Fujin
Posts : 21 Jewels : 7690 Age : 27 Join date : 2015-08-28
| Subject: Storm Dragon Slayer Magic Fri 28 Aug 2015, 4:53 pm | |
| Name of Magic; Storm Dragon Slayer Magic Type/Subtype of Magic; Caster/Lost/Slayer Current Rank; X Description; Storm Dragon Slayer magic was taught to Fūjin by the King of Storm Dragons, Fūjinrahai, who ruled the skies and brought forth Storms from the skies controlled by nature and other storm dragons, leaving all storms were under his command though did this not apply to the Holy and Demonic Storms conjured by Tempest Gods and Demon. Fūjinrahai was infamous among the Tempest Gods and Demons as even though they weren't his domain to meddle with he would often interfere if the collateral damage would be too great earning their fear and respect. Fūjin is the son of Fūjinrahai of when temporarily gained a human form a mishap when being attacked by a wizard that utilized a take-over magic, leaving him in a human form for a few years durning which Fūjinrahai had fallen in love and had a child with a Demi-Dragon Dragon Hunter known as Ember Scarlet. The story Fūjin was given by his father was that he was found and adopted by Fūjinrahai after being found in a field being surrounded by a pack of wolves that lived in his territory. He took him in, raised him as his own as did the wolves treating him as one of the pack as they treated Fūjinraha as their alpha. Fūjinraha giving him his name Fūjin, naming him after himself. Over the years he Fūjin how to read, write, speak (in human, animal and dragon tongue) and hunt with the help of the wolf pack and eventually despite the history the magic had taught Fūjin Storm Dragon Slayer Magic in order to defend himself. Fūjin was not a fast learner through the traditional sense and the eyes of a dragon but for a human he learned to master this infamous magic in the time span of two years. Dragon Slayers are a unique type of people who utilize a form of Lost Magic, Dragon Slayer Magic, each having their own form of the magic, just like each Dragon is a master of their own element. Dragon Slayers also has the ability to eat their own element/s. Doing so rejuvenates them and enhances their abilities though they can only eat their respected element/s if they are pure. Dragon Slayers possess much keener senses and physical abilities than that of normal humans such as in Strength, Smell, Sight and Endurance and are rumored to be on par of that of a dragon and are said to become stronger after bathing in the blood of Dragon that they have slain. Information; Strengths: •Being a form of Dragon Slayer Magic, the user can consume and have a resistance to external sources of thunder, wind, lightening, rain, etc. to restore their body and vitality as well as cast their spells. • Due to the nature of air based slayer magic, the body of the caster is able to adapt to the rapid decreases or increases in atmospheric pressure and in air density. Meaning that the user would be able to breath normally high above sea level unaffected by the air thinning. The user can also survive the harsh storm elements of their spells to the point where it seems that they don't affect the user in any way. • The user being a dragon slayer through the use of their magic capabilities is it's has complete control over the three storm elements, wind, water and lightning. Being able to touch and hold them as if they were solids or semi-solids.Weaknesses: • Storm Slayers are at a disadvantage compared to that of normal slayers as their element is the reaction of three elements (Air, Lightning, water) though being able to consume all three two always show a side effect. Also the user is unable to eat the storm elements mixed with other elements and is not able to eat storm elements produced by god or demon slayers.
- Spoiler:
Air: Fujin can eat air normally without any side effect as if he was a Sky Dragon slayer.
Lightning: Lightning is attracted to Fujin as if he was a living lightning rod, and restores his MP x1.5 that Air would but after consumption of pure lightning on its own Fujin is unable to move for a post after consumption.
