Magic
Primary Magic: Storm Magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Storm Magic is commonly known as a magic that allows its user to manipulate the weather with the use of their body or the by the use of a weapon such as a large scythe. By using this Magic, the user has control over winds, clouds and lightning. This Magic has been called to have mastery over natural phenomena. But Fūjin has learned to use it in a completely different way my producing the elements from his own body.
Aura Type: SS rank
Strengths:
-Since the user uses the magic differently to others it becomes a very versatile style of magic allowing the user to use it for direct close quarter and long ranged combat or support roles.
-The spells have the power of a raging storm making it a well known and feared magic that is often used to hit their targets hard.
-Storm Magic utilizes multiple elements creating more options when fighting those resistant to certain elements.
Weaknesses:
-The user does not have complete control over the spells for example area attacks could harm allies.
-Storm Dragon, Demon and God slayers are able to eat his magic which could make his magic powerless in certain situations.
-Any users of a metal magic can redirect the lightning aspect of his magic which could alter the coarse of his magic.
-Earth Magic is a weakness of Storm Magic being its polar opposite, lightning and wind/air aspects of the magic are practically useless against it.
-The users magic is linked to their emotions meaning if the user gets angry or upset on a sunny they he could make it rain on their parade with realising it.
Lineage:
-Air Flow Sensory:
The user passively the ability to detect the slightest movements in the air caused by unnatural causes such as a creature moving. Acting of a natural radar or a sixth sense for the user, but just because the user could sense an attack coming from behind it doesn't mean he would be able to block it in time that comes down to the users speed of reflexes and the attackers attack speed.
-Stormy Personality:
The user's magic is linked to their emotions meaning if the user gets angry or upset on a sunny they he could make it rain on their parade with realising it or if he gets made he may end up passively shocking those around them by physical contact, though this ability has no use in battle as it seems to never do any damage to those he accidently hits.
-Quick As Wind:
The user passively produces small bursts of wind to from his body as he moves giving him a speed boost of 25%.
-Air Time:
The user gains the ability to passively fly for short periods of time along with floating just above the ground. The user flies at gale force 11 wind speeds (73 mph) but he can only reach that speed when flying 35 feet above the ground and granted there are no objects blocking his way and the user can only fly for an hour before having to take a 45 minute rest.
Primary Magic: Storm Magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Storm Magic is commonly known as a magic that allows its user to manipulate the weather with the use of their body or the by the use of a weapon such as a large scythe. By using this Magic, the user has control over winds, clouds and lightning. This Magic has been called to have mastery over natural phenomena. But Fūjin has learned to use it in a completely different way my producing the elements from his own body.
Aura Type: SS rank
Strengths:
-Since the user uses the magic differently to others it becomes a very versatile style of magic allowing the user to use it for direct close quarter and long ranged combat or support roles.
-The spells have the power of a raging storm making it a well known and feared magic that is often used to hit their targets hard.
-Storm Magic utilizes multiple elements creating more options when fighting those resistant to certain elements.
Weaknesses:
-The user does not have complete control over the spells for example area attacks could harm allies.
-Storm Dragon, Demon and God slayers are able to eat his magic which could make his magic powerless in certain situations.
-Any users of a metal magic can redirect the lightning aspect of his magic which could alter the coarse of his magic.
-Earth Magic is a weakness of Storm Magic being its polar opposite, lightning and wind/air aspects of the magic are practically useless against it.
-The users magic is linked to their emotions meaning if the user gets angry or upset on a sunny they he could make it rain on their parade with realising it.
Lineage:
- Magician's Spirit:
- Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omni-potent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to magical power, ability to identify the enemies magic. Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain a large increase of magical power, as well as have the old Sage share their body for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for 10 posts.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius with an explosion of fifteen meter radius.
-Air Flow Sensory:
The user passively the ability to detect the slightest movements in the air caused by unnatural causes such as a creature moving. Acting of a natural radar or a sixth sense for the user, but just because the user could sense an attack coming from behind it doesn't mean he would be able to block it in time that comes down to the users speed of reflexes and the attackers attack speed.
-Stormy Personality:
The user's magic is linked to their emotions meaning if the user gets angry or upset on a sunny they he could make it rain on their parade with realising it or if he gets made he may end up passively shocking those around them by physical contact, though this ability has no use in battle as it seems to never do any damage to those he accidently hits.
-Quick As Wind:
The user passively produces small bursts of wind to from his body as he moves giving him a speed boost of 25%.
-Air Time:
The user gains the ability to passively fly for short periods of time along with floating just above the ground. The user flies at gale force 11 wind speeds (73 mph) but he can only reach that speed when flying 35 feet above the ground and granted there are no objects blocking his way and the user can only fly for an hour before having to take a 45 minute rest.
- Signature:
- Name: Tempest Rasengan
Rank: S
Type: Melee, Offensive, Signature
Duration: 1
Cool-down: 3
Description:
The Tempest Rasengan is an S-rank technique created by Fūjin Stratass by observing his father's Storm Dragon's Bomb. Fūjin spent seven months developing the Tempest Rasengan; his intention was to create a spell just like it and take storm produced by his magic and the shape transformation of into a sphere while causing it to rotate to its highest possible point in two different directions creating a violently rotating sphere made from a storm. The compacted storm's nature and moving speed allows the Tempest Rasengan to grind into whatever it comes in contact with to inflict major damage. This tends to launch the target spiralling backward after being hit or, if the target is lying on or being launched to the ground, the destructive force is enough to form a crater.
Strengths:
- It is a mixed element attack of wind (primary element) and lightning(secondary element) meaning the majority of dragon slayers can't eat this spell.
- This spell when used at point blank range it is near impossible to dodge.
- It is has a knock back effect on the target upon contact, Strong enough for them to be sent flying through a solid rock wall.
Weaknesses:
- The spell only works at point blank range, meaning if attacking from a distance the target has time to dodge/defend.
- A Storm Dragon Slayer or and God/Demon Slayer (that can eat the spells respected element) can eat the projectile's produced by this spell.
After use .
- .
- D rank spells:
- Name: Thunder Shot
Rank: D
Type: Offensive, Ranged
Description: The user conjures up the electrify carried in the winds of his spells allowing the user to create bolts lightning in his hand that he fires it as a bolt/beam towards a target. It has a range of 15 metres when traveling trough air but it has twice the range when traveling through a conductor of metal and travels at lightning speed.
Strengths:
- Being made of lightning it will pass through un-enchanted metal armour and conducted by un-enchanted metal weapon.
- It is a simple lightning bolt spell that has two shots one for each hand.
- The user and influence the bolts making it easy to make curve or trick shots
Weaknesses:
- The lightning can get pull away from magmatized metal causing it to effecting its trajectory.
- The spell will become neutralised if it hits any form of earth magic that doesn't involve metal.
- This spell is weaker in comparison to the user's other spells due to being a pure element.
- The spell has two shots before a three post cool down
Name: Storm Fists
Rank: D
Type: Melee, Offensive, Defensive
Description: The user emits storm, static-y winds from his limbs which began to flow at gale for speeds causing smalls sparks to fly off while cloaking his hands and forearms in the storm elements. The spells can only be used at point blank range but it does create a knock back effect when the user hits their a target doing damage of equal rank to the user, also during the use of this spell the user's "Shocking Personality" passive does not decrease in rank through repetitive shocking.
Strengths:
- It creates a knockback effect of 1.5 metres upon melee contact.
- Supports the "Shocking Personality" passive while is active.
- It the knockback effect does equal damage as the user's rank
Weaknesses:
- The spell will only protect the user's arms from most elemental attacks of equal rank but will not defend the user from flying rocks or attacks from earth/armoured melee attacks.
- The spell only protects the users hands and forearms leaving the rest of his body weaker in comparison.
- The spell has no use with ranged combat being a melee enhancement spell.
- The spell has a 4 post duration and a 5 post cool-down.
