"The sound of the wind chimes allow me to reflect... do you hear them? This is my family's legacy. My legacy."
MagicPrimary Magic: Wind Chime Magic
Secondary Magic: -
Caster or Holder: Holder
Description:
Legends tell of an old bearded man who sought to grow those pure of heart into great wizards. Throughout centuries he would arrive with an intense gust of wind and the rhythmic ringing of wind chimes to deliver magical artifacts of great power to those he thought worthy. These people would grow to be influential world figures who would change the world for better or worse.
No one ever saw this man, and due to the long span of time he was active, it was doubtful to most that he truly existed. The Sage of the Wind Chimes, the old man praised by some as a deity of good will and faith in mankind, became nothing more than one fable among many as his activity slowly ceased to be.
However, his magic was definitely real. The Kuragya family was the one that passed the tradition on. From early youth, the firstborn child would be taught a magic rarely practiced in the modern day. Each generation of Kuragya sons and daughters would learn the ways of the original Sage, and though they eventually stopped the gift giving portion, the wisdom and power of the Sage would be drilled into them.
Those who follow the Sage's path are given his traditional staff, recreated to suit the progression of technology and aesthetics. Alvero's staff is in the shape of two crescent moons facing each other, one larger, with many adornments. Additionally, it has wind chimes at the neck of the staff which ring when the wind is blowing. These chimes count as one chime which can be used for spells.
Alvero also has four wind chimes hooked at the pommel of the staff.
They are each used to conjure and control the wind around the user and around others, carrying the user great distances in an instant, buffing those around them, or repelling opponents with wind unrivaled in intensity. It has great versatility in its usage, and Alvero makes full usage of it in his perception of what it means to be a Sage.
More than anything, this magic relies on sending attack after attack in unorthodox or unexpected ways while ensuring that their allies are in top condition. Complex attack patterns with chimes and wind magic attacking from every which way are the strategies this magic revels in more than anything else.
Strengths:
- Versatility: This magic is skilled in offense, buffs, debuffs and healing. It's the ideal role for one capable of leading if this magic is in use. The goal of one using this magic is to attempt to take over the battlefield through unrelenting force while ensuring the safety of others as a plan is carried out. Through this magic, one skilled enough can definitely attain this goal.
- AOE: A lot of spells with this magic affect specific targeted areas rather than generic blasts of wind most of the time. Unique placements of wind chimes which signify areas of effect are commonplace, whether for offense or support.
- Control: As mentioned previously, this magic is meant to control the battlefield at the higher levels. Slowing down enemies with higher wind currents, speeding up allies as well as the user by altering wind currents to give a beneficial speed to the user, or even allowing targets to ride the wind as if flying through the air. A signature technique especially from this magic is the user's ability to travel at high speeds to their chimes or staff, wherever they may be. This particularly allows for an edge over the opponent.
Weaknesses:
- Earth Magic: The element earth is an obvious weakness. Nothing but the most intense hurricanes or tornadoes could hope to move the stalwart defenses of an earth user.
- Metal Magic: Just as above, metal creations are not the kind of thing wind is known to be the slayer of. Sure it may be able to knock a hunk of metal around a little, but how much damage would wind truly do to solid structures? Not much.
- Knowledge: The advantage of a Sage when facing an opponent is how unknown the Wind Chime magic is. If that's taken away, and the opponent knows how it works? It is a struggle in of itself to fight someone who came prepared for the magic.
- Preparation: Many offensive spells involve placing the chimes in specific areas around the target to signify the area of effect. The setting up of this process and concentration afterwards can sometimes prove quite the issue. Especially in an intense battle where every movement counts.
Abilities/Powers:
- Wind Chime Link: Users of the Wind Chime magic are able to use wind currents to move the wind chimes into desirable areas and keep them floating in place. Anywhere within 15 meters, the user can levitate and control their chimes and staff to move to a desired location. It's only through this ability that a majority of their spells can be used, to make for setting up of chimes rather than manually placing each chime. This additionally means that the user can never lose their holder item unless they are moved beyond 15 meters from the user's current location. This ability uses up 2% MP to keep the chimes in the air.
- Evening Breeze: An ability each Sage is blessed with upon completing their initial studies of the magic. It allows the user to temporarily gain the Sage's wisdom. They must first assume a prayer position with all chimes present on the staff for one post.
The user will enter a state of calm and tranquility where they can perfectly take in the scenario before them. Their mind is in a consistent state of melancholy in which they can think clearly regardless of humanly disturbances.
