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    Swordplay Devastation Magic

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    King Elyx

    The Vanquisher


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    Completed Swordplay Devastation Magic

    Post by King Elyx 9th March 2015, 5:43 pm

    Magic

    Primary Magic: Swordplay Devastation Magic
    Secondary Magic: Currently None
    Caster or Holder: Caster
    Description: Swordplay Devastation Magic is based just on that, Swordplay. This allows the user to dedicate their magic spells and abilities to becoming a master Blade user and overall weapon user as well. They make themselves immune to the negative effects of magic, and even have their weapons nullify magic spells and abilities. It also gives the impression that the user can't use magic or projectiles, which is most certainly not the case. This magic specializes in both short and long distances, only a fool would believe this magic to be weak due to ignorance of range. They rely heavily on their blade though, which is why they are not too quick to lose them, and even have methods for getting the weapons back into their palms. This usually works with a one-handed blade, allowing the second hand to cast out Secondary Magic while attack with the first palm, and if creative enough, can mix them both to string extreme combos. Due to them relying on their physical abilities, this magic also enhances the users body and actions, making them stronger, faster, and much more aware. It keeps their senses sharp almost all the time, sleeping being the exception.

    Elyx plans to use one blade and master it, having it cut through magic and abilities with immense speed of his strikes. Faster than the wind, he plans to cut through mass and wind when he grows strong enough. With one blade, he plans to be physically and mentally stronger than the opponent, be aware enough and witty enough to beat any enemy, and be versatile enough to survive under any sort of pressure. He plans to lock down magic sets, and though it's impossible to completely shut down magic, he can reduce others magics to level the both of them into a melee battle, which he has the leverage in. He plans to beat them with high movement speed and attack power, so even if they do block, their defenses would be broken through.

    "You have relied on Magic for so long that you have forgotten what it means to actually fight..." -E.R

    Strengths:
    -This is not just a melee-based sort of magic, it is a versatile sort of magic. All of the speed allows them to reach any opponent, and there are projectile opportunities for the user, and not just throwing weapons. This set of magic masters all ranges in attacks.

    -This allows the user to be more aware and train all of their physical abilities to outrank their opponents physical abilities. This magic is based on lowering opponents magic abilities and forcing them to fight on a melee level, where this magic also enhances.

    -Heavily resistant to an enemy's magic, a variety of the spells designed to cut through opponents spells, abilities and negative effects. This is due to the fact that the user is heavily reliant on their physical strength, and they need to protect their body.


    Weaknesses:

    -Without a weapon, this becomes more of a melee based magic set with the body. Half the spells in this spell set would not serve useful, it is wise for the user to have a weapon in hand while using this magic. Otherwise, they cut their chances and options heavily.

    -This requires time to master, wildly swinging a blade for the first time will not get anyone anywhere. It could take days, weeks, possibly even a couple of months for this magic to be master completely.

    -This heavily uses up magic power, so some magic spells and abilities are dedicated to keeping up with the magic power. Even then though, it might drain faster than it can restore, this is called "Overlimit" and will heavily drain magic power quickly if Overlimit occurs.

    Lineage:

    Abilities:





    D Rank:

    C Rank:

    B Rank:

    A Rank:

    S Rank:


    Signature:


    Last edited by Elyx Reiaki on 16th March 2016, 3:49 pm; edited 46 times in total
    Thorn
    Thorn

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    Completed Re: Swordplay Devastation Magic

    Post by Thorn 10th March 2015, 12:35 pm

    Elyx Reiaki wrote:Magic

    Primary Magic: Wind Magic
    Secondary Magic: Currently None
    Caster or Holder: (What type of magic is it) you need to say if you are a caster or holder
    Description: Elyx uses Wind Magic that he can normally exert using his body, but instead uses his Violin. This Wind magic he identifies as "Lerale", since that is the word he must exclaim in order for the magic to function. Lerale Magic is designed to be balanced in attacking and defending, but it is only as strong as the user and must be controlled by a special instrument. (Elyx using his Violin in his case) Lerale magic is proven to be stronger than the magic of regular users, but not by much, and they tend to get out of control if the instrument is not played correctly. For example, if an offensive move is attempted but filed miserably, the magic will actually attack the castor.


    Elyx is what is known as a Lerale Magician, and his primary focus is to tire out his opponents before he can unleash his magic. To do this, he sets up heavy Wind Lerale Defenses like barriers to have his opponents unknowingly keep attacking while Elyx is reducing the damage being taken. He invests his Magic though for only moments in which he knows he can land a hit, or to avoid taking critical amounts of damage. Once his opponents uses heavy amounts of energy, Elyx will begin his assault on the already tired target(s) and uses repetitive gushes of winds to have objects fight for him as well as the wind, using the wind to carry those objects. In a weakened state, it doesn't take much to hurt someone, so these objects flying at high speeds could create some serious impact, eventually knocking out his opponents due to fatigue. Weapons and other lethal items can be carried in the wind too, same goes for elementals. However, everything has a limit, the current Wind being used can lift as much as a lamp.


    Strengths:
    -This is Wind, and Wind can easily be obtained since Wind is air. This means that there is just about no ending supply to Elyx's magic. However, in an area with no wind, his attacks can be weaker since there is no influence to the wind. Even then, he has his own ways of creating wind, for example creating intense spinning friction can slowly build up wind. As it is often said, it can take a Snowflake to cause an avalanche.

    -The fact that Elyx prefers not to user magic from his body, his Instrument can aim at it's targets provided he points his Violin at his targets or uses his mind to show the Wind where to go... this can go wrong. Whichever method is chosen depends on where Elyx sends his magic towards. If it is sent towards his mind, his mind controls the wind. If it is sent to the hands, his Violin controls it. Basically, he has more than one way to control his magic direction.

