Post by Krad Zephyros on Mar 7, 2012 16:29:04 GMT -5
Name: Wind Walker
Classification: Air Magic
Level: 1
Strengths: Increased effectiveness the more wind is present.
Weaknesses: Cannot be performed where air is not present.
Duration: About three minutes
Description: Wind Walker is an ability in which the user focuses wind to surround their feet, granting them an agility increase. Because of the low level of magic needed, Th user can sustain this state of magic for a long duration.
Name: Wind Shell
Classification: Wind Magic
Level: 1
Strengths: Increasingly more effective the more air is present.
Weaknesses: Is less effective when little to no air is present.
Duration: Two Minutes
Description: An ability in which the user expands a transparent shell of air around themself, eliminating wind resistance. By using this ability, the user can move much faster, perform more difficult maneuvers and negate low-level offensive Air magicks. Wind Shell requires a slight level of concentration, which makes it difficult to sustain for long durations while performing strenuous activities like fighting. Also, Shell can be expanded to encompass two people, though when the size of this barrier is increased, the user has to exert almost all the magic in the user's body to maintain it, virtually paralyzing them when doing so.
Name: Wind Barrier
Classification: Air Magic
Level: 2
Strengths: Much more effective the more wind is present. Self-generated wind. Can encompass more than one person.
Weaknesses: Physically draining. Cannot be used repeatedly.
Duration: 10-15 seconds.
Description: When activated, the user summons a dense barrier of hurricane wind around their body. This powerful barrier completely surrounds their body and only lasts about ten seconds; enough to defend against an explosion or most light to mid-level attacks. An example of this would be if someone attacked the user with a mid-level fire spell, they could activate their Wind Barrier to shield themselves from this attack for its duration.
Offensively, it can be used to push away those in close proximity to him. An example of this would be if somebody was grabbing the user's collar, they could activate their Wind Barrier and forcefully repel their attacker a good five feet.
Name: Concussion Fist
Classification: Air Magic
Level: 2
Strengths: Self-generated wind. Great for non-lethal hand-to-hand combat. Most effective against light-armor.
Weaknesses: Very short range. less effective against heavy armor.
Duration: 2 minutes.
Description: The user generates two focused hurricane-force windstorms around their fists, which cause concussive results when they assault something. The technique is non-lethal because the dense winds do not break, but simply push, pull and twist. It is the same as getting hit by a focused hurricane storm, not to mention the strength of the user behind the punch.
Name: Air Whip
Classification: Air Magic
Level: 2
Strengths: Great long-ranged combat. Can be used outside battle.
Weaknesses: Can be severed easily. Cannot be used in the absence of air/
Duration: 10 seconds.
Description: The user binds together wind and air to form a long,
tangible whip, which they can use to either wrap around objects or strike them. The whip can extend to twelve feet in length and cover a wide circumference, but can be severed by anything denser than the wind itself.
Name:
Classification:
Level:
Strengths:
Weaknesses:
Duration:
Description:
Name:
Classification:
Level:
Strengths:
Weaknesses:
Duration:
Description:
Classification: Air Magic
Level: 1
Strengths: Increased effectiveness the more wind is present.
Weaknesses: Cannot be performed where air is not present.
Duration: About three minutes
Description: Wind Walker is an ability in which the user focuses wind to surround their feet, granting them an agility increase. Because of the low level of magic needed, Th user can sustain this state of magic for a long duration.
Name: Wind Shell
Classification: Wind Magic
Level: 1
Strengths: Increasingly more effective the more air is present.
Weaknesses: Is less effective when little to no air is present.
Duration: Two Minutes
Description: An ability in which the user expands a transparent shell of air around themself, eliminating wind resistance. By using this ability, the user can move much faster, perform more difficult maneuvers and negate low-level offensive Air magicks. Wind Shell requires a slight level of concentration, which makes it difficult to sustain for long durations while performing strenuous activities like fighting. Also, Shell can be expanded to encompass two people, though when the size of this barrier is increased, the user has to exert almost all the magic in the user's body to maintain it, virtually paralyzing them when doing so.
Name: Wind Barrier
Classification: Air Magic
Level: 2
Strengths: Much more effective the more wind is present. Self-generated wind. Can encompass more than one person.
Weaknesses: Physically draining. Cannot be used repeatedly.
Duration: 10-15 seconds.
Description: When activated, the user summons a dense barrier of hurricane wind around their body. This powerful barrier completely surrounds their body and only lasts about ten seconds; enough to defend against an explosion or most light to mid-level attacks. An example of this would be if someone attacked the user with a mid-level fire spell, they could activate their Wind Barrier to shield themselves from this attack for its duration.
Offensively, it can be used to push away those in close proximity to him. An example of this would be if somebody was grabbing the user's collar, they could activate their Wind Barrier and forcefully repel their attacker a good five feet.
Name: Concussion Fist
Classification: Air Magic
Level: 2
Strengths: Self-generated wind. Great for non-lethal hand-to-hand combat. Most effective against light-armor.
Weaknesses: Very short range. less effective against heavy armor.
Duration: 2 minutes.
Description: The user generates two focused hurricane-force windstorms around their fists, which cause concussive results when they assault something. The technique is non-lethal because the dense winds do not break, but simply push, pull and twist. It is the same as getting hit by a focused hurricane storm, not to mention the strength of the user behind the punch.
Name: Air Whip
Classification: Air Magic
Level: 2
Strengths: Great long-ranged combat. Can be used outside battle.
Weaknesses: Can be severed easily. Cannot be used in the absence of air/
Duration: 10 seconds.
Description: The user binds together wind and air to form a long,
tangible whip, which they can use to either wrap around objects or strike them. The whip can extend to twelve feet in length and cover a wide circumference, but can be severed by anything denser than the wind itself.
Name:
Classification:
Level:
Strengths:
Weaknesses:
Duration:
Description:
Name:
Classification:
Level:
Strengths:
Weaknesses:
Duration:
Description: