Primary Magic: Storm Magic
Secondary Magic: x
Caster or Holder: Caster
Description: Storm Magic is a magic that allows Anna to generate and manipulate storms; a combination of wind, snow, water and lightning, allowing Anna to utilize the offensive powers of all elements combined. However, Anna can rarely, if ever, separate the elements. This magic has made Anna an offensive force to be reckoned with, though the magic lacks many defensive or healing properties.
Strengths:
Anna has a very strong durability towards lightning and wind of at least 100%. This magic and its presence lingers throughout her body, and since lightning and wind is the common element used in Storm Magic, any spells using these two elements will render her unaffected. Of course, the knock-back will harm her depending on how powerful the spell.
Storm Magic has an elemental advantage against both metal and water. As stated before, lightning is one of the main elements she can use separately from any of her spells. Since lightning passes through water and metal naturally on contact, shocking anybody who may be in contact with any of these. Anna is only able to manipulate wind while it is either fused with a slight mist / rain or snow.
Usually without using her magic, Anna's physical strength is on par with that of a dragon. Although, even though she is already quite powerful, Storm Magic is able to increase her strength and speed by at least 50%. Using wind and lightning to both increase her speed, reflexes and strength is possibly the most dangerous aspect of the magic. Mainly regarding lightning. She can manipulate it into her joints and muscles, which of course is not healthy for a regular human body. But, since she is not human, her durability to this is more than enough to keep her battling in a fine condition.
Anna is also able to manipulate the weather around her, sometimes by very powerful emotions or just by mer thought. This gives her an advantage when in the battlefield with one or more opponents, easily developing a lightning storm that could be deadly to some.
Weaknesses:
Despite all of these powerful strengths, Anna will have a natural weakness to any attack that may have an elemental advantage against her own. For example: wind and lightning are weak against earth, water against ice, and ice against heat. Any spell that comes in contact with these weaknesses will result in it vanishing on contact or dying down on contact.
Emotions are an issue when regarding this magic. If you were to enrage her or put her in a state of mind which was not mentality stable, her power would lash out and harm others unintentionally. Although this magic is already destructive by nature, accidentally wounding innocent civilians or comrades by the mer intention of protecting them is frequent. Remember, most of her spells are not meant for defensive or supportive purposes, but rather offensive.
Slayers of the lightning category are able to consume her spells. Although it is possible for the slayers of the wind category to do the same, she is able to separate lightning entirely from her spells aside from wind which is usually fused with snow or rain. Of course it won't do much for her opponent, but, it can still render her attacks useless. The lightning slayers are her weakness though when using any spells with electricity.
Despite spells having two elements or more, only one status effect tied to the spell applies.
Some magics can effectively negate the status effect that is inflicted.
Lineage: Brute of Fiore Description: A long time ago, there was a clan of warriors that drank a magical elixir to increase their physical powers. They became known as the Brutes of Fiore, they did what they liked whenever they like it and let nobody stand in their way. Then Fiore became fed up with their barbaric behavior and ordered a spy to infiltrate their hall and poison the elixir supplies. The warriors drank their elixirs the night after and noticed certain side effects. Their increased physical strength could be called upon whenever they wanted and they no longer needed the elixir, however they weren't as strong as they used to be. They were a lot less intimidating and shortly after the clan disbanded. Some descendants of the Brutes of Fiore still have the ability to call upon the gift of increased physical power and strength. Ability: 100% strength and 50% HP with for duration. Passive 20% strength boost / 10% HP boost. Usage: Duration: 2 posts. Cooldown: 4 posts. Cooldown increases by 2 every time it is used for the topic. Small passive boost.
Unique Abilities:
Enhancement By manipulating wind around her form, she is able to increase the speed and the strength of her attacks So how much for each of these stats? 10%? 15%? 20%?. This goes forth with lightning especially. Anna can manipulate lightning into her joints and muscles, allowing her reflexes to react more quickly to incoming attacks compared to before. Using both of these elements at the same time to enhance her physical attributes will put her on par with not just one dragon, but possibly two.