Name: Storm Rider
Rank: D
Type: Supportive
Description: The user conjures up a storm winds from his body and partly compressing them while rotating it into sphere shape. The user then hopes onto the sphere using it as a form of transport allowing the user to travel up too 50km/hr, it also is able to create the user the ability to ride it up vertical objects and to slow down falls and control in which direction the user travelled in while falling.
Strengths:
- The spell makes for a quick get away.
- The spell can get him air borne in a number of seconds by traveling up vertical surfaces.
- The spell can be used on other people.
Weaknesses:
- The spell can only be used for one person at a time.
- If the user or the person using the spell is knocked or jumps off the scooter before the end of the spell it ends the spell instantly.
- The spell does no damage what so ever.
- The spell has a duration of four posts and a cool-down of five.
Name: Hurricane Shield
Rank: D
Type: Defensive, Area
Description: The user preforms a spin on his heels, producing storm winds from his limbs moving the air around him making it spin around him at 61 km/h creating a defensive dome of a fifteen metre radius with him in the epicentre. The dome protects the user form all non magical attacks/elemental attacks of equal rank (though solid rock attacks like boulders. can break through.)
Strengths:
- When being formed it will blow away anyone that is within 15 - 10 metres away from the user, sending about 2 metres back.
- Any projectile of equal strength will be blown away in a different direction.
- If any opponent attacks with a melee attack will be blown back about a metre.
Weaknesses:
- The user cannot move from the epicentre of the dome.
- The spell will blow any away allies 15 - 10 metres away from the user.
- Any enemies within 5 - 0 metres away from the user will be trapped within the dome able to attack the caster while they are unable to move.
- The spell has a duration of 3 posts and a cool-down of 5 posts.
- C Rank Spells:
Name: Storm Palm
Rank: C
Type: Offensive, Melee, Ranged
Description: The user produces a mass of storm air in each of their hands before performing an open palm strike on a target or in the direction of a target sending a spiralling blast of storm air that acts like shock wave upon hitting a target causing damage while launching the target spiralling backward after being hit. The shock wave is strong enough to smash through wood, it travels 25 metres at gale force speed. The air blasts has a radius of 2 metres which it spirals around the epicentre.
Strengths:
- It is a spell that has two shots one for each hand.
- The spell can put out fire spells of an lower rank.
- The projectile's large radius makes it easy for the user to push back several targets.
Weaknesses:
- Due to the area covered by the spell it can accidently blow away allies.
- The spell will be cancelled out by a wind/air based spell of the same rank or higher.
- A the air blast can't break a stone wall, giving the user a disadvantage against rock/earth magic.
- The spell has two shots before a 4 post cool down
Name: Storm Sabre
Rank: C
Type: Melee, Offensive,
Description: The user produces a jet stream of storm charged air from their hands compressing it turning it into a blade with no weight or mass that can be used as if a normal sword being able to cut through rock like butter. The shape and direction of the air blade can be changed at a seconds notice being made of air. If the user charges the spell for one move they can add the lightning element to it allowing the user to increase the blades sharpness allowing the user to cut through most metals and release the charge through others though this costs an additional 5% MP. The user can also chose to make a second blade though it costs an additional 10% MP.
Strengths:
- The blade is as it is as strong and lighter than steel, also it is unaffected by temperature.
- The direction of the blade can be changed at a moment notice, the convenience of this is dependant on the user's perception and awareness.
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Weaknesses:
- It has a 4 post cool down time after a 4 post.
- If the caster lets go of the blade when it isn’t reforming it will disperse
- Dual wielding will add on another 2 posts/charging the blade adds on another single post.
- The user cannot dual wield and charge a blade at the same time.
Name: Kaze no muchi
Rank: C
Type: Offensive, Ranged, Melee
Description: The produces storm winds one of their limbs so fast that it effects the air around it causing it to move around the limb forming a tornado like wind tunnel around the limb, the user then makes a swiping motion with the wind covered limb in a wide circle, causing the wind tunnel to extend to as long as 40 metres striking multiple foes with a chance of knocking or blowing them back 2 metre at most.
Strengths:
- The user has control over the spells reach.
- The spell knocks any one hit by the whip by two metres.
