Primary Magic: Wind Magic
Secondary Magic: Demon Blood Take Over
Caster or Holder: Caster
Description: This magic, wind magic is a very unique sort of spell casting which is very reliant on it’s element. However? This is not just in the sense of requiring the element be around, for the wind is everywhere and if that was the only way this magic relied on it, than it would be very easy and cheap as a magic! Instead of only requiring it’s presence, most fail to notice that Wind Magic also relies on the character of the wind, it’s personality so to speak. Being as the wind is always around everyone, even when they don’t want anyone else to know where they’ve gone to cry, most of the spells in this class of magic are supportive, or defensive spells. However one should never assume Wind Magic does not contain powerful offensive spells as well, it’s simply that this other half of the field is harder to learn as it’s a very violent form of offensive magic, often performed in Area of effect of simply long range spells, powerful and difficult to see. Mastering both side’s of this magic? Is even more difficult.
Just like anyone else performing wind magic, Jiyu initially only had an easy time mastering the side of it her personality best suited. Shockingly? She learned the offensive first and is very good at using it, doing her best to stay as far away from enemies as possible, while using it. Sometime after she got a decent handle on offensive wind magic she learned supportive and defensive wind magic, and thought her use of these is more shaky, she has come up with some pretty clever ways to use them.
Strengths:
♥ Wind mages are capable of many types of spells, from large area of effect attacks, to defense for multiple people, healing several people at once, summoning wind spirits, they are granted a wide range of spells since their wielding a whole element.
♥ Many of the spells in this class can be cast swiftly or discretely, allowing a good range of motion in the field.
♥ A wind mage is immune to there own magic and takes no damage from wind attacks beneath their rank, only takes 25% of the damage from attacks of their own rank and 50% from higher ranked attacks of their element.
♥ Wind Magic is strong against Earth magic so, earth spells of a lower rank than the Wind Mage only do 25% damage, spells of their same rank do 50% damage, and spells of a higher rank deal 75% damage.
Weaknesses:
♥ Any wind spell on the offensive side can only recognize it’s wilder and other wind mages, meaning that any allies that get caught in the spell are damage as an enemy, and any enemies that use wind magic can’t be damaged.
♥ Wind Magic has a very specific weakness to fire magic as the wind fuels fire’s, thus it’s user’s endure 25% more damage from fire attacks.
♥ There is a very good reason for all the AoE and long range spells in Wind Magic, a large deal of wind spells, take intense concentration to cast and the mage is left virtually helpless while casting those spells.
♥ There is a downside to wind mage’s not being affected by their own magic, any buffs, heals or defense spells they cast are not directly usable on themselves, even in the presence of spells that should change this, the mages immunity to the wind trumps it; Meaning they can never heal themselves, can’t buff themselves with spells, and their defense spells must resemble an Area Of Effect like a barrier, meaning they could trap an enemy in their own defense with them.
♥ It can be very dangerous to use Wind Magic inside of buildings and hallways, any tight conditions like that, as most of it’s attacks are very explosive and can send the whole place caving in on the user.
♥ Since a wind mage relies on their element so heavily, binding their body and magic to it, being separated from it suddenly or for an extend period of time, can make them extremely weakened and even render them ill.
Lineage: Inuki: The Dog Demon:
Description: Inuki was a demon that could take human form, he was said to be the lord of all dog demons and held great power in the demon world. Inuki could kill thousands of weak demons in one slash. He had a natural affinity with blood and all his attacks are based in blood. One day in demon history, Inuki clashed with dozen of other demon lords that wanted Inuki gone. Inuki slew all of them - but was incredibly weak. He took the form of a human and mated - creating this lineage named after him. He died shortly of his wounds and all that is left of him is his blood.
Ability: The ones blessed with the blood of Inuki will be able to give the user a passive that allows the user to endure darkness related attacks (25% resistance). The user will also be able to drink blood of his enemy and turn into a dog demon which increases strength and speed by 50% and a 25% damage resistance against everything(boosting the dark resistance to 50%) including magic damage and having a 2% HP/MP regen.