    -The Mystery behind the term "Lerale" is something Elyx doesn't know about. But there are certain things that anyone knows wind can take over. The main elements wind can overpower are Water and Fire. This magic allows Elyx to control those elements provided his Wind can get to them, the wind carrying the elements and him able to control them as if they were his own.


    Weaknesses:

    -Now... this is where a Lerale Magician can fall. Whenever they play music correctly, they can really put a hurt on their targets. And then... when they play incorrectly, their magic will work against them. For example, with an offensive skill, their attacks will aim for their users instead. If defensive, the move will lower the defenses of the user and the user will be slower.

    -Much power has been invested in their user, but their user will most certainly have to work for it. If they do as much to fail one 2 notes in a note, the attempt has failed, meaning it is almost impossible to perform correctly if you can't even play an instrument. Even musicians like Elyx can struggle when it comes to performing magic since the requirements are so strict.

    -Wind is weak against many things, Earth being it's main master. The Rival of wind would be Fire, due to the fact that Wind may be able to take out a fire, but it is able to fuel a fire as well. Elyx must be able to use his elements correctly, or have others overpower him if he isn't so careful.


    Lineage:

    Knight of Crossfire:

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
    Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.


    Unique Abilities:

    -Wind Lerale Boost: Whenever the user uses this magic, their speed is instantly increased and their sight around them is a lot better, so their wisdom is higher and attacks are much easier to see. Now, just because attacks are seen doesn't mean they will be avoided, but their damage can be reduced if not dodged at all. can you say how much of an incress this gives you in % and when you say using this magic do you mean when a spell is used it acctivates or is it a side effect of this magic?

    -Lerale Eye: When a Lerale spell is used, the user has the ability to see which parts of their elements are the weak points and quickly take care of them before they are taken out. This effect only applies to Lerale spells and only Lerale Spells. not shore what your going for here can you try to describe a little more please

    -Wind Recovery: Whenever the user is knocked into the air, they have the ability to spin back upright, but the knockback force is applied. This force can successfully be negated if enough Wind energy is invested to completely stop the force. From this point though, they will fall to the ground. Hopefully the area they were stopped in wasn't too high. This force can successfully be negated if enough Wind energy is invested to completely stop the force can you tell me what this means




    Spells:


    Name: Wind Lerale Barrier of Reflections
    Rank: D
    Type: Wind, Defensive
    Duration: Up to 2 Turn
    Cooldown: 3 Turns
    Description: When a user plays a Classical piece, they can perform this spell. The user must play the song and keep playing for the one turn the barrier is up, once they stop playing the barrier is gone, and they can't change the song to perform another move at the same time, doing so will nullify the barrier. This barrier is a small dome in the shape of an invisible box, allowing targets to clearly see the user, but not be able to use ELEMENTAL spells to get to the user unless the spell is strong enough to do so. Physical attacks are rather reckless since the wind will be moving at an intense 45 MPH speed, one capable of creating a hurricane if not controlled, and the wind can throw away weapons rather easily if any got caught inside. please class how much damage this can take before failing
    Strengths:

    -This barrier is rather strong for elemental attacks, the elemental attacks that can't get through the barrier are either nullified or deflected towards a different direction. Elemental attacks won't be getting through for a while.

    -The barrier is made of wind, so as it continues, it can strengthen for the longer it carries out. This barrier can pull out more air from around it to make is faster for the one turn that it is active around the user. Basically, the barrier gets stronger as it continues.how much stronger can it get?

    -When the barrier is lifted, the dispersed wind can be quickly used for the next spell, increasing that spells attack/defense tremendously and causing even more destruction to the users target(s). The wind won't suddenly stop, but it will spread, so not all of it will be caught to be used, but about half of it can be reused for the next attack. how much dose it incress the next spell by?

    Weaknesses:

    -Elemental attacks that are strong enough can get inside, and if the user is hit, they will mess it. It's guaranteed. If they mess up, the barrier is nullified and the element is still trapped in with the user, meaning the user will have to take more than one hit until the barrier is completely lifted from the scene.

    -This is a barrier, and since this is a barrier, it is designed to make sure nothing goes in or out (which it still can) so the user on the inside doesn't get harmed. But then what happens if the playing goes wrong? It's one thing to stop playing due to a hit, but to mess up, the Barrier will collapse onto the user, and that isn't going to end too well.

    -With the fact that this is wind, there are elements that can still be used to attack the user from inside of the dome. This means that the user is exposed to all of the elements inside of the dome, like the ground he is standing on for example, which is considered to be Earth. Not only is it inside, but it is the greatest enemy to Wind.


    one more weakness please

    ********

    Name: Wind Lerale Stream of Quintus
    Rank: D
    Type: Wind, Offenseive
    Duration: Up to 3 Turn
    Cooldown: 4 Turns

    Description: This is a spell that is designed for those who successfully play Quintus by Larry Clark. A Wind chain will be summoned to act under the control of the user, in which it is designed to attack and defend. This chain can pick up objects with the heavily spinning amount of wind, it can block light physical and elemental attacks, it can even be used as a weapon itself. It is like a giant amount of wind coming to life, and the user can guide it to do as they intend. This chain is light shaped like a loose string except a lot more resistance to attacks.  This is basically using wind like a puppet to do the work of the user.

    Strengths:

    -A giant gush of wind being controlled like a puppet, this is expects to be hard to see and even harder to dodge due to the fact that this is wind. Since this is wind, it is rather hard to see attacks coming from this trick since it isn't a devastating storm-like amount of wind, but it is still enough to hurt. Simply, this Wind is hard to predict.

