Username: Elyx Reiaki
Secondary Magic Name: Wind-Make Awakened
Evidence of Accomplishment: Elyx Reiaki's Secondary Magic Training
Description: - This is make made by rogue wizard Nimpha, a treasure hunter who took care of Elyx Reiaki when he was mentally unstable. As a reward to Elyx for his accomplishments and working hard to make a new life, she decided to give him a new set of spells in which she customized herself. It's a special sort of Wind-Make, in which it does not mainly focus on attacking with solid objects, but defending with gas matter. These spells have been well known for defending the user and healing the user while the user attacks, provided a mixture of all three sorts of fighting. They can be casted at the same time as other spells since they only need the Lerale Instrument as an activation, but not as something to keep it active. All of these spells are designed to help the user defend from all other types of magic and recover the users health when they are low. Using this magic is like bringing a First Aid kit onto the field. This magic depends on imagination, child-like thoughts being the fuel since children have the best imagination.
Strengths:
-Wind-Make Awakened Magic can be active with another spell a user casts except with another Wind-Make Awakened spell
-It allows the user to have a whole magic set based on support of themselves and possibly allies.
-It is fueled on child-like imagination, something not too hard to do to cast out such powerful spells. Just think like a child in order to have happy thoughts and use Awakened spells.
Weaknesses:
-There are no attacking spells located in these set of skills, or really any sort of magic that can inflict magic on it's own.
-All of these magics are based on Wind, Earth magic can heavily inflict damage upon these spells.
-These spells can not function on their own for the users to win battles seeing as they are more for supporting the user, not defeating an opponent.
-Only one Wind-Make Awakened Spell can be active at a time, no more than two can be present at the same time.
Abilities:
-Wind-Make Creation: When a Wind-Make spell is created, while that spell is active, any damage from non Wind or non Earth attacks is halved for spells equal to or less than the rank of the Wind-Make spell.
-Wind Awakened Warning: The user can feel the air around them and sense wind flows up to 15 meters away from their current location. This can't be applied while moving.
Spells:
D-Rank Spell Name: Wind-Make Awakened: Capture
Rank: D
Duration: 1 Turn
Cooldown: 4 Turns
Type: Defensive
Description: When the user casts out this spell successfully, the jar is placed in front of the user. It will attempt to suck in and capture one spell headed for the user. A D rank spell caught in it's winds will instantly get in the jar. A C rank spell cast successfully resist, but there is a small window of hope for capturing it unharmed. B rank attacks or higher will harm the user regardless, and only a chunk of the spell is captured. While trapped in this jar of wind, the user can examine the magic or simply release it and send it back as a D rank attack.
Strengths:
-This spell can capture a spell long enough for the user to examine what sort of magic their opponents use, crucial element in battle is knowledge.
-If the user is done with the magic inside of the jar, they can just simply send back the same magic attack as if it were their own magic attack. This is considered a D rank attack always.
-The jar is willing to suck in almost any sort of D rank magic spell without shattering, some C ranks might avoid it though.
Weaknesses:
-The jar will shatter if it attempts to bring in an Earth attack, plants being the exception. This is regardless of being a D rank spell or not.
-If the user does not have enough imagination behind their thoughts while casting this spell, it will instantly shatter when any spell comes to it.
-The spell can only last for one turn since it is a D rank wind spell. After a turn, the wind will dissolve and the spell will be released, ready to attack the user.
C-Rank Spell Name:Wind-Make Awakened: Spiral Shield
Rank: C
Duration: 2 Turns
Cooldown: 5 Turns
Type: Defensive
Description: "The wind around me is swirling, if you were to poke me right now, you hand would be rejected as the wind spins it around me. Same for fireballs, or any projectile attack rather. It takes two C rank hits to actually shatter this spell, and it lasts for a fairly good while as well. This spiral of wind is designed to reject protects and possibly reflect them back towards opponents. It travels along with you as well, imagine a really light tornado spinning around you." -Nimpha
Strengths:
-The barrier spins, making direct attacks towards the barrier hard to land. 2 C rank hits have never been harder to land.
-The user can run with the barrier still around them, making them a hard to hit target. Even when the barrier is hit, there is still the swirling wind to go through as well.
-Being a barrier of wind, liquids and other gases can be sent flying easily without question or a hit on the barrier.