Water: Fujin is able to consume water and hold it as if it was a solid but it only restores 25% (rounded down) of what Air would restore and causes him to become dehydrated (-10 Agility/Dexterity for every second water spell of equal rank is consumed, and -5 Agility/Dexterity for every time water from the environment is consumed to restore MP.) • Due to the type magic the caster can't use his magic for stealth purposes for it being to loud and violent in nature. • Due to the magic's nature it often covers a large area leaving a high risk factor for allies to be harm unintentionally by the magic.Traits; 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, though being storm dragon slayer he is also ble to detect unnatural changes in water mousture in the air along with any form of electric currents traveling through the air. 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 agility and the attackers attack agility. The range of detection is 50 meter radius with the user in the epicenter but increases by 10 meters with each rank. Air Time~The user gains the ability to passively fly along with floating just above the ground. The user flies at gale force 12 wind speeds (117.4 km/h) but he can only reach that speed when flying granted there are no objects blocking his way and the user can only fly at gale force 11 speeds for an hour before having to take a 15 minute rest. *THE SPEED RECORDED IN THIS TRAIT ARE ONLY FOR NON PVP OR STAT VS STATS SCENARIOS*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 realizing it or if he gets made he may end up through physical contact passively shocks those around them. The electrocution caused by lightning equal to the strength of the user's rank. Repetitive shocking/electrocution to the same single target will decrease by 1 rank with each hit. It also interferes with any non machinery causing computers and etc. to go haywire around him depending on his attitude, though it does not however effect machine based magic unless stated in the opponents magic. Slayer Standards~Being a slayer magic the user has mastery over their respected element which in this case is storm. Like all slayers the user is able to consume large amounts of their respected element(s) allows them to re-energize and rejuvenate their body as well as allow them to cast their spells though being a dragon slayer the user can only eat pure forms of their element unlike demon slayers and their god slayer counterparts. Being a dragon slayer the user has access to the Dragon Skin ability and the infamous Dragon Force along with having the physical/melee performance and senses (sight, hearing, smell, taste and taste) on par with a dragon along with having a resistance to their respected element. - First Signature:
Name of Spell; Tempest Rasengan Type; Melee, Offensive, Rank; S Description; The user produces the storm elements in his hands along with traces of Eternano and begins to rotate and compress the air in two different directions (clock wise going up and counter clockwise going down) forming a sphere within his hands with the air moving as fast as is possible to be seen as a blur to the naked eye. Upon contact the attack the sphere grinds against the target before releasing the compressed air in a controlled blast on the target it was used on this tends to launch the target spiraling 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 or even break through any stone or barrier of equal rank. The user can also spend a post charging their spell adding the lightning element to increase its power to the point where it shatters metal and barriers of equal strength before the sphere releases, though this does require an extra 5%MP, Information; -The spell is incomplete and hence can be fused with various other spells to make a complete form of it. -The spell can last outside its normal duration to be wielded as a weapon with the cost of 5% mp per post and will not release its controlled blast until the user stops using it, disarmed or runs out of MP. Though after use the user will not be able to activate the spell again for 7 posts Strengths: - Due to the traces of Eternano no slayer is able to consume 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. - The spell can be negated through the use of a defensive earth spell of equal rank but will also negate the defensive earth spell. - The user can be disarmed of this spell in the same way a weapon can be disarmed. Effects; Duration: 1 Cool-down: 2 (3 if user charges the spell)(7 depending on how its used)
- Second Signature:
Name of Spell; Lightning Arc: Storm Dragon's Lightning Rod Horn! Type; Melee, Offensive, Ranged Rank; S Description; The user engulfs their entire body in Storm winds with a abnormally strong charge and then propels themselves against the opponent at their max speed, hitting them with a powerful headbutt leaping off the ground with the enemy flying up 9000 feet upon making contact. Though during this spell all lightning and electrical based spells/attacks flew towards the user striking the target of the headbutt and upon reaching the apex of the leap the user headbutts the target a second time striking their nose/forehead/or general face area releasing a blast of electricity upon contact. If preformed during a lightning storm or while Storm Dragon's Raijin Armour is active the spell will do twice its normal damage. The user can also preform this in a different way but only during a lightning storm, when the user releases a bolt skyward before placing himself underneath the target and the next post the lightning strikes down at the increased strength. Information; Strengths: - The target will receive fall damage equal to the difference between the caster's rank and targets rank. - The user has a alternative way to use the spell allowing the use for it to be a counter. - Being hit with lightning/electrical spell of equal to the caster's rank will lower a post to the spell's cool-down by a post. Weaknesses: - The lightning aspect of the spell can be negated from magnetized 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 lightning acting like an earth wire or lightning Rod - The spell has no use with ranged combat being a melee enhancement spell. - If the target can fly they do not receive fall damage. Effects; Duration: 1 post Cool-down: 5 posts
- D Rank Spells:
Name of Spell; Lightning Arc: Storm Dragon's Twin Spine Shot Type; Offensive, Ranged Rank; D 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 the distance relating to the stats when traveling through air but it has twice the range when traveling through a conductor of metal and travels at lightning speed. Information; Strengths: - Being made of lightning it will pass through un-enchanted metal armor and be 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 magnetized metal causing it to effecting its trajectory. - The spell will become neutralized 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. Effects; Duration: shots x2 Cool-down: 3 posts Range: 3000yards each
Name of Spell; Storm Dragon's Tempest Claws Type; Melee, Offensive, Defensive Rank; D Description; The user emits storm, electrically charged 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 slight knock back effect when the user hits their a target doing damage of equal rank to the rank of the spell, also during the use of this spell the user's "Stormy Personality" passive does not decrease in rank through repetitive shocking. Information; Strengths: - It creates a knock back effect of 10 feet upon melee contact. - Supports the "Stormy Personality" trait while is active. - It the knock back 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 ranged earth magic or attacks from earth/armored melee attacks. - The spell only protects the user’s 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. Effects; Duration: 4 posts Cool-down: 5 posts Range: 0ft (attack), 1000yds (knock back effect.