Manipulate Weather Despite the weather often being controlled by her most strongest emotions, she is also able to control the weather to her will. Such as making it sunny, or either rainy or cloudy. Heck, she could even create a hurricane or tornados if she wanted too. But, the weather doesn't get to serious unless she is enraged or torn apart in despair. Sometimes for comical purposes she will make it rain only over her enemies / opponents just to piss them off. In the case that she uses this for attacks (Since I am pretty sure a tornado can inflict heavy damage x3) can it be stated that attacks carried out this way inflict half the user ranked damage. And if that is to happen, only one can be done at a time x3.
Float Anna is able to make literal clouds, fused with wind and mist, and either lay or sit on them. These "clouds" are not that large and are usually the size of a couch cushion, but can be expanded for others to sit or stand on. They are very soft and airy, and Anna can often be seen asleep on them or speaking to others from them. Because they are fused with wind, she is able to move around in the air quickly in battle, usually for dodging attacks rather than advancing into one. The fluffy cloud like substance can be broken if to much weight or force is applied to it.
Spells:
- B-Rank Spells:
Name: Kumobbijon | 曇っビジョン Rank: B Type: Wind | Defensive Duration: 3 posts Cooldown: 4 posts
Description: No hand movements are necessary for this spell, rather, she just has to call out "Kumobbijon", and silver magic circle will appear briefly beneath her. Once the magic circle is gone, mist will gradually begin to cloud the area, expanding out to at least 50 meters all around her. This mist acts like a shield, which can be used to escape or to gain an advantage in battle. It causes no harm to anybody at all though it is able to confuse those with slayer senses, enabling them from sensing you — at least not immediately anyway. How much damage can this shield take at a time? Since, well, naturally higher ranked offense spells would be able to dent it if not run the barrier over.
Strengths:
◎ Can be used to escape from a dangerous battle. ◎ Is able to confuse those with slayer senses, giving you an advantage within the mist. ◎ Can be used to shield friends, or give you an advantage in battle.
Weaknesses:
◎ Wind magic is able to blow away the fog/mist, leaving her vulnerable and this spell pretty much useless. ◎ Any Slayer that is higher than B-rank or at B-rank itself, can still sense things through the heavy mist. ◎ If she is hit physically or with a spell, the mist will rapidly start to disappear into thin air - almost like steam vanishing from the top of boiling water. ◎ Any sort of Wind Slayer is able to consume this spell, rendering it useless.
Name: Arashi no bakuhatsu | 嵐の爆発 Rank: B Type: Wind & Lightning | Offensive Duration: 1 post Cooldown: 4 posts
Description: By fusing lightning and wind together, she creates a small ball that is the shade of black and the size of a baseball. This requires no hand motions or calling of a name, once she creates this spell however, she is able to throw it as though it is an object itself. Once it comes in contact with anything else, it will instantly explode into a burst of lightning and violent wind, acting as a sort of bomb as the explosion reaches out in all directions to about 50 meters. She can only create one ball for a single post until the cool-down is up, it can cause physical harm and paralyze those of equal or less ranking than this spell. that are in range of the explosion for about 15 seconds. In the case this be used on PC characters, this can translate to one post ^.^
Strengths:
◎ Can be used to counter an incoming attack. ◎ Is able to destroy a building, especially if it was not built to stand large explosions. ◎ As the paralyzation lasts 15 seconds, she is able to either attack or escape from her opponents.
Weaknesses:
◎ Weak to other lightning or wind spells as they can counter them and alter the direction that the ball is being thrown. ◎ Can be consumed by a lightning or wind slayer, depending on if they are able to withstand the opposite element that is infused. ◎ If she is hit physically or with a spell, the spell will vanish into thin air, rendering it entirely useless in the end - even if she has already thrown it, it will explode or cause any harm. ◎ Can harm her and her comrades if to close to the spell as she cannot control the range of the explosion.
Name: Tōketsu shita tatsumaki | 凍結した竜巻 Rank: B Type: Wind & Ice | Offensive & Defensive Duration: 2 post Cooldown: 4 posts
Description: By calling out "Tōketsu shita tatsumaki", a silver magic circle will appear above her, violent winds swirling around her form into a literal tornado that is laced with shards of ice. This spell can block anything below B-rank for short amount of time, until it the tornado suddenly bursts out in all directions, causing the shards of ice to strike any of her opponents who stand 30-40 meters away. The wind is also quite powerful and can knock her enemies off balance if they are within range of this attack.
