Magic
Primary Magic: Wind
Secondary Magic: None, at the moment.
Caster or Holder: Caster
Description: This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind Magic grants them high offensive power, allowing them to assault enemies in different ways: The most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; They can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness. Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude. However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.
Strengths:
Weaknesses:
Lineage:
Avatar of Ilyria -
Unique Abilities:
Spells:
Name: Flight
Rank: D
Type: Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Basic Spell for those that have their Primary Magic as the Wind Element. As common sense should tell you, it allows me to fly. Of course, in order to do so, it requires me to completely concentrate the Wind around me to lift me up, and keep me up. Meaning, I can't fight/protect myself while using this Spell. Doing so would immediately end the Spell, and plummet me back towards the ground, which could possibly hurt/kill me! I can, however, dodge while using the Spell, so that's a good thing. Using this Spell, I can go up to 15m/49', and up to 61m/200' high.
Strengths:
Weaknesses:
Name: Storm Mail
Rank: D
Type: Supportive
Duration: 2 Posts
Cooldown: 4 Posts
Description: One of the very few defensive-styled Spells in my arsenal. Waving my arms around in a circle in front of me (or using a weapon I happen to have), I create a swirling mass of wind around my form, creating a powerful armor. Unlike normal armor, it has no weight, allowing me to move at my normal speed, and even faster (double my running speed). The epic thing about this is that not only does it protect me from outside attacks (up to 2 D-Rank Spells or 1 C-Rank Spell), but is also increases my own physical attack power! When someone, or something, comes in contact with this wind armor, they're immediately deflected and the target is sent backwards from the gushing wind. The bad things about this is that I can't maintain it for too long, as it constantly drains my energy, and anything that's super heavy or super big will bypass through it immediately, which will almost most likely knock me the f*** out.
Strengths:
Weaknesses:
Name: Sonic Boom
Rank: D
Type: AoE
Duration: 1 Post
Cooldown: 2 Posts
Description: When used, like the name suggests, I leave behind a powerful shockwave of Magic behind me, spreading out in a twenty-foot diameter, and anyone caught in it will experience the same feeling as though their ears just popped, causing temporary deafness (only 1 Post). However, in order for me to use this, I have to already be running for at least ten feet at full speed, and must land on my right foot. F***ing limitations!
Strengths:
Weaknesses:
Name: Wind Blades
Rank: D
Type: DoT
Duration: 1 Post
Cooldown: 2 Posts
Description: One of my fave Wind Spells to use! From the palm of my hand (either one, but only one), I fire off a large amount of wind blades towards my opponents at high speeds (up to 5; approx. 20m/s/45mph; total amount of damage of 20HP [4HP/hit]). There's goods and bads to this, of course. The good is that I can use this Spell with or without the need of hand motions. This is where the bads come in. If I use hand signals to create the Seal and Spell, it completely gives me away that I'm about to use Magic. The good on that, however, is that the Spell is used at full power! When using the Spell without hand motions, it allows me to completely get the drop on someone, even with the Seal showing. The bad thing about it is that the Spell is only half as powerful. Such is the drawback to epicness...
Strengths:
Weaknesses:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Primary Magic: Wind
Secondary Magic: None, at the moment.
Caster or Holder: Caster
Description: This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind Magic grants them high offensive power, allowing them to assault enemies in different ways: The most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; They can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness. Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude. However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.
Strengths:
- Earth users - Kinda self-explanatory, but guess I'll try here. Wind is powerful against Earth because wind naturally erodes earth away, shaping it to their desire. Other than water, how do you think so much amazingly epic stuff was formed in the world? Wind!
Weaknesses:
- Fire Magic - Pretty self-explanatory here, but here goes. To make it short, wind powers up fire, making it larger, hotter, and brighter. Of course, on the flip-side, if there's too much wind, it will put it out. So, basically, a double-edge sword.
- Wind Slayers
Lineage:
Avatar of Ilyria -
- Spoiler:
- Description: In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshipers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artifacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
Ability: Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
Usage: Active ability that lasts 3 posts and is once per thread. Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
Unique Abilities:
- Passive Mana Regeneration - During each Post, my Mana naturally regenerates at a rate of 2%, stacking with the default Mana regeneration of 10%.