Name of Spell; Storm Dragon's Storm Sabre Type; Melee, Offensive, Rank; D 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 measuring in at 43in. The shape, direction, length and with 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. Information; 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 dependent on the user's perception and awareness. -The length of the blade can be extended when using a single blade at the cost of 5% per 2.5ft. Weaknesses: - 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. Effects; Duration: 4 posts Cool-down: 5 posts Range: 43in though can extend up to 10ft.
Name of Spell; Storm Dragon's Domain Type; Defensive, Supportive, Area Rank; D 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 it half the distance relating to the stats using himself as the epicenter. After the storm winds covering the area and began traveling skyward carrying people that are caught up inside that radius of the spell. Information; Strengths: - The spell can serve as a unexpected trap. - 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 allies for a short amount if time allowing then to fly though movement restricted by Fujin if he wishes it. Weaknesses: - Air/wind based slayers would be able to eat the air field. - The spell it has no effect on magic users that can fly. - If the spell disperses whilst the user is in mid-air the user or allies caught in the domain will begin to fall to the ground, this could be fatal if falling from a high height. Effects; Duration: 5 Cool-down: 7 Range: hemisphere has a radius of 1,500yds
- C Rank Spells:
Name of Spell; Storm Dragon's Vacuum Wing Blade Type; Offensive, Area Ranged Rank; C 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 saber. The user rushes forward against two opponents. While doing so, the user produces a large stream of storm winds from each of their arms while releasing the compressed air within the user's palms, which, when it comes in contact with the foes sends them flying back while slicing into the target. The wind take the rough form of a pair of Dragon's wings, thus the name of the attack. This spell can also by employed by first grabbing the targets' heads and then producing the storm winds to strike them or the user first jumps into the air, and then releases the compressed air from their hands, subsequently swinging such streams at the opponent and blowing them away, The storm winds full of compressed sabers are released making a huge burst of waves of wind that can cut through stone to flow from their hands during this attack spreading out for half the distance relating to the stats from where the user is moving from cutting into and blowing away anybody hit by the winds by 1500 yards. The spell can also be charged with lightning making it able to cut through metal and shocks the target with the same strength as one rank lower than the spell (though this takes a post charging and an extra 5% MP usage) Information; -The "wings" are half the distance relating to the stats in length on each hand. -Targets are knocked back 1500 yards 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 releasing the winds from their hands the user has no control of where the winds go after they are released leaving the possibility for large collateral damage. -The spell . Effects; Duration: 1 post Cool-down: 4 posts Range: 1500 yards (each hand), 1500 yards (Knock back)
Name of Spell; Storm Dragon's Breaker Claw Type; Melee, Offensive, Rank; C Description; The user creates an intense jet stream of storm air from their elbow or heel, boosting the striking power and speed of the corresponding arm or foot, which they then use to strike the target, having a knock back of several 3000 yards away from the user. The attack itself has no element and was designed for solely for destroying/breaking barrier and will do double damage against barriers but will do no damage to the target upon breaking through the barrier. Information; - The spell can also be used on the surrounding environment provide it is a solid object (so gasses and liquids unaffected) to destroy the surrounding environment though these attacks have half the range in relation to the stats and have have the spell's usual strength e.g. Creating a shockwave while cracking the ground tripping up the target, cracking the ice on a frozen lake causing targets to fall in it. Strengths: - The attack remains unaffected by traits carried by elemental barriers having no element. - The attack wears down a defensive barrier/spell twice as fast as a normal. - The spell has two ways to be used making useful for a counter attack. Weaknesses: - This attack has no great advantage over any elemental magic user. - Upon coming in contact with a defensive spell the user becomes locked in place and contact until the defensive barrier us broken. Leaving the user wide open for attack from all sides. - Upon breaking the defensive barrier/spell the user will produce the knock back effect on whom/whatever is behind it. Doing no damage it the target from this spell. Effects; Duration: 1 posts (or until defensive spell is broken) Cool-down: 4 posts (+1 post for ever post it goes over the duration) Range: 0ft (Knockback: Range: 3000yards)