- It is a melee spell that isn't instant and provides a good reach.
Weaknesses:
- it isn't as powerful or effective if the target is standing at 10 metres or less near him (lowers to a D rank spell in strength.)
- once it exceeds over 25 metres it can't be redirected and becomes extremely difficult to control.
- Even though its a whip it is slow moving compared to a normal whip which moves at the speed of sound.
- The spell has a 2 post duration and a 4 post cool-down.
- B Rank Spells:
Name: Vacuum Wing Blade
Rank: B
Type: Offensive, Area Ranged
Description: The user produces jet streams of storm winds within the palms of their hands compressing it lining the insides of their hand is smaller versions of the storm sabre. The user producing a wind blast from his feet and back dashes forward 30 metres moving faster then the eye can see while releasing the storm winds from their hands moving their arms in a swinging motion forward looking as if they had just flapped a pair of wings. The storm winds full of compressed sabres are released making a huge burst of waves of wind that can cut through stone to flow from their hands hands during this attack spreading out for 15 metres from where the user is moving from cutting into and blowing away anybody hit by the winds by 5 metres. The spell can also be charged with lightning making it stronger/strong enough to cut through metal and shocks the target with the same strength as one rank lower then the spell (though this takes a post charging and an extra 5% MP usage)
Strengths:
- The spell is one of the few storm spells that can cut through rock.
- The spell is used practically in a sweeping motion that covers a wide area making it extremely useful against large groups of enemies.
- From a post charging an extra element can be added on changing its elemental strengths and weaknesses.
Weaknesses:
- Due to amount of space the spell takes up it could accidentally blow away and harm allies.
- Apart from realising the winds from their hands the user has no control of where the winds go after they are realised leaving the possibility for large collateral damage.
- The user can use their "Quick As Wind" passive until a post after use of the spell.
-The spell has a single post duration and a 5 post cool down.
Name: Storm Shuriken
Rank: B
Type: Offensive, Ranged
Description: The user blows into their hands whilst producing storm winds forming a sphere of air moving a at gale force speeds which the user then splits into ten smaller spheres (one at each finger/thumb tip) which become compressed and form a ring of compressed around them as they spin making them resemble shuriken. When thrown the wind shuriken grown to be 30cm in radius and home in on the target thanks to the user of the spell manipulating their air currents. The shuriken travel at
The user is only able to throw five shuriken at most at a time (one full hand per post at max), or the user can fuse five shuriken to make a bigger shuriken which in his hand is 30cm in radius but grows to 1metre in radius and upon hitting the target it will do continues damage cutting into them spinning. The user can charge the shuriken with lightning increasing the speed, sharpness and strength of the shuriken's compressed air blades to the point each shuriken will move at the speed of lightning, becoming cutting through stone and dealing an electric shock upon striking the target. Though the charging requires a post and an extra 5% MP per hand (per x5 shuriken). If the user charges up a shuriken made from fusing 5 shurikens the charing will still take a post but the charging will cost an extra 10% MP and will become sharp enough to cut through metal it will also add on two posts onto the spells cool-down .
Strengths:
- The spell produces a maximum of 10 B rank projectiles.
- Due to the multiple uses of this spell it can be altered slightly to situation i.e. Using the fused shuriken when fighting single slow moving opponent / using the charged shuriken to get an upper hand on magic users that are weak to lightning.
- The user is able to influence the trajectory of the Shuriken making them almost like a homing attack.
Weaknesses:
- The uncharged/un-fused air shuriken can be deflected/or destroyed with a single B rank strike (will only be destroyed if the strike hits the air sphere in the centre of the storm shuriken). Charged/Fused storm shuriken takes two B rank strikes or one A rank strike.
- the electrically charged storm shuriken can have their trajectory influenced slightly by magnetic waves.
- Being a projectile spell gives the disadvantage of the possibility of a slayer being able to eat it.
- The spell has a 5 post cool-down once all shuriken have been used.