The user will be able to move at high speeds (40 m/s) towards any wind chime or staff that they own, or an ally (they can't move at 40 m/s at all times, only when moving towards a chime/ally) by riding a gust of wind.
All spells will additionally cost no MP to use, though cooldowns are still in place.
This ability lasts for 6 posts, and can only be used once per topic. After one usage of this ability it cannot be used for the next 5 topics the user is involved in. The user will additionally feel groggy once exiting this mode.
The user will exit this mode with only 5% MP left. For the rest of the topic their speed will be half their normal and the first post of their exiting Evening Breeze will have them in severe pain, paralyzed on the ground. They will need to spend their next possible topic after usage as a recovery topic explaining their initial recovery from usage of this ability and regaining their normal speed.
Spell Template
- D Ranks:
Name: Four Corners
Rank: D
Type: Wind/Offensive
Description: The user sends out all four chimes to surround the targeted area in a square pattern 4 meters apart each. They levitate in place around the targeted area a moment before a strong gust of wind begins to swirl around the area the four chimes surround, knocking anything within into the air 5 meters and dealing D rank damage. The speed the wind rises at is a speed of 2.5 m/s, and continues to rise until 5 meters into the air.
Strengths:
- Comes out fast and simply.
- Knocks the target(s) affected into the air.
- AOE
Weaknesses: Instant/3 posts
- Target may move out of range before the chimes activate.
- If even one chime is removed from the pattern, the spell will fail.
- More of a set-up spell. Not very damaging.
- Requires four chimes for a weak spell.
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Name: Winds of Healing
Rank: D
Type: Wind/Support
Description: The user has a chime levitate above the target's head in place. For 1 post it will heal that target's injuries of D rank quality as a chilling wind surrounds them. This spell can be used on multiple times on multiple targets, but only if they simultaneously plant the chimes on each target within the same post. Using this spell on someone a post after will not work.
Strengths:
- Heals injuries.
- Can heal multiple people.
- Doesn't require the user's attention after planting the chime, so they can focus on fighting.
Weaknesses: 1 post/4 posts
- Can only heal D rank injuries.
- Uses up a wind chime for each person.
- The target must stand in place for the spell to take effect. Moving will break the spell.
- If the wind chime is moved or interfered with, the spell will break.
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Name: Against The Wind
Rank: D
Type: Wind/Debuff
Description: The user positions a wind chime 5 meters above a target which follows their movements so as to stay on top of them at all times. It will release a constant pressure of wind for 3 posts which will weigh them down. This will halve their speed and deal small stinging sensations to them. Not enough to be considered painful, but more of an annoyance. The user can use an additional chime to affect one other target, but only if they send it forward in the same post. The second chime will only lower the second target's speed by 25% if they're D rank. The higher up in rank the target is, the less speed reduction will take place.
D rank: 50% first chime/25% second chime
C rank: 25% first chime/12.5% second chime
Ineffective against B ranks or higher.
Strengths:
- Halves a target's speed, leaving them more vulnerable than usual.
- Only uses one wind chime.
- Chime has high leverage over the target.
Weaknesses: 3 posts/5 posts
- As it takes time to travel into the air high enough and then be positioned above the target, the target may realize what's going on and avoid the spell.
- If the target can somehow make it higher than the chime or exceed a speed of 15 m/s, the chime will not be able to follow them.
- The spell does nothing but slow down the target. It's more of a set-up spell.
- This spell only affects a single target. Requires another chime to affect another.
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Name: Sage's Omen
Rank: D
Type: Wind/Offensive
Description: The user raises their staff forward, and 2 wind chimes circle around at a high speed. A wind is stirred up, and is released forward as a torrent of wind which will deal D rank damage and knock the target backwards 5 meters. The torrent is 2 meters wide and 2 meters in height, and will travel at a speed of 10 m/s. It will travel for 20 meters before dispersing into normal wind once more.
Strengths:
- A quick attack with no prior need for preparation.
- Fairly quick in its assault.
- Knocks the target back.
Weaknesses: Instant/3 posts
- Requires 2 wind chimes + the staff to use.
- More direct than usual compared to other spells using wind chimes.
- Given the obvious start-up to the spell, one could predict the attack before it comes.
- A solid defense such as earth or metal magic can easily withstand this attack.
Last edited by Alvero Kuragya on 25th August 2014, 8:55 pm; edited 2 times in total