Usage: Passive. Dog-demon lasts 4 posts from when blood was last consumed and has a 6 post cooldown until it can be used again. The user can alternatively drink their own blood to trigger this but will only have a 2 post duration with a 6 post cooldown and will not have the 2% HP/MP regen.
Unique Abilities:
- Spoiler:
Dog’s Work: Even though she insisted for the longest time, that she was a human? Kazehime is and now knows that she is half dog demon, and this has effects on her body, making it more resilient than your average humans, granting a 14% health boost.
Magnetic Attraction: Jiyu carries the blood a dog demon, so like most canine’s, she is very sensitive to the earth's magnetic field. While this would at first seem like a useless ‘sixth sense’ that offers no benefit or buff to Kazehime, it actually gives her an immunity to spells/abilities that would attempt to impede upon her sense of movement and direction to disorient or confuse her, however things like stuns still work, and exposure to electric magic (including stuns) equal to or above her rank makes this ability go haywire, causing her to behave drunk and clumsily. Lastly on a more domestic level, her sensitivity and reliance on the earth's field also causes her behavior to change drastically when storms are approaching her general area, or if anything affects the electrical fields around her to a significant extent.
Canine Sense: As an inu youkai, Jiyu shares her sensory abilities with canids like dogs and wolves. Due to this? She has a very superior sense of smell, can hear thing’s very acutely, is excellent at detecting any movement in her field of vision, see things pretty much just fine at night, has a slightly larger basic field of vision and the other advantages canines have over humans. However it is not all fun and games, besides for her senses risking overload from numerous sources? Jiyu shares a dog’s disadvantages as well, to start things off she is Red-Green colorblind this is accompanied by a narrowed binocular vision field and a lesser ability to see at great lengths. Kazehime also possesses less taste buds than humans severely impacting the different flavors she can perceive. The only ability to not really be affected is touch, although her tail is sensitive and touching the place where it meets her spine can sometimes entirely subdue her.
Captive Fallout: After sending two years fighting from within chain’s as a captive always blindfolded, Jiyu was rescued by Marschal. Due to this time her physical body, despite being a half demon’s is very weak, her melee attacks regardless of rank do no damage and her weapon boost does not exist unless she hits a vital spot. Quickly? She found that being tied up ever again, did not appeal to her, causing her to devote to training in order to prevent it ever happening again. The Result of this training? Was obtaining a 50% Magic Damage Boost. However due to her heavy focus on magic, non-magic attacks do 4x damage to her as she’s now far less effective at defending against them due to her body being weak and she can do no melee damage regardless of where she hits someone.
Demon Transformation: Since her demon blood is now active she’s developed elfin ears and a very fluffy tail. However other changes have taken place as well, despite not having a strong body, her lithe form became very swift, with a 50% speed boost.
NOTE: None of Jiyu’s Unique Abilities, Save for Captive Fallout, have any effect in threads made on the 13th of each month, as all of them expect Captive Fallout are reliant on her demon blood/half demon status, and she becomes fully human on the 13th of each month.
D Rank Spells
- Spoiler:
Name: Tempest
Rank: D
Type: Wind
Duration: Instant
Cooldown: 2 Posts
Description: If she has to desire to cast this spell Jiyu simply tilts her head to the side, the wind takes this action and erupts in a violent tempest for a 15 meter sphere around Jiyu and does D rank damage to all caught within the savage winds, those outside of the epicenter receive 75% of the total damage.
Strengths:
♥ It’s hard for an enemy to get out of range considering the minimal time they have to register that she’s cast a spell.
Weaknesses:
♥ If her allies are standing in range, they will receive the same damage an enemy would.
♥ To avoid hurting her allies she has to be at least 15 meters away from them, making it harder for them to protect her.