Name of Spell; Storm Dragon's Tail Whip Type; Offensive, Ranged, Melee Rank; C Description; The produces storm winds one of their legs forming a tornado like wind tunnel around the limb making it resemble a tail, 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 the distance relating to the stats striking multiple foes knocking/blowing them back 4500ft. Information; Strengths: - The user has control over the spells reach. - The spell knocks any one hit by the whip by 4500ft. - 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 meters or less near him (lowers to a D rank spell in strength.) - once it exceeds over 132 ft 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. Effects; Duration: 1 Cool-down: 3 Range: 3000yards (Knockback Range: 4500ft)
Name of Spell;Lightning Arc: Storm Dragon's Crushing Talon Type; Offensive, melee Rank; C Description; The user rushes towards the target and grabs them with their hand. Whilst giving the attacking arm support by putting his entire body weight into the strike as the user releases a vast amount of lighting charged storm winds at point-blank range, before jumping and swinging their arm in it in an arc, striking the target with their into the ground, leaving a trial of wind, lightning and the crack of thunder as they are smashed into the ground creating a small highly electrically charged storm wind explosion with a radius of 5ft that produces a shockwave cracking the surface below it and knocking those who are hit by the shockwave back 1800 feet. Information; Effects: Strengths: - The target will receive have that damage of a C rank spell if the target has a resistance to the storm elements. - The trail and and explosion caused by this attack is a useful counter for those who try and attack him while he is using this attack on the target. - Upon slamming the target into the ground the expulsion produces a shockwave equal to half the spells rank. Weaknesses: - A storm/tempest slayer would be able to eat the elements produced by the spell. - The explosion caused by the spell could harm allies that are caught within it's radius. - The caster's hand is exposed to the target at all times during the spell leaving him open to a breath, bite or lick attack while the caster's hand is over the users face. Effects; Duration: 4 posts Cool-down: 5 posts Range: 0ft (Shockwave knockback Range: 1800 ft)
- B Rank Spells:
Name of Spell; Storm Dragon's Skyward Talon Type; Offensive, Melee Rank; B Description; The user produces a large mass of storm winds from one of their hands cloaking and compressing it creating what looks line a large claw of a 2 foot radius around their forearm and hand. The user then preforms an uppercut which upon contact the claw releases the compressed shaped air into an air blasting the target 9000ft into the sky. The spell can also be used for horizontal attacks, still sending the target into the sky at a curved angle though being only half the normal distance (4,500ft) The spell can also be partially released to preform a dash attack at giving the targets less of a chance to dodge his strike though this also reduced the knock back effect (4,500ft). Information; - The target receives fall damage equal to half a B rank spell. -Targets are knocked back 4,500-9,000ft Strengths: - The spell is a useful counter to create distance between himself and a target while dealing damage. - The spell will often confuse targets thanks to it's name not expecting the to attack to preform a horizontal attack. -The spell can be partially released causing the user to dash forward adding a +10 Agility for the attack. Weaknesses: - The spells it's a melee close ranged spell so it can only take effect if it hits that target -The spell can be partially released causing the user to dash forward adding a -10 Agility for a post once the attack has been completed. - Opponents that have the ability to fly will only be knocked upwards and will not received fall damage as the spell was created to do. Effects; Duration: 1 post Cool-down: 5 posts Range: 0ft-4500ft (Knockback Range: 9000ft)
Name of Spell; Storm Dragon's Shuriken Scales Type; Offensive, Ranged Rank; B 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 shurikens travels at 88.1 km/h and have a range of 3000 yds. 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 1 meter 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 charging 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 . Information; 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 center 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. Effects; Duration: until all shuriken have been used. Cool-down: 5 post Range: 9000ft (3000yds)