    -Due to the fact that this Wind is controlled, the user is allowed to use it in any way they would like. They aren't forced to use this move as an offensive attack, it is theirs to control and theirs to use at their free will.

    -This chain is carried out by wind, and there is plenty of air around them. The user can add onto their chain using the air around them. This move could become lethal if given enough time to invest that much air into this technique. This wind could speed up easily if not stopped at all.


    Weaknesses:

    -Like the first strength, there is also one weakness to this as well. The user can't see the wind too clearly either, so this will be hard for the user to see, in fact, it would be even ore likely for the attack to miss than to be dodged since there probably won't be anything to dodge in the first place.

    -If this wind were to hit an object that i can't lift, it will probably be split into pieces and you can no longer control the chain since it is broken. The cooldown will remain the same, so be careful with the aiming.

    -This is Wind, and for being Rank D, it is expected that there will be attacks that can break through it easily. Both Physical and elemental. This wind can blocks attack, but only to a certain point before the wind breaks and cancels out.
    one more weakness please

    *********

    Name: Wind Lerale Boost: Chidori's Keep
    Rank: D
    Type: Wind, Supportive
    Duration: 2 turns
    Cooldown: 3 turns

    Description: For this move, the song Artemis Rising by Jeffery Bishop must be played, only one small part of the users choosing. If all the items disappear, this procedure has been successfully finished and the transformation will be done. This transformation resembles a requip, except it doesn't enhance the users items, but their abilities instead. The user will obtain a pair of wings made of light, giving them flight and much more speed. Their awareness will also increase and their abilities to adapt increase as well. However, no other spells can be used, and the user doesn't gain any weapons or armor. Their eyes will become light green and their clothing will be a white shirt covered with a white sleeved jacket and blue jeans. The transformation looks plain, but the difference in combat is clear. This transformation however forces you to fight with your body and only your body. Once this blows over, the items will return onto the users body and their transformation will be normal again.


    Strengths:

    -When the transformation occurs, all the Lerale instrument will be put into the user. This allows the user to mix their energy with that of the instrument to create a better more dominant fighter. This means that the user will have their abilities to fight increased decently.

    -The fact that their items disappear, there is nothing more for the user to focus on, just keeping their bodies from taking any hits. Before, it would be all their items they had to protect their instrument especially, but now they have no need to worry about any valuable items, so all focus will be put on their target.

    -The ability of flight, now this is a huge advantage for the user. With their speed already increased, if they can mix it with flight, they can have battles from the ground or the skies. This will make things a lot tougher for ground fighters since they would be picked at from above with low amounts of defenses to help them.

    Weaknesses:

    -Well, all of their items except for their clothing will disappear, so they will be fighting with unfamiliar combat systems. Some may not be used to fighting with their fists, and it is expected not many people know how to fly the first time they use their wings. They are on new territory when they use this ability, so they could end up hurting themselves by not using this new power correctly.

    -Nope, no weapons will be given to them. They are either forced to fight with their bare hands, or find some other weapon that wasn't their own. It is highly unlikely to find one that hasn't already been picked up, so there will probably be no items for the user to fight with. In addition to this, any items they carried will no longer be there until the formation wears off, so no healing or enhancing items will be carried out. Familiar pets sure, they will stay, but other than that, there will be no exceptions to this rule.

    -No spells can be used with this ability. The elements in the users body will be nullified, forcing the user to only fight with their body. This could be difficult since many wizards are used to using magic for combat, so for it to be taken away would be rather difficult. The magic energy is concealed in them, and will not be released until the formation is done.
    one more weakness]
    ***********

    Name: Wind Lerale Execution Bomb
    Rank: D
    Type: Wind, Offensive
    Duration: 1 Turn
    Cooldown: 3 Turns

    Description: This move can be done to shift the tides of Earth users. The user must play A piece of Phantom of the Opera in order to carry this attack out. A ball of wind will be shot, and after 2 seconds of release, the ball will explode and  huge amounts of gale will be sent flying everything within 10 meters of distance, pushing anyone except the user back  a good distance. Often used for escape, but it doesn't do any actual harm unless the impact of whatever the target hits is dangerous, but the wind isn't isn't harmful, but it gives huge knockback. how far do you push people back.

    Strengths:

    -For a D ranking spell, for this to push anyone back so far, that is amazing. This technique is designed to push back opponents away from the user so the user can escape, but it all depends on the situation. The fact that the knockback is far is amazing in it's own rights.

    -Considering the fact that the ball of wind looks small, it has the element of surprise. It even goes off after two seconds, which adds onto that surprise as well. No one would expect such a tiny thing to do any harm, and it doesn't harm. It just heavily pushes back fighters from the user.

    -The users themselves will be overlooked by the explosion, they will feel the wind, but they won't get carried away by it. This gives them a chance to run while no one is around them since the explosion of wind occured. The user won't be affected by the explosion is what I am saying.


    Weaknesses:

    -This explosion is rather quick since this is wind. Since this is the case, it will only be one knockback, but that is all. The wind used can't be used to perform other attacks since the wind will return back to being normal air.

    -It takes time to make this bomb, (1 post to charge), and more often than not, their opponents will attack them anyways. May this happen, the user is forced to just run without counterattacking so they can continue this technique. The chances of dodging are highly unlikely due to the fact that you are probably trying to run away from someone who is much stronger that you, and that could ruin the whole process altogether.