Name: Gale
Rank: D
Type: Wind
Duration: 2 Posts
Cooldown: 3 Posts
Description: If Jiyu can step forward with either leg in battle than she can cast this spell. The wind blows powerfully dealing D-rank damage to everyone within 10 meters of Jiyu, on the first post.The damage from this spell? Is not the important part though, the significant thing is the howl made by the wind, anyone who hears this is disoriented during the second post. Those higher rank than her will not be affected by the noise.
Strengths:
♥ The disorientation caused to enemies during the second post can allow Jiyu to escape being surrounded or such.
Weaknesses:
♥ if allies within ten meter’s don’t plug their ears significantly, they will be disorientated as well.
♥ Enemies who can’t hear will not be disoriented during the second post.
Name: Whirlwind
Rank: D
Type: Wind
Duration: Instant.
Cooldown: Two Posts
Description: Raising her hand over her head causes a slicing whirlwind to erupt around Jiyu and expand outwards for ten meter’s, dealing D-rank damage to anyone in it's path.
Strengths:
♥ It can easily be combined with some of her other spells.
Weaknesses:
♥ Allies are not provided with much time to avoid her attack since it’s quick to cast.
♥ Anyone outside it’s range will clearly not be affected
Name: Wind Game
Rank: D
Type: Wind Trap
Duration: Instant Once Triggered.
Cooldown: 2 Posts From Cast.
Description: By touching four points along the ground to form a square, Jiyu lays her magic down as a trap for enemies. Once their lured into the trap she can put both her hands together, causing the wind in the selected area to explode dealing d-rank damage.
Strengths:
♥ Since it’s a trap it’s nearly impossible for an enemy to know of prior to being lured in.
Weaknesses:
♥ If someone accidentally steps in the trap area before she will the spell to explode, this will trigger the spell.
♥ The spell can be triggered by an ally or enemy if Jiyu forgets about it.
C Rank Spells
- Spoiler:
Name: Wind Dance
Rank: C
Type: Wind
Duration: Instant
Cooldown: 2 Posts
Description: Touching her thumbs Jiyu opens her hands outwards causing tornado's to erupt around the field. A maximum of ten tornadoes will suddenly erupt around the field anywhere within 20 meters of her, each one can do 7 base someone, and finally they are not stationary, since each one corresponds to one of Kazehime’s finger’s she can move them around the field by flicking the correct finger. They can not go further than 20 meters from Jiyu or they vanish.
Strengths:
♥ The hurricanes can damage multiple people in a post since Jiyu can control their movement
♥ It’s hard for someone to avoid being struck because they can be chased down by the tornadoes.
Weaknesses:
♥ Each enemy can only be struck once in a post.
♥ Since there aren’t many tornadoes it’s possible that Jiyu won’t hit everyone before the cyclones vanish.
♥ Someone who is fast enough can out run the tornadoes.
Name: Hurricane Cloak
Rank: C
Type: Wind Damage Over Time
Duration: 5 Posts
Cooldown: 6 Posts From Cast
Description: This move is a very sneaky one, you don’t really see it coming, all you see if she happens to be close enough for you to notice is Jiyu opening her hand towards you and then closing it swiftly. At first? You only get 20 damage from the wind wrapping around you in a swirling pattern, slashing at your skin. However as this goes on, it builds to 70 damage. She can cast this on any two people anywhere within a 25 meter range of her location.
Strengths:
♥ Since it’s cool down starts at casting, Jiyu can use this spell to seriously weaken an enemy with ease.
♥ If one is willing to wait, the damage is does versus the magic power that is consumed, is worth the wait.
Weaknesses:
♥ Hurricane Cloak take times to weaken an enemy, meaning Jiyu can still be attacked.
♥ This spell can only target a limited number of enemies.
♥ If she doesn’t use it in the beginning of a fight against someone, it ends up wasted because it might not have the time to do it’s full damage.
Name: Wind Serpent.
Rank: C
Type: Wind
Duration: 5 posts
Cooldown: 6 Posts
Description: Jiyu detests close combat and this spell is another attempt to make getting into that situation less likely. Wind Serpent is a 10 meter long whip made of her controlled element, she literally pulls it out of the wind when she desires to use this spell. Once active it’s lashes do 14 damage, and it can also be used to grab things or people if necessary.