Name: Air Field
Rank: B
Type: Defensive, Supportive, Area
Description: The user slams their hand into the ground as is performing an open palm strike releasing storm winds with from his hands that spread of across the area with a radius of 20 metres using himself as the epicentre. After the storm winds coving the area and began traveling skyward carrying people that are caught up inside that radius of the spell. During inside this air field the use gains the ability to fly through the use of the user's "Quick as Wind" passive which becomes to be able to used unlimitedly while the air field is active.
Strengths:
- The spell gives the user the ability to fly for a short amount within a certain area.
- The spell is a good defensive spell to use on melee opponents as the attacker will be sent into the air and be kept there.
- Supports the "Quick as Wind" passive while is active.
Weaknesses:
- The user will not be able to use their "Quick as Wind" passive for the first five posts of the spell's cool-down is active.
- The spell does no damage to opponents.
- If the spell disperses whilst the user is in mid air the user will begin to fall to the ground, this could be fatal if falling from a high height.
- The spell has a 5 post duration and a 7 post cool-down.
- A Rank Spells:
Name: Hurricane Howell
Rank: A
Type: Offensive, Ranged
Description: The user then takes a deep breath before cupping his hands around his blowing out his breath through a magic circle between them making a spiral tornado like blast of stormy winds carrying a slight electric current. The blast has a range of 20 meters and travels at a of speed of 70 mph. This spell can have an area of affect of 20 metres. It will also blow away any target it hits knocking them back until they are out of the spells range.
Strengths:
-It is a mixed element attack of wind (primary element) and lightning(secondary element) meaning the majority of dragon slayers can't eat this spell.
-This spell is often confused as being a dragon slayer spell at first glance which the user can use to his advantage by confusing the enemy.
-It is has a knock back effect on the target upon contact.
Weaknesses:
-Due to the size of the spell it could end up harming allies if they caught by the blast radius.
-A Storm Dragon Slayer or and God/Demon Slayer (that can eat the spells respected element) can eat the projectile's produced by this spell.
-During the first post of cool-down the user will be out of breath and will have a harder time breathing for a single post.
-The spell has a duration of 1 post and cool down of 3.
Name: Raijin Armour
Rank: A
Type: Defensive, Supportive, Offensive
Description: The user emits storm winds from his body becoming engulfed as the winds began to flow at gale for speeds causing smalls sparks to fly off that then turn into large arcs of lightning before the winds disperse leaving the user cloaked in a thick layer of lightning leaving any one to attack him with a melee attack to be electrocuted and repelled back about 1 metre. The spells can only be used at point blank range but it does user's "Shocking Personality" passive as during the spell it does not decrease in rank through repetitive shocking. It also supports the "Lightning Form" passive as it allows the user to use it once per post during the duration of the spell not effecting it's usual usage counter limit. It also increases the user speed to match 3/4 that of the speed of lightning. If the users is struck with lightning or an lightning/electrical spell while being cloaked by this spell, the lightning spell will be negated charging the users cloak adding on an extra post to the spells duration.
Strengths:
- Supports the "Shocking Personality" passive while is active.
- Supports the "Lightning Form" passive while is active.
- Being hit with lightning/electrical spell will add a post to the spells duration.
Weaknesses:
- Any charing any spell with lightning or using any lightning spell while this spell is active will one post of the spell's duration.
- The spell can be negated from magmatized metal pulling away the cloak of lightning / if the use become stuck in the ground / if the user is bound or impelled by a metal object that is stuck in the ground dispelling the cloak acting like an earth wire or lightning Rod
- The spell has no use with ranged combat being a melee enhancement spell.
- The spell has a 7 post duration and a 10 post cool-down.
Name: Storm Pillar
Rank: A
Type: Defensive, Offensive, Area
Description: The user amasses a large amount of storm winds from their body (usually by first swinging his outstretched hand around him) in preparation for an attack. Sending the winds spiralling straight upward, destroying a target above them. It can also be mid air to effect downwards to clear any enemies that might be below him while he's in mid-air. The caster is at the epicentre of the pillar and the area surrounding him is what one could call the eye of the storm (an area where the spell does not harm targets) with a radius of 2 metres, but the pillar spreads out for 10 metres reaching up to 100 meters into the sky, once a target is swept up by the pillar and reaches the pillar's apex they are thrown away ,sending targets flying away at different lengths (at max 20 meters) and in random directions. If the caster uses a wind/air based within the pillar it effects the rest of winds i.e. if the caster uses Vacuum Wing Blade the blades of air would travel up and through the pillar.