Name of Spell; Storm Dragon's Hurricane Wing Shield Type; Defensive, Area Rank; B Description; The user moves their arms as if flapping a pair of wings once, 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 with a radius equel to a 1/3 of his range in relation to his stats with him in the epicenter. The dome protects the user form all non-magical attacks/elemental attacks of equal rank (though solid rock attacks like boulders. can break through.) Information; Strengths: - When being formed it will blow away anyone that is within 15 - 10 metres away from the user, sending attacks/attacks back at half the users range in realtion to stats. - 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 epicenter of the dome. - The spell will blow any away allies 15 - 10 meters away from the user. - Any enemies within 5 - 0 meters 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. Effects; Duration: 3 posts Cool-down: 5 posts Range: 3000ft, 4500ft(knockback)
Name of Spell; Lightning Arc: Storm Dragon's Mjölnir Strike Type; Rank; B Description; The user charges their hands with lightning and locks their hands together in a tight fist and swings them down onto the target, both smashing them into the ground and creating a destructive circular wave shock wave crackling and howling with storm with charged with lighting which create a crater where the target was slammed into. The spell can be preformed with each fist separately though each fist will only do half the damage of a B rank spell unless they are joined together. The spell was designed as an attack to ground aerial foes and does double damage if the target is in mid air when struck with the spell. Information; - The shockwave produced from the spell upon being slammed into the ground has no element and does half the damage of a B rank spell and has a range in realtaion to the users stats and a knockback effect which is one third the range of the shockwave. -The spell is doubled in strength when used in a lightning storm due to the fact that the lightning would come from an outside source giving the spell extra lightning, this also applies when the spell Lightning Arc: Storm Dragon's Raijin Armor is active due to the extra lightning from the the armor. Strengths: - The spell does double damage to opponents if preformed a bd struck while in mid air. - The shockwave produced by the spell has no element and will effect the target even if they were resistant to lightning. -The strength of the spell is doubled if used during a lightning storm or used when the spell Lightning Arc: Storm Dragon's Raijin Armor is active. Weaknesses: -The lightning element can be negated through the use of metal acting like a lighting rod or if the target has a body part plant in the ground (a hole foot must be placed in the earth) allowing their body to act like an earth wire. -A Lightning/Storm Slayers can eat the element produced by this spell reducing the spell's strength by half. -The shockwave produced from this attack has a high chance of harming team mates. Effects; Range: 0ft, 9000ft(Shockwave), 3000yds(knockback)
- A Rank Spells:
Name of Spell; Storm Dragon's Roar! Type; Offensive, Ranged Rank; A Description; The user then takes a deep breath before blowing out his breath releasing a large quantity of stormy winds grey in color carrying an electric current in the form of a tornado-like blast. The blast has a range of 3000yds and travels at a of speed of 72mph. The measurements of the blast is a radius us 1500 meters from the centre. It will also blow away any target it hits knocking them back until they are out of the spells range. Information; 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. -The direction of the blast can be redirected mid spell. -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 Tempest 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 for a single post. Effects; Duration: 2 post Cool down: 3 post Range: 9000ft (3000yds)
Name of Spell; Lightning Arc: Storm Dragon's Raijin Armor Type; Defensive, Supportive, Offensive Rank; A 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 meter. 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 increases the user speed to match 3/4 that of the speed of lightning. If the users is struck with lightning or a 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 and merging with the armor. Information; Strengths: - Supports the "Shocking Personality" passive while is active. - When cloaked in the lightning, ightning/electrical spell from that hit the target will merge with the lightning armor. - Being hit with lightning/electrical spell will add a post to the spells duration. Weaknesses: - Any charging any spell with lightning or using any lightning spell while this spell is active will decease the spell's duration by one post. - The spell can be negated from magnetized 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. Effects; Duration: 7 post Cool down: 10 post Range: 0ft (0yds)
Name of Spell; Storm Pillar Type; Defensive, Offensive, Area Rank; A 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 spiraling 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 epicenter 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 half the range relating to the user's stats, reaching up to the half the range relating to the stats 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 a quater of the range of the users stats 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. Information; 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." Effects; Duration: 3 post Cool down: 5 post Range: 3000ft (radius)