    -May the technique fail due to wrong notes being played or the playing being stopped, there will be an explosion of wind that will knock back the user and only the user of the failed attempt in creating the bomb. This could make escape even LESS likely to happen.
    [/color]


    _____________________________________________________________________________________

    Swordplay Devastation Magic S6Eaz9K
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    King Elyx

    The Vanquisher


    The Vanquisher

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 10th March 2015, 1:10 pm

    There we go. The following comments have been fixed.
    Thorn
    Thorn

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Veteran Level 1- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- 1 Year Anniversary- Player 
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    First Skill:
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    Third Skill:

    Completed Re: Swordplay Devastation Magic

    Post by Thorn 10th March 2015, 1:42 pm

    Elyx Reiaki wrote:Magic

    Primary Magic: Wind Magic
    Secondary Magic: Currently None
    Caster or Holder: Holder
    Description: Elyx uses Wind Magic that he can normally exert using his body, but instead uses his Violin. This Wind magic he identifies as "Lerale", since that is the word he must exclaim in order for the magic to function. Lerale Magic is designed to be balanced in attacking and defending, but it is only as strong as the user and must be controlled by a special instrument. (Elyx using his Violin in his case) Lerale magic is proven to be stronger than the magic of regular users, but not by much, and they tend to get out of control if the instrument is not played correctly. For example, if an offensive move is attempted but filed miserably, the magic will actually attack the castor.


    Elyx is what is known as a Lerale Magician, and his primary focus is to tire out his opponents before he can unleash his magic. To do this, he sets up heavy Wind Lerale Defenses like barriers to have his opponents unknowingly keep attacking while Elyx is reducing the damage being taken. He invests his Magic though for only moments in which he knows he can land a hit, or to avoid taking critical amounts of damage. Once his opponents uses heavy amounts of energy, Elyx will begin his assault on the already tired target(s) and uses repetitive gushes of winds to have objects fight for him as well as the wind, using the wind to carry those objects. In a weakened state, it doesn't take much to hurt someone, so these objects flying at high speeds could create some serious impact, eventually knocking out his opponents due to fatigue. Weapons and other lethal items can be carried in the wind too, same goes for elementals. However, everything has a limit, the current Wind being used can lift as much as a lamp.


    Strengths:
    -This is Wind, and Wind can easily be obtained since Wind is air. This means that there is just about no ending supply to Elyx's magic. However, in an area with no wind, his attacks can be weaker since there is no influence to the wind. Even then, he has his own ways of creating wind, for example creating intense spinning friction can slowly build up wind. As it is often said, it can take a Snowflake to cause an avalanche.

    -The fact that Elyx prefers not to user magic from his body, his Instrument can aim at it's targets provided he points his Violin at his targets or uses his mind to show the Wind where to go... this can go wrong. Whichever method is chosen depends on where Elyx sends his magic towards. If it is sent towards his mind, his mind controls the wind. If it is sent to the hands, his Violin controls it. Basically, he has more than one way to control his magic direction.

    -The Mystery behind the term "Lerale" is something Elyx doesn't know about. But there are certain things that anyone knows wind can take over. The main elements wind can overpower are Water and Fire. This magic allows Elyx to control those elements provided his Wind can get to them, the wind carrying the elements and him able to control them as if they were his own.


    Weaknesses:

    -Now... this is where a Lerale Magician can fall. Whenever they play music correctly, they can really put a hurt on their targets. And then... when they play incorrectly, their magic will work against them. For example, with an offensive skill, their attacks will aim for their users instead. If defensive, the move will lower the defenses of the user and the user will be slower.

    -Much power has been invested in their user, but their user will most certainly have to work for it. If they do as much to fail one 2 notes in a note, the attempt has failed, meaning it is almost impossible to perform correctly if you can't even play an instrument. Even musicians like Elyx can struggle when it comes to performing magic since the requirements are so strict.

    -Wind is weak against many things, Earth being it's main master. The Rival of wind would be Fire, due to the fact that Wind may be able to take out a fire, but it is able to fuel a fire as well. Elyx must be able to use his elements correctly, or have others overpower him if he isn't so careful.


    Lineage:

    Knight of Crossfire:

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
    Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.


    Unique Abilities:

    -Wind Lerale Boost: Whenever the user uses this magic, their speed is instantly increased and their sight around them is a lot better, so their wisdom is higher and attacks are much easier to see. Now, just because attacks are seen doesn't mean they will be avoided, but their damage can be reduced if not dodged at all.
    can you say how much of an incress this gives you in % and when you say using this magic do you mean when a spell is used it activates or is it a side effect of this magic?

    -Lerale Eye: When a Lerale spell is used, the user has the ability to see which parts of their elements are the weak points and quickly take care of them before they are taken out. This effect only applies to Lerale spells and only Lerale Spells. Every element has an area in which it is weakest against. This ability will mark the weakest part of the element being used. Lets say a giant barrier of wind is made, a small part of the barrier will be marked in red, showing the user where the weakest part of the barrier is located. Only the user can see the marker.

    -Wind Recovery: Whenever the user is knocked into the air, they have the ability to spin back upright, but the knockback force is applied. This force can successfully be negated if enough Wind energy is invested to completely stop the force. From this point though, they will fall to the ground. Hopefully the area they were stopped in wasn't too high. A lot of magic will be needed to do this since it would take a lot of wind to force your body to stop and spin upright. The amount of magic it would take to use this would probably be more that can be spared since it is equivalent to the cost of a spell that is rank B.



    Spells:


    Name: Wind Lerale Barrier of Reflections
    Rank: D
    Type: Wind, Defensive
    Duration: Up to 2 Turn
    Cooldown: 3 Turns
    Description: When a user plays a Classical piece, they can perform this spell. The user must play the song and keep playing for the one turn the barrier is up, once they stop playing the barrier is gone, and they can't change the song to perform another move at the same time, doing so will nullify the barrier. This barrier is a small dome in the shape of an invisible box, allowing targets to clearly see the user, but not be able to use ELEMENTAL spells to get to the user unless the spell is strong enough to do so. Physical attacks are rather reckless since the wind will be moving at an intense 45 MPH speed, one capable of creating a hurricane if not controlled, and the wind can throw away weapons rather easily if any got caught inside. Now for the breaking point, a rank B or higher spell will break through this barrier without a problem, a Rank C spell can damage the barrier by slowing down the barrier, and a Rank D attack is destined to fail unless proven otherwise. (For example an Earth attack)


    Strengths:

    -This barrier is rather strong for elemental attacks, the elemental attacks that can't get through the barrier are either nullified or deflected towards a different direction. Elemental attacks won't be getting through for a while.

    -The barrier is made of wind, so as it continues, it can strengthen for the longer it carries out. This barrier can pull out more air from around it to make is faster for the one turn that it is active around the user. Basically, the barrier gets stronger as it continues. This barrier will last for two turns, for the first turn it spin at regular speed. Since it pulls from the air around it, for the second turn, the barrier will be able to block rank C attacks unless proven otherwise. unfortunatly A D rank can not block a C rank fully the max I have seen is 25%

    -When the barrier is lifted, the dispersed wind can be quickly used for the next spell, increasing that spells attack/defense tremendously and causing even more destruction to the users target(s). The wind won't suddenly stop, but it will spread, so not all of it will be caught to be used, but about half of it can be reused for the next attack. The next attack will act as if they were almost as strong as a Rank C attack, but this will require more magic, so it could drain magic from the user easily. unfortunately this is to strong I would except 50% in-cress for one turn then the spell goes back to normal if it lasts longer

    Weaknesses:

    -Elemental attacks that are strong enough can get inside, and if the user is hit, they will mess it. It's guaranteed. If they mess up, the barrier is nullified and the element is still trapped in with the user, meaning the user will have to take more than one hit until the barrier is completely lifted from the scene.

    -This is a barrier, and since this is a barrier, it is designed to make sure nothing goes in or out (which it still can) so the user on the inside doesn't get harmed. But then what happens if the playing goes wrong? It's one thing to stop playing due to a hit, but to mess up, the Barrier will collapse onto the user, and that isn't going to end too well.

    -With the fact that this is wind, there are elements that can still be used to attack the user from inside of the dome. This means that the user is exposed to all of the elements inside of the dome, like the ground he is standing on for example, which is considered to be Earth. Not only is it inside, but it is the greatest enemy to Wind.


    -While the user is in the barrier, if an attack hit the barrier, the user can't move from their current place. This means even if the barrier is broken through, the user is forced to remain stationary until the hit is taken.

    ********

    Name: Wind Lerale Stream of Quintus
    Rank: D
    Type: Wind, Offenseive
    Duration: Up to 3 Turn
    Cooldown: 4 Turns

    Description: This is a spell that is designed for those who successfully play Quintus by Larry Clark. A Wind chain will be summoned to act under the control of the user, in which it is designed to attack and defend. This chain can pick up objects with the heavily spinning amount of wind, it can block light physical and elemental attacks, it can even be used as a weapon itself. It is like a giant amount of wind coming to life, and the user can guide it to do as they intend. This chain is light shaped like a loose string except a lot more resistance to attacks.  This is basically using wind like a puppet to do the work of the user.

    Strengths:

    -A giant gush of wind being controlled like a puppet, this is expects to be hard to see and even harder to dodge due to the fact that this is wind. Since this is wind, it is rather hard to see attacks coming from this trick since it isn't a devastating storm-like amount of wind, but it is still enough to hurt. Simply, this Wind is hard to predict.

    -Due to the fact that this Wind is controlled, the user is allowed to use it in any way they would like. They aren't forced to use this move as an offensive attack, it is theirs to control and theirs to use at their free will.

    -This chain is carried out by wind, and there is plenty of air around them. The user can add onto their chain using the air around them. This move could become lethal if given enough time to invest that much air into this technique. This wind could speed up easily if not stopped at all.


    Weaknesses:

    -Like the first strength, there is also one weakness to this as well. The user can't see the wind too clearly either, so this will be hard for the user to see, in fact, it would be even ore likely for the attack to miss than to be dodged since there probably won't be anything to dodge in the first place.

    -If this wind were to hit an object that i can't lift, it will probably be split into pieces and you can no longer control the chain since it is broken. The cooldown will remain the same, so be careful with the aiming.

    -This is Wind, and for being Rank D, it is expected that there will be attacks that can break through it easily. Both Physical and elemental. This wind can blocks attack, but only to a certain point before the wind breaks and cancels out.

    -If another wind stronger than this one, the user of the chain will lose all control of the chain of wind. This is because the chain of wind would be cancelled out by the stronger with. Something like a storm or a hurricane can stop this chain.
    *********

    Name: Wind Lerale Boost: Chidori's Keep
    Rank: D
    Type: Wind, Supportive
    Duration: 2 turns
    Cooldown: 3 turns

    Description: For this move, the song Artemis Rising by Jeffery Bishop must be played, only one small part of the users choosing. If all the items disappear, this procedure has been successfully finished and the transformation will be done. This transformation resembles a requip, except it doesn't enhance the users items, but their abilities instead. The user will obtain a pair of wings made of light, giving them flight and much more speed. Their awareness will also increase and their abilities to adapt increase as well. However, no other spells can be used, and the user doesn't gain any weapons or armor. Their eyes will become light green and their clothing will be a white shirt covered with a white sleeved jacket and blue jeans. The transformation looks plain, but the difference in combat is clear. This transformation however forces you to fight with your body and only your body. Once this blows over, the items will return onto the users body and their transformation will be normal again.