Weaknesses:
-"This can only take 2 C rank hits, anyone of my rank or higher can instantly shatter this spell then. Why should I use it in war or similar?" -Elyx
-The user needs to relate this to imagination of a child in some sort of way in order for this spell to cast. It's hard to imagine something a child would like about something similar of a tornado.
-B rank attacks or higher can avoid the swirling of the barrier, their magic or melee attacks will just go through without being caught by the spinning winds.
B-Rank Spell Name: Wind Make Awakened: Healing Sphere
Rank: B
Duration: 2 Turns
Cooldown: 6 Turns
Type: Support
Description: "You see, this spell is a barrier that sort of acts like a damage barrier. Whenever I inflict damage to someone via Wind Magic, it instantly heals my health by half of the damage inflicted. Pretty cool huh. With just two hits, I could heal enough equal to the damage of one of the his I gave. This is more like injecting an effect into you. I also can't say the air barrier will protect you from anything, it can just heal." -Nimpha
Strengths:
-Half of the damage inflicted with Wind magic instantly heals the user, which can eventually stack up. For an A rank spell, 1/4 of the damage is healed. Nothing of higher ranks will be healed.
-Though there is a thin line of air that causes this healing effect, when damaged, the air repairs itself together so that it can continue healing.
-The user can still move around while this healing effect is still active.
Weaknesses:
-Only Wind magic attacks that have landed successfully will activate this effect, any other form of attack will not work.
-The thin line of air around the user that heals them offers them no protection whatsoever, it is almost as thin as regular air.
-The thin line of air must be complete for it's ability to activate, even a small hole in the air barrier will negate any hope of healing.
A-Rank Spell Name: Wind-Make Awakened: Reform
Rank: A
Duration: 3 Turns
Cooldown: 7 Turns
Type: Defensive
Description: When the user casts out this spell, projectile magic attacks that come within 3 meters of the user shatter into pieces of wind. This means if a fireball were headed for the user, the fireball instantly dissolves and becomes wind traveling at the same speed, which will probably feel like a light breeze to them rather than a burning ball. This spell can only work on spells of equal or less Ranking, and Earth magic will get through this spell regardless of ranking. The spell is officially destroyed after 2 A rank attacks.
Strengths:
-This defensive barrier protects the user from most projectile magic attacks, allowing them to gain time, which can be used to charge up an attack for example.
-At a distance of 3 meters, this spell can turn the magic attacks into wind within enough time to completely stop the magic instead of half of it hitting the user anyways.
-The barrier barely reveals itself to all surrounding wizards. Though it may give a bit of blurry vision as a signal to other mages, there are no other signs to warn the other wizards that this spell is active.
Weaknesses:
-Melee attacks more often then not become successful when fighting the user, the magic in the users weapon/fist/etc maybe be turned to wind, but the physical attack is unaffected.
-The wind created by this spell can not be reused or recycled, it simply serves to protect the user from magic attacks that attempt to hit them from afar.
-This spell only works on magics of equal or less ranking, A ranks or lower. S ranks or above can ignore this barrier.
S-Rank Spell Name: Wind-Make Awakened: Finale
Rank: S
Duration: 4 Turns
Cooldown: 8 Turns
Type: Defensive
Description: A giant barrier of wind is casted out with a 30 meter radius, everything locked inside of it are limited to Wind Spells and one spell of their choice while they are on the inside of this barrier. It take 2 S rank hits from the outside to destroy the barrier. It take 3 S rank hits from the inside to destroy the barrier.
Strengths:
-The barrier has such amazing defenses, it takes much effort and hits to shatter. Especially if one if on the inside.
-The lockdown is enough to limit mages and shut them down from using their full potential. It's not the most sporting of moves which is why it should be used in certain fights.
-The barrier is made of wind, making it see-through. Allies and enemies all the same can see each other from the inside and the outside.
Weaknesses:
-The barrier allows all mages to choose a spell other than a wind spell and allows them to use it freely. Though it's just one spell, that one spell can be any spell.
-Everyone inside the barrier is affected, allies and enemies the same. Even the user.
-The user can't freely walk in and out of the barrier, they are just like everyone else. So if they are getting beaten to a pulp... They are trapped with whatever is in the barrier that is beating them unless they can inflict 3 S rank hits from the inside of the barrier.
-Nothing is really stopping weapons or magic items.