Strengths:
◎ Can be used to block incoming attacks. ◎ Has an elemental advantage against any water-based attacks. ◎ The tornado is highly lethal regarding the ice shards, and therefore it is extremely hard to reach her without going through a lot of pain.
Weaknesses:
◎ Is weak to fire spells and can counter her attack easily. ◎ Any solid attacks, like metal, earth, wood or ice can block this attack. ◎ If she is physically hit, this spell will end instantly. ◎ Her own spell harms her so in the process of trying to defend herself, she ends up only hurting herself.
- C-Rank Spells:
Name: Arashi no ha | 嵐の刃 Rank: C Type: Wind | Offensive Duration: 3 posts Cooldown: 4 posts
Description: By simply calling out "Arashi no ha", a silver magic circle will appear in-front of her. With the wave of her hand, multiple blades of wind will fly out from the circle, sharp enough to cut through flesh and bone. There is no accurate count as to how many blades do fly out in this spell, rather at least fifteen per 2 seconds is estimated within the duration of Anna's attack. As usual, since she cannot separate wind entirely like she can with lightning, shards of hail are fused within these blades, which is what makes them so acute. This spell travels up to 5m/s when launched out from the magic circle and reaches to about 15 meters before fading away.
Strengths:
◎ Is great in both a close-range and mid-range battle. ◎ Has an elemental advantage against water and plant based magic. ◎ Since the spell is basically made up of wind, it moves very quickly when striking the enemy. Therefore becoming somewhat surprising to his enemy.
Weaknesses:
◎ Is not the greatest for a long-range battle since it only reaches so far. ◎ Can be consumed by wind slayers, like usual, although they can be damaged by the small shards of hail fused within the wind. ◎ Earth and metal have an elemental advantage against this spell and can easily block it. Therefore rendering his attack useless. ◎ Spells of C-rank and higher, that are made up of fire can completely obliterate this spell, since the wind can be turned into steam and the shards of hail can melt.
Name: Ondo kōka | 温度降下 Rank: C Type: Ice | Defensive Duration: 3 posts Cooldown: 4 posts
Description: She merely has to call out, "Ondo kōka" and a large silver magic circle will appear beneath her briefly, before disappearing. After this, the temperature will begin to drop significantly. -19°F at the most, with the also harsh gust of wind, sometimes the condition can go as far as -25°F. This will stretch out to about 80 feet all around her, and follows her wherever she goes. Since Anna's body temperature is much more warmer than the regular human being, those aside from her, can end up having frostbite or hypothermia. In the case of a mage being higher ranking than this spell, or a fire mage of equal ranking to this spell, they will still suffer the cold that this spell provides, but resist frostbite and hypothermia.
Strengths:
◎ Has an advantage over water and plant based magic. ◎ Is great for close-range or mid-range battles - depending on the opponent of course. ◎ Proven to be great for defensive purposes as-well, since the temperature drop is like one big cloud of snow and wind. It is able to deflect any light-weighted attacks (usually things not of solid matter).
Weaknesses:
◎ Is horribly weak against fire. As it can warm the area drastically, and therefore render this spell absolutely useless. ◎ Naturally vulnerable to ice slayers and wind slayers. They can easily consume her attack, and leave her exposed to harm. ◎ If her opponents have hot-blood, they will not be hurt by this spell, and can freely strike her without getting frostbite or hypothermia. ◎ Will literally do no harm to her opponents who are at a long-distance from her. As the spell can only reach so far.
Name: Moeru hikari | 燃える光 Rank: C Type: Lightning | Offensive Duration: 3 posts Cooldown: 4 posts
Description: By calling out "Moeru hikari" a silver magic circle, large enough to at least circle around her form, will appear under her feet for a brief moment before disappearing. Lightning, in small forms will appear along her body, like static electricity, before hastily building up to the point she is practically like a mini sun - bright enough for those to be blinded. Once it has reached this point, a burst, similar to the shock wave from an explosion, will fly out to about 20 meters all around her, traveling at approximately 15m/s. This wave of electrical energy, is more powerful the closer her opponents are to her. At about 10 meters away from Anna, enemies will take physical damage and be stunned for one post, and at 15 meters enemies will only be slightly stunned / physically affected, whereas at 20 meters enemies will only feel the current of the spell. Note: This shock wave travels in all directions.
