magic enhanced items/equipment, they can just cut through the wind barriers like butter
Predictability - The patterns in which Ceblair uses the magic can be quite predictable by other mages/smarter beings
Limited by not only imagination - Offers options for enhancing weapons and movement, but somewhat lacks in defensive capabilities, especially around healing
Lineage:
- Warrior's Heart:
Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement. Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
Usage: Passive
Unique Abilities:
Gone with the Wind - Ceblair’s natural affinity for the wind grants him an improvement in his overall speed → the speed stat growth is increased to 50% and also makes low level parkouring slightly easier.
Exquisite Swordsmanship - Having trained for almost the entirety of his life with swords, Ceblair is quite skilled with wielding them. They now feel more like an extension of himself, rather than a tool. Every blade is different, yet, he knows how to make them work in his hands. However, if he were to wield a different kind of weapon, he wouldn’t be able to use it as well as he can use a sword. Physical attacks executed with a sword deal 20% increased damage. Physical attacks executed with any other kind of weapon - except for swords - deal 20% less damage.
Second Wind - ...Literally. A special technique, fueled by Ceblair’s determination to live and protect. If he were to reach 0 HP/die, a gust of wind will pick him back up on his feet once again. Upon being revived by this technique, Ceblair restores 15% HP and cannot use spells on the post he is revived. Can occur only once per thread.
Spells:
- D-Rank Spells:
- Wind Step:
Name: Wind Step
Rank: D
Type: Wind - Defensive/Movement
Duration: Instant
Cooldown: 2 posts
Description: Ceblair slightly crouches and slices from left to right through the air, summoning a gust of wind to propel him in his desired direction - he has to slice from right to left in order to Step backwards. After Stepping, however, he is slightly vulnerable to Range of the Step: 10m. Speed of the Step: equals user’s current running speed (scales).
Strengths:
→ Easy to use - a basic technique of wind-based magic; does not require a channel/buildup of power
→ Offers great dodging potential
Weaknesses:
→ User is left slightly vulnerable after Stepping, in order to recover their bearings
→ User is not invincible during the Step - a well placed spell or AoE will still render the Step useless
→ Ceblair has to be careful when slicing the air around him, so he doesn’t slice something/someone else
- Turbulence:
Name: Turbulence
Rank: D
Type: Wind - Defensive
Duration: 2 posts
Cooldown: 3 posts
Description: Ceblair slightly crouches as he concetrates his power into a slash around his feet as he does a pirouette. He has the sword pointing down, cutting a line into the ground, from which after a brief delay a surge of wind escapes and creates an immovable sphere of deflective wind. During the delay Ceblair can choose to grab an ally in melee distance next to him to fully benefit from the sphere alongside him. If they’re willing to get up close and personal with him, of course. The sphere only protects from physical projectiles. It can only deflect one spell of the same rank of the sphere; spells afterwards will go through with ease. Ally spells can freely pass through the sphere. Both Ceblair and the ally can exit the sphere early, however it will require Ceblair to cut through the barrier in order to bring it down. Cooldown is not affected - stays 3 posts. Diameter of the circle on ground: 2m. Height of the sphere: 5m.
Strengths:
→ Creates a safe-zone for Ceblair & 1 more ally
→ Deals well with physical projectiles
Weaknesses:
→ Ceblair and whoever is inside with him are more-or-less sitting ducks
→ Sphere is immovable
→ Sphere can deflect only one spell of its own rank or below
- Blade Echo:
Name: Blade Echo
Rank: D
Type: Wind - Offensive/Enhancement - Self-buff
Duration: 2 posts
Cooldown: 3 posts
Description: Ceblair gathers up the sharpest of winds to enhance his next attack with sword. He runs along the blade with his prosthetic hand as the wind envelops it. This wind allows Ceblair to slash twice with his sword during his next attack. However, it does not increase any damage value, besides allowing him to attack twice. Ceblair can hold onto the enhancement for up to 2 posts after being cast (1 post to cast - 2 posts time to use its effect). Cooldown of the spell equals the amount of posts that took Ceblair to use this enhancement, with a minimum of always 1 post and maximum of 3 posts if he doesn't use an attack at all.
Strengths:
→ Allows Ceblair to strike twice with his sword
Weaknesses:
→ Spell can be only cast on Ceblair('s sword)
→ It is still just an enhacement of Ceblair’s sword - if the enemy dodges his attack, they also dodge the enhacement
- Sunder:
Name: Sunder
Rank: D
Type: Wind - Offensive
Duration: Instant - Chained up to 3 times
Cooldown: 4 posts
Description: Ceblair briefly gathers up the force of the wind and sends a small wave of wind forward by slashing from ground into the air, diagonally. He can slash up to 3 times, during which he is rooted in place, until he finishes all 3 strikes or is interrupted. Each wave can only hit once. Width of wave: 1m. Length of wave: 4m. Damage: 25% of total D rank damage per slash.
Strengths:
→ Overall damage can get pretty high, if Ceblair receives a buff
Weaknesses:
→ For this spell to be worth the cooldown and damage, all 3 strikes have to be executed
→ Ceblair is rooted in place for the duration of his slashes
List of Spell Fusions: Locked until B rank!
Last edited by Shiny Mirage on 15th April 2016, 2:10 pm; edited 1 time in total