Secondary Magic Name: Wind-Make Awakened
Evidence of Accomplishment: Elyx Reiaki's Secondary Magic Training
Description: - This is make made by rogue wizard Nimpha, a treasure hunter who took care of Elyx Reiaki when he was mentally unstable. As a reward to Elyx for his accomplishments and working hard to make a new life, she decided to give him a new set of spells in which she customized herself. It's a special sort of Wind-Make, in which it does not mainly focus on attacking with solid objects, but defending with gas matter. These spells have been well known for defending the user and healing the user while the user attacks, provided a mixture of all three sorts of fighting. They can be casted at the same time as other spells since they only need the Lerale Instrument as an activation, but not as something to keep it active. All of these spells are designed to help the user defend from all other types of magic and recover the users health when they are low. Using this magic is like bringing a First Aid kit onto the field. This magic depends on imagination, child-like thoughts being the fuel since children have the best imagination.
Strengths:
-Wind-Make Awakened Magic can be active with another spell a user casts except with another Wind-Make Awakened spell
-It allows the user to have a whole magic set based on support of themselves and possibly allies.
-It is fueled on child-like imagination, something not too hard to do to cast out such powerful spells. Just think like a child in order to have happy thoughts and use Awakened spells.
Weaknesses:
-There are no attacking spells located in these set of skills, or really any sort of magic that can inflict magic on it's own.
-All of these magics are based on Wind, Earth magic can heavily inflict damage upon these spells.
-These spells can not function on their own for the users to win battles seeing as they are more for supporting the user, not defeating an opponent.
-Only one Wind-Make Awakened Spell can be active at a time, no more than two can be present at the same time.
Abilities:
-Wind-Make Creation: When a Wind-Make spell is created, while that spell is active, any damage from non Wind or non Earth attacks is halved for spells equal to or less than the rank of the Wind-Make spell.
-Wind Awakened Warning: The user can feel the air around them and sense wind flows up to 15 meters away from their current location. This can't be applied while moving.
Spells:
D-Rank Spell Name: Wind-Make Awakened: Capture
Rank: D
Duration: 1 Turn
Cooldown: 4 Turns
Type: Defensive
Description: When the user casts out this spell successfully, the jar is placed in front of the user. It will attempt to suck in and capture one spell headed for the user. A D rank spell caught in it's winds will instantly get in the jar. A C rank spell cast successfully resist, but there is a small window of hope for capturing it unharmed. B rank attacks or higher will harm the user regardless, and only a chunk of the spell is captured. While trapped in this jar of wind, the user can examine the magic or simply release it and send it back as a D rank attack.
Strengths:
-This spell can capture a spell long enough for the user to examine what sort of magic their opponents use, crucial element in battle is knowledge.
-If the user is done with the magic inside of the jar, they can just simply send back the same magic attack as if it were their own magic attack. This is considered a D rank attack always.
-The jar is willing to suck in almost any sort of D rank magic spell without shattering, some C ranks might avoid it though.
Weaknesses:
-The jar will shatter if it attempts to bring in an Earth attack, plants being the exception. This is regardless of being a D rank spell or not.
-If the user does not have enough imagination behind their thoughts while casting this spell, it will instantly shatter when any spell comes to it.
-The spell can only last for one turn since it is a D rank wind spell. After a turn, the wind will dissolve and the spell will be released, ready to attack the user.
C-Rank Spell Name:Wind-Make Awakened: Spiral Shield
Rank: C
Duration: 2 Turns
Cooldown: 5 Turns
Type: Defensive
Description: "The wind around me is swirling, if you were to poke me right now, you hand would be rejected as the wind spins it around me. Same for fireballs, or any projectile attack rather. It takes two C rank hits to actually shatter this spell, and it lasts for a fairly good while as well. This spiral of wind is designed to reject protects and possibly reflect them back towards opponents. It travels along with you as well, imagine a really light tornado spinning around you." -Nimpha
Strengths:
-The barrier spins, making direct attacks towards the barrier hard to land. 2 C rank hits have never been harder to land.
-The user can run with the barrier still around them, making them a hard to hit target. Even when the barrier is hit, there is still the swirling wind to go through as well.
-Being a barrier of wind, liquids and other gases can be sent flying easily without question or a hit on the barrier.