Strengths:
◎ Is even more effective while standing in a large body of water, or on a wet surface; usually while it is raining. ◎ Hard to dodge, since this shock wave travels in every direction, making it almost impossible to evade unless her opponent is standing 20 meters away. ◎ Can stun her enemies for 15 seconds, giving her the advantage to escape or strike an attack.
Weaknesses:
◎ Useless against anybody wearing rubber. ◎ Is not as effective on land, though still travels the same distance. ◎ Can be blocked by Earth Magic. ◎ If she is physically harmed while summoning this spell then it will immediately stop.
- D-Rank Spells:
Name: Shokku no tatchi | ショックのタッチ Rank: D Type: Lightning | Offensive Duration: Instant Cooldown: 4 posts
Description: There is no need for Anna to make any sort of gesture when summoning this spell. Rather, she simply needs to call out the name, "Shokku no tatchi" which is of the Midi language; and this spell will come forth. A silver magic circle will appear, and a mass amount of lightning will ring around her form and then eventually disappear, making it appear as if she either failed with the spell or does not have enough power to control it. Meanwhile, the lightning that previously engulfed her form, charged itself within her body, meaning that if anybody were to touch her, they'd be zapped with at least the strength of 500 > 1000 volts. This can cause internal burning to her opponents in a matter of 10 seconds Can you elaborate on what this burning does to an opponent, reduce their HP the next turn or something? x3, allowing her to both offensively and defensively use this spell.
Strengths:
◎ Can be used for a defensive purpose rather than just offensive. ◎ Is a surprising spell, as it gives off the intention that it either failed earlier on or was canceled out because Anna could not control it. ◎ Because the main element in this attack is lightning and lightning alone, if this spell touches anybody it is capable of paralyzing them for at least 5 > 10 seconds. One post still! Also, this paralysis should not affect higher ranking mages than this spell.
Weaknesses:
◎ Can be instantly useless against anybody wearing rubber. ◎ It may hold the capability of harming others, but, if this spell is kept too long inside her body, she will also have internal burns. Which is why this spell is only best in close-combat. ◎ Will be instantly absorbed by any lightning slayers, as they are able to consume their desired element to replenish their strength and heal their wounds. Making this spell absolutely useless against her opponent. ◎ Although this spell is able to pass through metal and water to it's advantage, it will have a disadvantage against earth based spells. Anything defensive really, Anna will be unable to use this spell to it's offensive purposes.
Name: Geiru no kurappu | ゲイルのクラップ Rank: D Type: Wind | Offensive Duration: 3 posts Cooldown: 4 posts
Description: There is no need for Anna to make any sort of gesture for this spell. Rather, like the previous spell, all she has to do is call out, "Geiru no kurappu" and a silver magic circle will appear before her. Wind will start to pick up around the area, and then eventually disappear once the magic circle is gone. Although, it is noticeable that there is a slight drift of wind around her figure, mainly both of her hands. By smacking both of her hands forward into a clap like motion, a sudden burst of wind will fly outward. This attack can only go straight, so trying to redirect it's aim will not work. Because Anna can not separate all elements from wind, there will be tiny shards of hail, extremely acute and capable of causing small cuts; will swirl within the wind. This gust of wind will only stretch out to 15 meters and stop once Anna separates her hands. This spell is capable of knocking opponents onto their feet or slightly pushing them back; depending on their strength.
Strengths:
◎ Has an elemental advantage over water and any plant based spells. ◎ Anna is also able to use this spell to push herself off of the ground and into the air, allowing her to dodge larger attacks with ease. ◎ Is powerful enough to slightly push opponents back or knock them off their feet, giving Anna the advantage to attack while they are vulnerable.
Weaknesses:
◎ Has an elemental weakness towards metal and earth. This spell, because of it's ranking will of course inflict no damage against defensive spells of metal and earth. Rendering Anna's attack entirely useless. ◎ Can be consumed by wind slayers, although, they will experience damage if they do end up consuming Anna's spell, since, within the wind is tiny shards of hail. But, if they perhaps have some sort of lacrima that enables to consume ice as-well, then Anna's spell will once again, be entirely useless. ◎ Cannot be redirected, so if the opponent was to dodge her attack, she would not be able to move the spell or manipulate into the direction of her enemy. Rather, she would have to part her hands from one another and then clap again, which would most likely take more time than just to end this spell entirely. ◎ If Anna is hit physically, in a way that can knock her to the ground or stumble back on her feet, then the spell will end instantly.