    Strengths:

    -When the transformation occurs, all the Lerale instrument will be put into the user. This allows the user to mix their energy with that of the instrument to create a better more dominant fighter. This means that the user will have their abilities to fight increased decently.

    -The fact that their items disappear, there is nothing more for the user to focus on, just keeping their bodies from taking any hits. Before, it would be all their items they had to protect their instrument especially, but now they have no need to worry about any valuable items, so all focus will be put on their target.

    -The ability of flight, now this is a huge advantage for the user. With their speed already increased, if they can mix it with flight, they can have battles from the ground or the skies. This will make things a lot tougher for ground fighters since they would be picked at from above with low amounts of defenses to help them.

    Weaknesses:

    -Well, all of their items except for their clothing will disappear, so they will be fighting with unfamiliar combat systems. Some may not be used to fighting with their fists, and it is expected not many people know how to fly the first time they use their wings. They are on new territory when they use this ability, so they could end up hurting themselves by not using this new power correctly.

    -Nope, no weapons will be given to them. They are either forced to fight with their bare hands, or find some other weapon that wasn't their own. It is highly unlikely to find one that hasn't already been picked up, so there will probably be no items for the user to fight with. In addition to this, any items they carried will no longer be there until the formation wears off, so no healing or enhancing items will be carried out. Familiar pets sure, they will stay, but other than that, there will be no exceptions to this rule.

    -No spells can be used with this ability. The elements in the users body will be nullified, forcing the user to only fight with their body. This could be difficult since many wizards are used to using magic for combat, so for it to be taken away would be rather difficult. The magic energy is concealed in them, and will not be released until the formation is done.

    -After this transformation, they will actually feel fatigue and the need to sleep, their energy being drained. This move is designed to be a fight finisher, so it will put all of the users energy into this transformation. This being said, if the fight isn't finished, the user will either carry out the battle while sleepy, or end up being knocked out.

    ***********

    Name: Wind Lerale Execution Bomb
    Rank: D
    Type: Wind, Offensive
    Duration: 1 Turn
    Cooldown: 3 Turns

    Description: This move can be done to shift the tides of Earth users. The user must play A piece of Phantom of the Opera in order to carry this attack out. A ball of wind will be shot, and after 2 seconds of release, the ball will explode and  huge amounts of gale will be sent flying everything within 10 meters of distance, pushing anyone except the user back  a good distance. Often used for escape, but it doesn't do any actual harm unless the impact of whatever the target hits is dangerous, but the wind isn't isn't harmful, but it gives huge knockback.how far dose this push people back

    Strengths:

    -For a D ranking spell, for this to push anyone back so far, that is amazing. This technique is designed to push back opponents away from the user so the user can escape, but it all depends on the situation. The fact that the knockback is far is amazing in it's own rights.

    -Considering the fact that the ball of wind looks small, it has the element of surprise. It even goes off after two seconds, which adds onto that surprise as well. No one would expect such a tiny thing to do any harm, and it doesn't harm. It just heavily pushes back fighters from the user.

    -The users themselves will be overlooked by the explosion, they will feel the wind, but they won't get carried away by it. This gives them a chance to run while no one is around them since the explosion of wind occured. The user won't be affected by the explosion is what I am saying.


    Weaknesses:

    -This explosion is rather quick since this is wind. Since this is the case, it will only be one knockback, but that is all. The wind used can't be used to perform other attacks since the wind will return back to being normal air.

    -It takes time to make this bomb, (1 post to charge), and more often than not, their opponents will attack them anyways. May this happen, the user is forced to just run without counterattacking so they can continue this technique. The chances of dodging are highly unlikely due to the fact that you are probably trying to run away from someone who is much stronger that you, and that could ruin the whole process altogether.

    -May the technique fail due to wrong notes being played or the playing being stopped, there will be an explosion of wind that will knock back the user and only the user of the failed attempt in creating the bomb. This could make escape even LESS likely to happen.

    -If an object were to hit the bomb before it explodes on it's own, ANYTHING including the user will be knocked back by the explosion. The user would be unconfirmed, so everyone cauaght in the explosion will be knocked back, and the plan of escape will probably be foiled.


    _____________________________________________________________________________________

    Swordplay Devastation Magic S6Eaz9K
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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 10th March 2015, 2:00 pm

    The following comments have been acknowledged and fixed. Thank you.
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    Completed Re: Swordplay Devastation Magic

    Post by Thorn 10th March 2015, 2:25 pm

    Approved


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 18th March 2015, 3:47 pm

    C Rank Spells added
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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 20th March 2015, 12:36 pm

    Merp, C Ranks added and signature spell
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    Completed Re: Swordplay Devastation Magic

    Post by Natalia Wolf 21st March 2015, 3:24 pm

    Hello I will be handling your magic today, anything in this color should be taken into strong consideration.
    Elyx Reiaki wrote:
    C Rank:


    Signature:


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 21st March 2015, 4:15 pm

    Signature move removed, Spell 3 replaced. Other than this, the following listed have been acknowledged and fixed.
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    Completed Re: Swordplay Devastation Magic

    Post by Natalia Wolf 21st March 2015, 4:43 pm

    Elyx Reiaki wrote:
    C Rank:




    Last edited by Natalia Wolf on 21st March 2015, 5:16 pm; edited 2 times in total


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 21st March 2015, 4:44 pm

    Reduced by 5%
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    Completed Re: Swordplay Devastation Magic