Strengths:
♥ She can target multiple enemies with the whip in the same post. (10 max)
♥ Jiyu can use the whip to drive someone away from her.
Weaknesses:
♥ Due to it’s length, the whip can become difficult to aim accurately resulting in misses or hitting unintended targets.
♥ While this can be used to pull an ally out of danger, it will damage them too if used that way.
♥Any item’s she grips with the whip will likely be destroyed if she does let go of them swiftly.
B Rank Spells
- Spoiler:
Name: Tornado Dome
Rank: B
Type: Defensive Wind
Duration: 6 Posts
Cooldown: 7 Posts
Description: The first thing that should be noted is that if anyone besides Jiyu touches it? That person will be dealt damage of the barrier’s rank since it is made from the same high velocity, slicing winds used for her offensive spells. Now onto how this spell is cast, which is fairly simple, holding her hands out in front of her will generate a wind barrier around her or whoever she targets with it. Expelling 5% mp will cause it to take 120 Damage, expelling 10% will cause one that can take 180 damage. Tornado dome ranges from big enough for only Jiyu to around 5 meters large.
Strengths:
♥ Can be used to protect someone and weaken an enemy at the same time.
♥ Usable to protect multiple people since it can vary in size.
♥ Can buy Jiyu’s allies time to help her if she gets stuck in close quarters with enemies.
Weaknesses:
♥ Jiyu can end up trapping herself or an ally inside the barrier with an enemy.
♥ If this is used to protect an ally it can potentially backfire by hurting her ally.
♥ When the barrier is attacked by a range attack, the attacker will not take damage.
♥ In the case Kazehime is protecting herself with this, she can not cast any spells higher than B rank until it wears off or the barrier will break.
Name: Cold Front
Rank: B
Type: Wind
Duration: 6 Posts
Cooldown: 7 Posts
Description: The wind has a temperature that can change, by making a come hither motion to the side with her left hand, Jiyu can call forth a cold front of wind, severely reducing the temperature of the surrounding area. People caught in this cold front are dealt 17.5 damage per post and will find their spells require an extra 5%mp to cast due to the strain on their body from the cold. Spell covers a 20 meter sphere.
Strengths:
♥ Wizards based on heat or fire sustain an additional 25% damage when trapped within this.
♥ Can severely weaken numerous enemies due to it’s range.
♥ There is a small chance an enemy could pass out from losing too much body heat during this.
Weaknesses:
♥ If her allies cast spells during this, they will lose Mp just like an enemy.
♥ None of this will have any effect on an ice wizard since they are adjusted to the cold.
♥ Due to the way Jiyu dresses, this spell actually costs her 10hp to use alongside the normal mp.
♥ While this spell is active ice or cold based attacks are 25% more effect, regardless of who casts them.
Name: Warm Front
Rank: B
Type: Wind
Duration: 6 Posts
Cooldown: 7 Posts
Description: The wind has a temperature that can change, by making a come hither motion to the side with her right hand, Jiyu can call forth a warm front of wind, severely raising the temperature of the surrounding area. The heat of this front deals 17.5 damage per post and causes spells to cost an extra 5%mp during it’s effect. Spell covers a 20 meter sphere.
Strengths:
♥ Ice or cold based wizards receive 25% more damage from this spell.
♥ Causes decent damage to multiple enemies due to range.
♥ There is a small chance an enemy may faint from overheating during this spell.
Weaknesses:
♥ Jiyu’s allies will also lose their Mp if they cast during this spell.
♥ Fire wizards are immune to this spell due to the fact they’d be used to the heat.
♥ This spell actually puts a decent amount of stress on Jiyu due to her fear of fire.
♥ While this spell is active heat or flame based spells are 25% more effective, regardless of who cast them.