Name: Sandā no hotaru | サンダーのホタル Rank: D Type: Lightning | Offensive Duration: 3 posts Cooldown: 4 posts
Description: By sitting down, cross-legged with her eyes closed, Anna makes a SERIES of hand gestures before ending it with her hands flat against each-other and then calling out, "Sandā no hotaru". At least 15 balls of what may look like fireflies from a distance, but is in-fact small lightning orbs; will appear around her after a silver magic circle also appears. These balls can travel up to at least 100 meters This is definitely far for a D ranking spell x3. Since it is lightning however, I can allow it to go up to 25 Meters without any speed reductions. when following her opponent, but, when out of reach, the spell will end automatically. While all of this is going on, she must remain cross-legged with her eyes closed, or the spell will end, as this is one of the very few attacks that requires her to concentrate deeply. She is in a state where she can actually see where these balls are going, as if she herself is traveling with them. Once the lightning-like orbs are around her enemy, she will whisper "zap" and they will lunge directly into her opponent like a bolt of lightning lashing out from the stormy sky. If her enemy is hit by at least one of the orbs, they will be paralyzed for about 10 seconds. One post. Additionally these balls are the size of a baseball and travel up to 20mph.
Strengths:
◎ These orbs do not appear threatening, but rather give off the expression of something beautiful. Which is surprising to the opponent when they suddenly attack. ◎ Can paralyze her opponent (as mentioned before) for 10 seconds, allowing her to have the chance to attack. Of course, depending on the distance between her and her target. ◎ Is soundless. In addition to their captivating appearance they are stealthy little orbs and can not be noticed right away. This goes for slayers as-well. Regardless if their senses are boosted, this spell is void of any noise.
Weaknesses:
◎ If Anna is hit the spell will end automatically. ◎ Can be consumed by lightning slayers, as this element is separated entirely from the others and will easily render Anna's spell useless against these opponents. ◎ It may be stealthy because of the fact it may look harmless and is also soundless, but, in the night time, this spell is easily seen. The small orbs of lightning actually grow brightly, acting almost as a lantern of sorts. ◎ Because this spell requires a lot of concentration (having to keep hers eyes closed, etc) she is vulnerable to any opponent nearby. If somebody were to sneak up behind her and try to stab or knock her out, she'd definitely be at risk.
Name: Kaze no henkō | 風の偏向 Rank: D Type: Wind | Defensive Duration: 3 posts Cooldown: 4 posts
Description: This spell requires no series of hand motions, rather, Anna simply has to say "Kaze no henkō" and a silver magic circle will appear in-front of her. A powerful gust of wind will spew out before her, acting as a wall to block any incoming attacks that may be directed towards her. This wind is fused with hail, snow and rain, allowing a better resistance towards most attacks. Although, if this wind like wall is hit at least two times with a D-rank spell, then it will eventually fray away into the atmosphere; leaving Anna vulnerable.
Strengths:
◎ Can deflect D-ranked spells, depending on the density of the attack. Usually very light-weighted attacks. ◎ Requires no gestures or hand movements, meaning Anna does not have to waste her time summoning up a spell, especially if the attack that's advancing towards her is incredibly fast. ◎ Has an elemental advantage to water type magic, meaning that if somebody were to try and attack her with a water based spell, it would easily be tossed aside; regarding the fact the wind gives off a sort of tearing affect.
Weaknesses:
◎ Is not a very large shield, meaning, she can only cover herself. Attempting to protect crowds of people or her comrades will not work. ◎ Has an elemental weakness against earth magic. Because of the density of these spells, it can easily break through her wind like wall, regardless if the spell attacking her own is D-rank. ◎ Does have a slight resistance to C-rank spells, but can only hold off one for about five seconds before breaking. Anything higher than C-rank will instantly destroy the wind-like wall, rendering her vulnerable. ◎ Can be consumed by wind slayers, although, they will be harmed because of the hail (which I might add is very sharp) is fused within the wind. But, these slayers can still render her spell useless and again, leave her vulnerable.
List of Spell Fusions:
None at the moment. |