    Post by Natalia Wolf 21st March 2015, 5:41 pm

    Elyx Reiaki wrote:


    Name: Wind Lerale Swift Paws
    Rank: C
    Type: Support, Wind
    Duration: Three turns
    Cooldown: Four turns

    Description: The user must play a small portion of the piece, "The Code" by Alan Lee Silva in order for this spell to take action. This transforms the user into a human-cat like beast known as a Neko. The users items all disappear, and their looks will change as well. Their clothing will be a Green short-sleeved tight shirt with Blue jeans at the bottom. The user will have light brown cat ears and a cat-like tail as well. Their eyes will be light green as well and their cheeks will have cat whiskers as well. The users speed will heavily increase to 150% of their average speed, their plan being able to overwhelm their targets with the speed of the users attacks. As for personality of a Neko, it will make them a lot more playful in combat rather than so serious. They could lower the guards of their opponents with their cuteness, giving them the element of surprise. There is a bit of confusion when you use 150% speed instead of saying is increased by 50%, this is just how I'm used to understanding percentages and I know a couple of other mods who are also used to this format, so I would like to request you change how you explain the speed boost. Also after much consideration and discussion it was decided that due to the fact that you sacrifice even your own magic that you may double the speed buff.

    Strengths:
    -Their speed will increase tremendously, making it really hard for their enemies to expect them coming and dodge them at the same time. This makes a Neko not only fun, but a lethal beast as well with their overwhelming speed.

    -Everyone loves a Neko for their playful and loving manner. The users personality will be no different, their personalities are no different that that of a Neko. This is a good thing due to the fact that they are very charismatic and easy to love. They can be some of the best manipulators as well with their personality.

    -Wind magic is invested in this transformation, any hit they land will inflict a little bit more damage than usual due to the fact that wind will boost the speed of the uses body parts, legs, arms, any sort of offensive body part.



    Weaknesses:

    -Their items will disappear while in this form, and no weapons will be given to the user. They must fight physical battles. The user can't uses other spells while a Neko. There is no way to escape this unless you wait the transformation off.

    -They tend to act like cats, so they obtain the same sorts of tastes as cats. For example, cravings for fish, fear of water, and a loose-thinking mentality. Nekos can attract with their playfulness and cuteness, but repel with regular cat claws like instincts to scratch and the desire to be petted.

    -Temptation always drives a Neko nuts, whenever it is for food or simply someone offering to pet them, they will always take the bait, even if they know they are about to be lured in a trap. Some, if strong-willed, might be able to think before they act, but in most cases, that won't happen and they will fall for the trap.

    -Physically, their abilities to fight rely on physical battles alone, and they will attack whatever they are standing in front of without really thinking too much of it. It doesn't matter if it is an elemental attack or not, they will leap into battle at just about anytime, regardless of their chances.




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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 21st March 2015, 5:54 pm

    The percentage in main description has been edited
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    Completed Re: Swordplay Devastation Magic

    Post by Natalia Wolf 21st March 2015, 5:55 pm

    Swordplay Devastation Magic Nat1_by_ravenart5-d8m6e1z


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 16th April 2015, 6:25 pm

    Aye y Bump!
    Yvonne
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    Completed Re: Swordplay Devastation Magic

    Post by Yvonne 30th April 2015, 11:31 pm

    I'll be taking this app. I'll post what needs to be changed in here today!


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    Swordplay Devastation Magic QoRmBvD
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    Completed Re: Swordplay Devastation Magic

    Post by Yvonne 1st May 2015, 1:08 am

    Elyx Reiaki wrote:Magic

    Primary Magic: Wind Magic
    Secondary Magic: Currently None
    Caster or Holder: Holder
    Description: Elyx uses Wind Magic that he can normally exert using his body, but instead uses his Violin. This Wind magic he identifies as "Lerale", since that is the word he must exclaim in order for the magic to function. Lerale Magic is designed to be balanced in attacking and defending, but it is only as strong as the user and must be controlled by a special instrument. (Elyx using his Violin in his case) Lerale magic is proven to be stronger than the magic of regular users, but not by much, and they tend to get out of control if the instrument is not played correctly. For example, if an offensive move is attempted but filed miserably, the magic will actually attack the castor.


    Elyx is what is known as a Lerale Magician, and his primary focus is to tire out his opponents before he can unleash his magic. To do this, he sets up heavy Wind Lerale Defenses like barriers to have his opponents unknowingly keep attacking while Elyx is reducing the damage being taken. He invests his Magic though for only moments in which he knows he can land a hit, or to avoid taking critical amounts of damage. Once his opponents uses heavy amounts of energy, Elyx will begin his assault on the already tired target(s) and uses repetitive gushes of winds to have objects fight for him as well as the wind, using the wind to carry those objects. In a weakened state, it doesn't take much to hurt someone, so these objects flying at high speeds could create some serious impact, eventually knocking out his opponents due to fatigue. Weapons and other lethal items can be carried in the wind too, same goes for elementals. However, everything has a limit, the current Wind being used can lift as much as a lamp.


    Strengths:
    -This is Wind, and Wind can easily be obtained since Wind is air. This means that there is just about no ending supply to Elyx's magic. However, in an area with no wind, his attacks can be weaker since there is no influence to the wind. Even then, he has his own ways of creating wind, for example creating intense spinning friction can slowly build up wind. As it is often said, it can take a Snowflake to cause an avalanche.