Name of Spell; Tempest Vectors Type; Offensive/Defensive/Support Rank; A 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 usable pairs of limbs that the user can extend up to 1/3 of the range in relation to stat points. The caster can 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. Information; 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 perform. - The 2 vectors at a time can be extended to the full 9000ft (3000yds). While 2 are extended the other 2 can't and if all four are extended at the same time they can only be extended up to 5250ft. Weaknesses: - The vectors aren't able to use the "Shocking Personality" passive. - The vectors will be dispersed if the caster uses Raijin Armor. - 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. Effects; Duration: 7 post Cool down: 10 post Range: 3000ft-9000ft (1000yds-3000yds)
- S Rank Spells:
Name of Spell; Storm Dragon's Secret Art: Lightning Hurricane Lotus Type; Melee, Offensive, Rank; S 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 spiraling 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 9000ft (3000yds) 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 center 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 4500ft (1500yds) 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. Information; 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 of equal rank 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 an 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. Effects; Duration: 2 post Cool down: 8 post Range: 9000ft (3000yds)
Name of Spell; Storm Dragon's Secret Art: Roaring Judgement Spear Type; Ranged, Offensive Rank; S Description; The user produces, combines and compresses air, lightning and Eternano into three palm size compressed balls the of the Slayer Magic. The user begins to spin the three spheres in a circle getting closer and closer before making contact and violently spinning fusing together into one palm sized ball. Once the balls have merged merge the user grabs the sphere crushing it in his hand before thrusting his arm towards the target releasing a beam that resembles a laser which was made up of the combined elements. The beams can travel up to 9000ft and the aforementioned storm wind, lightning and ethernano explode upon impact with a radius of 4500ft along with being able to make sharp turns at the users will. Information; Strengths: - Being charged with Eternano no slayer is able to eat the spell or the explosion. - The beam produced by the spell with pierce through any target until it reaches the 9000ft or until the user wills it to do so. - The spell's explosion occurs at an extremely far distance away from the firing point meaning team mates and allies have a high chance of being unharmed from the explosion. Weaknesses: - A barrier or shield spell of equal rank can stop the beam created from the spell causing it to explode early 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 beam stopping it causing the explosion to occur doing only half the damage of an S rank spell. - The spell costs 5%HP and an extra 10%MP to preform due to the pure Eternano used in the spell. Effects; Duration: 1 post Cool down: 8 post Range: 9000ft (3000yds)
Name of Spell; Storm Dragon's Secret Art: Absolute Duo Type; Ranged, Melee Rank; S Description; The user creates a multitude of highly compressed very thin jet streams of storm winds heavily charged with lightning and Eternano at a ratio if 2:1:3 (wind : lightning : Eternano) that act like strings. Which each thread near suing up to 9000ft trailing from each string tip the user has developed two ways to use this spell, The first way is the user preforms a spin moving his arm to create momentum looking as if he was flapping a pair if wing causing the strings to spiral around him upwards spinning around him at blinding speeds creating a barrier that slices anything that touched it. The second way is that the user dashes past a target seeming not attacking as the strings wrap around them until he swipes his hands tightening the stings piercing through their target, heavily damaging them even slipping into clinks in armor, slicing barriers and spells apart. Information; Strengths: - Being charged with Eternano no slayer is able to eat the spell or the explosion. - This spell uses a large amount if extremely thin and durable threads made from wind and lightning near impossible to dodge. - The strings are unaffected by temperature as they are mainly made of Ethernano. Weaknesses: - A S rank spell with a sharp edge or blade of any sort can cut through the strings. - S rank and above earth based defensive spells are able to protect the target from the spell completely but gets destroyed afterwards as the strings would slice through but leave those behind the barrier unharmed. - The spell costs 5%HP and an extra 10%MP to preform due to the pure Eternano used in the spell. Effects; Duration: 2 post Cool down: 6 post Range: 9000ft (3000yds)
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