Weaknesses:
-"This can only take 2 C rank hits, anyone of my rank or higher can instantly shatter this spell then. Why should I use it in war or similar?" -Elyx
-The user needs to relate this to imagination of a child in some sort of way in order for this spell to cast. It's hard to imagine something a child would like about something similar of a tornado.
-B rank attacks or higher can avoid the swirling of the barrier, their magic or melee attacks will just go through without being caught by the spinning winds.
B-Rank Spell Name: Wind Make Awakened: Healing Sphere
Rank: B
Duration: 2 Turns
Cooldown: 6 Turns
Type: Support
Description: "You see, this spell is a barrier that sort of acts like a damage barrier. Whenever I inflict damage to someone via Wind Magic, it instantly heals my health by half of the damage inflicted. Pretty cool huh. With just two hits, I could heal enough equal to the damage of one of the his I gave. This is more like injecting an effect into you. I also can't say the air barrier will protect you from anything, it can just heal." -Nimpha
Strengths:
-Half of the damage inflicted with Wind magic instantly heals the user, which can eventually stack up. For an A rank spell, 1/4 of the damage is healed. Nothing of higher ranks will be healed.
-Though there is a thin line of air that causes this healing effect, when damaged, the air repairs itself together so that it can continue healing.
-The user can still move around while this healing effect is still active.
Weaknesses:
-Only Wind magic attacks that have landed successfully will activate this effect, any other form of attack will not work.
-The thin line of air around the user that heals them offers them no protection whatsoever, it is almost as thin as regular air.
-The thin line of air must be complete for it's ability to activate, even a small hole in the air barrier will negate any hope of healing.
A-Rank Spell Name: Wind-Make Awakened: Reform
Rank: A
Duration: 3 Turns
Cooldown: 7 Turns
Type: Defensive
Description: When the user casts out this spell, projectile magic attacks that come within 3 meters of the user shatter into pieces of wind. This means if a fireball were headed for the user, the fireball instantly dissolves and becomes wind traveling at the same speed, which will probably feel like a light breeze to them rather than a burning ball. This spell can only work on spells of equal or less Ranking, and Earth magic will get through this spell regardless of ranking. The spell is officially destroyed after 2 A rank attacks.
Strengths:
-This defensive barrier protects the user from most projectile magic attacks, allowing them to gain time, which can be used to charge up an attack for example.
-At a distance of 3 meters, this spell can turn the magic attacks into wind within enough time to completely stop the magic instead of half of it hitting the user anyways.
-The barrier barely reveals itself to all surrounding wizards. Though it may give a bit of blurry vision as a signal to other mages, there are no other signs to warn the other wizards that this spell is active.
Weaknesses:
-Melee attacks more often then not become successful when fighting the user, the magic in the users weapon/fist/etc maybe be turned to wind, but the physical attack is unaffected.
-The wind created by this spell can not be reused or recycled, it simply serves to protect the user from magic attacks that attempt to hit them from afar.
-This spell only works on magics of equal or less ranking, A ranks or lower. S ranks or above can ignore this barrier.
S-Rank Spell Name: Wind-Make Awakened: Finale
Rank: S
Duration: 4 Turns
Cooldown: 8 Turns
Type: Defensive
Description: A giant barrier of wind is casted out with a 30 meter radius, everything locked inside of it are limited to Wind Spells and one spell of their choice while they are on the inside of this barrier. It take 2 S rank hits from the outside to destroy the barrier. It take 3 S rank hits from the inside to destroy the barrier.
Strengths:
-The barrier has such amazing defenses, it takes much effort and hits to shatter. Especially if one if on the inside.
-The lockdown is enough to limit mages and shut them down from using their full potential. It's not the most sporting of moves which is why it should be used in certain fights.
-The barrier is made of wind, making it see-through. Allies and enemies all the same can see each other from the inside and the outside.
Weaknesses:
-The barrier allows all mages to choose a spell other than a wind spell and allows them to use it freely. Though it's just one spell, that one spell can be any spell.
-Everyone inside the barrier is affected, allies and enemies the same. Even the user.
-The user can't freely walk in and out of the barrier, they are just like everyone else. So if they are getting beaten to a pulp... They are trapped with whatever is in the barrier that is beating them unless they can inflict 3 S rank hits from the inside of the barrier.
-Nothing is really stopping weapons or magic items.
Last edited by Elyx Reiaki on 3rd July 2015, 10:19 am; edited 1 time in total