Name: Tornado Ball
Rank: B
Type: Wind
Duration: Instant
Cooldown: 2 Posts
Description: Lifting her hand as she balls up all but her index finger into a fist, Jiyu relays to the wind that it is to fire a compressed ball of wind at her enemy. This 3 foot long/tall orb of damaging air has a range of 30 meters and deals B rank damage. When used in close range it has a ten meter knock back.
Strengths:
♥ This can be used even when someone get’s close to her, making it a good spell to get her out of a tight spot.
♥ If she aims exactly right than Jiyu can hit 3 people with this spell, if their standing together.
♥ This can aid her in escaping close combat by knocking an enemy back slightly.
Weaknesses:
♥ She must slow down slightly when casting this, as it needs to be aimed rather carefully.
♥ Unlike her normal spells she can normally only hit a single enemy with this.
♥ The range of this spell exceeds the clear area of Jiyu’s vision.
♥ If she misses an ally could be hit by the ball as it won’t vanish until something is struck.
A Rank Spells
- Spoiler:
Name: Hunter’s Shot
Rank: A
Type: Wind, Multiple Hit, Area Of Affect.
Duration: Instant
Cooldown: Two Posts
Description: By touching her finger’s to the air within 50 meters of an enemy, Jiyu readies the wind to condense into a ‘bullet’ , however she can only send five of them at one enemy at a time. Once she is ready to let the bullets fire, Kazehime makes a shooting gun motion with her finger towards her enemies, and the bullets launch each doing 24 damage. The most she can damage an enemy with this is 120hp. She can only hit each person with six bullets at most.
Strengths:
♥ Jiyu can choose how many bullets she wants to hit one person with, making out at 6 hits
♥ Since there is no sign of a bullet before she fires, it’s actually kind of hard to dodge this.
♥ Kazehime can be very mobile while she casts this spell, or cast it from one centered location
Weaknesses:
♥ Considering the range, it might not always be possible to be certain what she’s firing at.
♥ If someone notices she’s casting this spell, they can dodge it causing her to hit someone/thing unintended
♥ If she casts another spell before she finishes setting bullets, she must start all over.
♥ Cover’s less targets than her other spells
♥ When she sends multiple bullets at someone it’s possible not all of them will hit, thus full damage wouldn’t be done.
Name: Wind Barrage
Rank: A
Type: Wind Multiple Hit, Area of Effect
Duration: Instant
Cooldown: 2 Posts
Description: Jiyu can trigger this spell by wagging her tail in a steady rhythm, once activated the wind will ‘punch’ people within 20 meters for 20 damage up to six times in the post.
Strengths:
♥ You literally can’t see where it will strike next, making it very hard to dodge.
Weaknesses:
♥ Since the punches are random someone might not be given the full damage or any damage at all.
♥ If her allies are within the range it’s possible for them to be impacted as well.
Name: Wind Slash
Rank: A
Type: Wind Multiple Hit/Area of Effect.
Duration: Instant
Cooldown: Two Posts
Description: By simply lifting her hand, Kazehime triggers this destructive spell, summoning forth a storm of crescent shaped blades made from slicing wind, each of the six large blade's generated by this attack does 24 damage. This quick moving attack has a length range of 40 meters and a width of 18 meters. Most times it is shaped like a cone, but occasionally Jiyu will spin as she casts it causing the spell to take the form of a half sphere with her at the center.
Strengths:
♥ Since the wind blades are large an enemy is highly likely to be stricken by multiple blades
♥ Due to this being a fast moving spell, even if she is seen casting it, most times her enemy will not have the time to dodge.
♥ Raising one’s hand out in front of them, merely lifting their appendage, is a quick move, lowering the chance an enemy will notice her casting in the first place.
♥ The large range of this attack means that she can severely weaken mass amounts if enemies very quickly.
Weaknesses:
♥ Since the attack only moves in one direction, any enemies directly beside or behind her will not be struck.
♥ Due the range this attack cover’s, it’s nearly impossible to use inside, unless she wants to bring the place down on herself and her allies.