Strengths:
- Unlike the Hurricane Shield spell the caster can walk around after casting the spell.
- Any projectile of equal strength will be blown away in a different direction.
- If any opponent attacks with a melee attack will be swept up by the pillar.
Weaknesses:
- Because of the size of the pillar it could end up harming allies if they caught within its radius.
- Though the user can move around while the spell is active the caster cannot move for the first post of its duration.
- Wind/Air based spells cost an extra 5%MP within the "eye of the storm."
- The spell has a duration of 3 post and cool down of 5.
- S Rank Spells:
Name: Tempest Vectors
Rank: S
Type: Offensive/Defensive/Support
Description: The caster produces four jet streams of controlled compressed storm air that can act like extra limbs giving the caster a number of 3 useable pairs of limbs that the user can extend up to 25 metres. The caster cab use these vectors to strengthen their physical attacks or be used to reduce preparation time on creating certain spells for example: the user could use all four vectors at once to turn a single physical strike into a multi-strike attack or the caster could use a pair of vectors to form one of their air based spells while the caster charges it with lightning.Strengths:
- The vectors being made from compressed air allows it to act like a solid if the caster wants it to but the user can choose to allow things to pass through the vectors by controlling the density.
- Every vectors (4 vectors in total) have their own cool down time for the spells they are used to preform.
- The vectors are able to extend up to 25 metres but only 2 at a time can be extended to the full 25 metres. while 2 are extended to 25 meters the other 2 can only extend up to 10 metres and if all four are extended at the same time they can only be extended to 15 meters.
Weaknesses:
- The vectors aren't able to use the "Shocking Personality" passive.
- The vectors will be dispersed if the caster uses Raijin Armour or the "Lightning Form" passive.
- The vectors aren't able to cast lightning spells or be charged with lightning.
- The spell has a 10 post cool-down period and a seven post duration.
Name: Secret Art: Lightning Hurricane Lotus
Rank: S
Type: Melee, Offensive,
Description: The user produces the storm elements in his hands and begins to rotate and compress the air in to different directions forming a sphere within his hands with the air moving as fast as is possible can similar to the Tempest Rasengan but the user also adds in lightning and pure Eternano from the air around the user/the user to a ratio of 7:2:1 (Air:Lightning:Eternano) all the while continuously compressing the sphere into the size of a pea with the air around it spiralling and glowing looking like a lotus bud. Upon contact the attack the sphere grinds against the target after being launched from the caster's palm at point blank range sending them 20 meters back and into the air before releasing the compressed elements in a explosion (where it looks like a lotus blooming as it explodes) where the target is in the centre of the explosion where they are tore into by an uncountable amount of tiny lightning/Eternano charged compressed air blades moving at 61 km/hr. The explosion has a radius of 15 metres and leaves a cater with a spiral marking in the ground while slicing up any non-living object within its blast radius and takes a post after the spell is cast to clear up.
Strengths:
- Being charged with Eternano no slayer is able to eat the spell or the explosion.
- This spell when used at point blank range it is near impossible to dodge.
- The spell carries away the target before the explosion occurs meaning team mates and allies have a high chance of being unharmed from the explosion.
Weaknesses:
- A barrier or shield spell can stop the movement can stop the movement before it explodes creating the chance that the cast or their allies to be caught in the explosion.
- S rank and above earth based defensive spells are able to protect the target from the spell completely but gets destroyed after the spells explosion but leaving the target unharmed.
- The spell costs 5%HP and a extra 10%MP to preform due to the pure Eternano used in the spell.
- the spell has a 2 post duration and a 8 post cool-down period.
Last edited by Storm on 18th January 2015, 8:24 pm; edited 23 times in total