- Cutting - Each time one of my Wind Spells make contact, it'll cut them quite a bit, to the point that said person/people will bleed over time, taking 25% of the Spell's Damage as HP damage for 3 Posts. However, it must be one of my Offensive-type Spells (Wind Mail doesn't count), and only one Spell at a time. Also, after its use, I can't use this Ability again for 4 Posts.
- Wind Control - This only applies the my own Wind Spells, and not natural wind or wind Spells used by someone else, and can only control 1 D-Rank Spell at a time. This allows me to redirect said Wind Spell, as if like a boomerang, if it initially misses my target(s), and can control it for up to 3 posts. After I use this, however, I can't use it again for 4 Posts.
Spells:
Name: Flight
Rank: D
Type: Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description: Basic Spell for those that have their Primary Magic as the Wind Element. As common sense should tell you, it allows me to fly. Of course, in order to do so, it requires me to completely concentrate the Wind around me to lift me up, and keep me up. Meaning, I can't fight/protect myself while using this Spell. Doing so would immediately end the Spell, and plummet me back towards the ground, which could possibly hurt/kill me! I can, however, dodge while using the Spell, so that's a good thing. Using this Spell, I can go up to 15m/49', and up to 61m/200' high.
Strengths:
- Allows me to fly!
- Get a great vantage view!
Weaknesses:
- Can't hold the Spell for long.
- If I lose concentration, the Spell ends immediately!
- Can't fight/protect myself, while using the Spell.
Name: Storm Mail
Rank: D
Type: Supportive
Duration: 2 Posts
Cooldown: 4 Posts
Description: One of the very few defensive-styled Spells in my arsenal. Waving my arms around in a circle in front of me (or using a weapon I happen to have), I create a swirling mass of wind around my form, creating a powerful armor. Unlike normal armor, it has no weight, allowing me to move at my normal speed, and even faster (double my running speed). The epic thing about this is that not only does it protect me from outside attacks (up to 2 D-Rank Spells or 1 C-Rank Spell), but is also increases my own physical attack power! When someone, or something, comes in contact with this wind armor, they're immediately deflected and the target is sent backwards from the gushing wind. The bad things about this is that I can't maintain it for too long, as it constantly drains my energy, and anything that's super heavy or super big will bypass through it immediately, which will almost most likely knock me the f*** out.
Strengths:
- Gives excellent protection (25%)
- Boosts my physical attacks (25%)
- Doubles my running speed!
- Blocks/Reflects small objects (up to fist-sized)
Weaknesses:
- Drains my energy pretty fast.
- Doesn't last that long.
- Large/Heavy objects can pass right through.
- Due to speed increase, can bypass things...
- Takes a while before I can use it again.
Name: Sonic Boom
Rank: D
Type: AoE
Duration: 1 Post
Cooldown: 2 Posts
Description: When used, like the name suggests, I leave behind a powerful shockwave of Magic behind me, spreading out in a twenty-foot diameter, and anyone caught in it will experience the same feeling as though their ears just popped, causing temporary deafness (only 1 Post). However, in order for me to use this, I have to already be running for at least ten feet at full speed, and must land on my right foot. F***ing limitations!
Strengths:
- Deafening effects are always good!
- Very fast Spell and effect.
Weaknesses:
- Affects both my target(s) and Allies...
- Effects don't last long.
- Have to get a running start, before I can actually use it.
Name: Wind Blades
Rank: D
Type: DoT
Duration: 1 Post
Cooldown: 2 Posts
Description: One of my fave Wind Spells to use! From the palm of my hand (either one, but only one), I fire off a large amount of wind blades towards my opponents at high speeds (up to 5; approx. 20m/s/45mph; total amount of damage of 20HP [4HP/hit]). There's goods and bads to this, of course. The good is that I can use this Spell with or without the need of hand motions. This is where the bads come in. If I use hand signals to create the Seal and Spell, it completely gives me away that I'm about to use Magic. The good on that, however, is that the Spell is used at full power! When using the Spell without hand motions, it allows me to completely get the drop on someone, even with the Seal showing. The bad thing about it is that the Spell is only half as powerful. Such is the drawback to epicness...
Strengths:
- Only need one hand to use!
- Very quick to use!
- With Seal, Spell is at full power!
- Without signals, can use without warning!
Weaknesses:
- Without Seal, Spell is only at half power.
- Use of Seal/signals gives away that I'm using it.
- Can't use back-to-back.
- Extremely linear, making it easier to dodge.
- Can't use both hands...
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Muu on 17th June 2016, 7:34 am; edited 2 times in total