♥ Allies must stay out of the way when she casts this spell, because Jiyu’s power has no way to tell them apart from her enemies
♥ Using this when surrounded by enemies is not a very good idea, as Jiyu must not move for the second before she casts, leaving her open to attacks from behind or the side in that moment.
♥ Considering how large the range is, Jiyu does not always know what she’s attacking, for all she knows an ally may be behind the group of enemies she’s attacking.
Signature Spells
- Spoiler:
Name: Wind Blast
Rank: D
Type: Instant Wind Area Of Effect
Duration: Instant
Cooldown: 1 Use Per Post
Description: This spell is one of the really annoying kind that has no real signal for when it's cast. The only movement it requires? Is a twitch! Once she does so, this spell causes the wind to spring destructively to life, slicing and bludgeoning anyone within its ten meter range. epicenter receives full damage while those outside of epicenter receive 75% of the damage.
Strengths:
♥ Good spell for finishing off a group of weakened foes.
Weaknesses:
♥ Can be triggered accidentally if Jiyu moves wrong in battle.
♥ Will harm an ally if they get caught up within it.
Name: Wind Contract
Rank: A
Type: Wind
Duration: Instant
Cooldown: 1 Use Per Post
Description: As she has improved in using Wind Magic little Jiyu has also strengthened her bonds to the wind itself, resulting in a ‘contract’ of sorts being formed. This secret unspoken agreement with the element she uses, allows Kazehime to float/fly.
Strengths:
♥ Since her takeover simply brings out more of her demon traits instead of truly changing her, she can use the contract with her takeover’s active, since the wind can still recognize her.
♥ The loss of contact with ground means any spell that travels through the ground to its victim can't strike her, and makes to difficult for melee fighters to attack her.
Weaknesses:
♥ When she becomes wet, Jiyu is incapable of using this contract in any way until she dries, like how birds have trouble flying if their feathers get wet.
♥ Jiyu is tied to the wind, body and magic when she uses this contract, thus she can not perform unison raids or any sort of magic merge with other wizards.
♥ Fire is now even more dangerous to Jiyu, if it catches her in this state she is dealt an additional 25% boost to damage in addition to the base 25% for being a wind mage, making fire attacks 50% more effective against her when this contract is active. For two post’s after being touched by fire with the contract in effect, she is burned by 25% of the initial damage, making fire attacks deal double damage or more against her in the end.
♥ Since the wind is a tad possessive and protective, she can not deactivate the contract in the same post that she activates it.
Fusions
- Spoiler:
[b]Name: Dry Lightning/Super Storm
Type: Area Of Effect & Damage Over Time, Offensive, Wind
Spells Used: Warm Front(B-Rank) + Cold Front(B-Rank)
Power Level: 157.5
Description: One of two very serious things can happen when a warm front meets a cold front, it can spawn dry lightning or create a superstorm appropriate for the season. If Jiyu casts the spells that allow her to call forth these fronts at the same time? She triggers one of these events by shouting out for it, the event she creates will last as long as the fronts would have separately, both of these span a range of 30 meters and deal 26.25 baseline damage per post without buffs calculated. The only true difference is their appearances, dry lightning is eight posts of random numerous lightning strikes, while Super Storm is eight posts of an incredibly powerful constant storm.
Duration and Cooldown match Warm/Cold front.
Strengths:
♥ Due to her immunity to her own magic, Jiyu can stand inside of these attacks and not be damaged herself.
♥ By the time these spells end Jiyu can easily be ready to attack with another spell
♥ It is very difficult for an enemy to move around during either of these.
Weaknesses:
♥ The cool down for this fusion is long just like it’s parent spells.
♥ She must be very careful her allies are not within the range of this storm or they will be damage.
♥ Casting this indoors is basically a suicide mission.
♥ Her winds won’t directly harm her, but during lightning storm, someone can push her into the bolts if they can predict them.
Last edited by Jiyu Kazehime on 28th September 2016, 2:15 pm; edited 21 times in total