    -The fact that Elyx prefers not to user magic from his body, his Instrument can aim at it's targets provided he points his Violin at his targets or uses his mind to show the Wind where to go... this can go wrong. Whichever method is chosen depends on where Elyx sends his magic towards. If it is sent towards his mind, his mind controls the wind. If it is sent to the hands, his Violin controls it. Basically, he has more than one way to control his magic direction.

    -The Mystery behind the term "Lerale" is something Elyx doesn't know about. But there are certain things that anyone knows wind can take over. The main elements wind can overpower are Water and Fire. This magic allows Elyx to control those elements provided his Wind can get to them, the wind carrying the elements and him able to control them as if they were his own.


    Weaknesses:

    -Now... this is where a Lerale Magician can fall. Whenever they play music correctly, they can really put a hurt on their targets. And then... when they play incorrectly, their magic will work against them. For example, with an offensive skill, their attacks will aim for their users instead. If defensive, the move will lower the defenses of the user and the user will be slower.

    -Much power has been invested in their user, but their user will most certainly have to work for it. If they do as much to fail one 2 notes in a note, the attempt has failed, meaning it is almost impossible to perform correctly if you can't even play an instrument. Even musicians like Elyx can struggle when it comes to performing magic since the requirements are so strict.

    -Wind is weak against many things, Earth being it's main master. The Rival of wind would be Fire, due to the fact that Wind may be able to take out a fire, but it is able to fuel a fire as well. Elyx must be able to use his elements correctly, or have others overpower him if he isn't so careful.


    Lineage:

    Knight of Crossfire:

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
    Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.


    Unique Abilities:

    -Wind Lerale Boost: Whenever the user uses this magic, their speed is instantly increased and their sight around them is a lot better, so their wisdom is higher and attacks are much easier to see. Now, just because attacks are seen doesn't mean they will be avoided, but their damage can be reduced if not dodged at all. Due to the fact that this is a passive effect, the speed and awareness are increased by 15%, making them 15% faster and more aware than the average human.

    -Lerale Eye: When a Lerale spell is used, the user has the ability to see which parts of their elements are the weak points and quickly take care of them before they are taken out. This effect only applies to Lerale spells and only Lerale Spells. Every element has an area in which it is weakest against. This ability will mark the weakest part of the element being used. Lets say a giant barrier of wind is made, a small part of the barrier will be marked in red, showing the user where the weakest part of the barrier is located. Only the user can see the marker.

    -Wind Recovery: Whenever the user is knocked into the air, they have the ability to spin back upright, but the knockback force is applied. This force can successfully be negated if enough Wind energy is invested to completely stop the force. From this point though, they will fall to the ground. Hopefully the area they were stopped in wasn't too high. A lot of magic will be needed to do this since it would take a lot of wind to force your body to stop and spin upright. The amount of magic it would take to use this would probably be more that can be spared since it is equivalent to the cost of a spell that is rank B.



    -Wind Lerale Extended Reach: If there is a mage that sees the user from behind or anywhere out of his eyesight, the user gains 25% Awareness and 15% Speed. 



    D Rank:




    C Rank:







    B Rank:

    Alright. A lot of things felt all over the place. I'm wondering how you are able to block elemental spells while using, basically, wind magic. I took it as a magic concept thing but I need you to specify which elements you get this resistance to.


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 2nd May 2015, 10:57 am

    -Any edits made by this have been put in Italics. (In which I will take out later on)
    -I have changed Wind Lerale Boost: Chirdori's Keep, no matter how anyone sees it, the spell is broken for rank D.
    -Under the explanation for Wind Lerale Magic, there is a section known as comparisons. This should explain the results of what would happen when equal forced wind and other elements fight.

    Other than that *Pokes the bump* ^^
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    Completed Re: Swordplay Devastation Magic

    Post by Yvonne 5th May 2015, 12:18 am

    Elyx Reiaki wrote:Magic

    Primary Magic: Wind Lerale Control Magic
    Secondary Magic: Currently None
    Caster or Holder: Holder
    Description: Elyx uses Wind Magic that he can normally exert using his body, but instead uses his Violin. This Wind magic he identifies as "Lerale", since that is the word he must exclaim in order for the magic to function. Lerale Magic is designed to be balanced in attacking and defending, but it is only as strong as the user and must be controlled by a special instrument. (Elyx using his Violin in his case) Lerale magic is proven to be stronger than the magic of regular users, but not by much, and they tend to get out of control if the instrument is not played correctly. For example, if an offensive move is attempted but filed miserably, the magic will actually attack the castor.


    Elyx is what is known as a Lerale Magician, and his primary focus is to tire out his opponents before he can unleash his magic. To do this, he sets up heavy Wind Lerale Defenses like barriers to have his opponents unknowingly keep attacking while Elyx is reducing the damage being taken. He invests his Magic though for only moments in which he knows he can land a hit, or to avoid taking critical amounts of damage. Once his opponents uses heavy amounts of energy, Elyx will begin his assault on the already tired target(s) and uses repetitive gushes of winds to have objects fight for him as well as the wind, using the wind to carry those objects. In a weakened state, it doesn't take much to hurt someone, so these objects flying at high speeds could create some serious impact, eventually knocking out his opponents due to fatigue. Weapons and other lethal items can be carried in the wind too, same goes for elementals. However, everything has a limit, the current Wind being used can lift as much as a lamp.

    Comparisons:
    If the elements were attacking each other with the same amount of force:
    -Wind vs Wind: They both cancel out
    -Wind vs Earth: The Earth is solid, the strongest form of the three matters, Earth would cancel out wind upon contact
    -Wind vs Water: Water would get carried away by the wind, instantly allowing the wind to control water.
    -Wind vs Fire: This can go either of two ways, wind can either put out the fire if it is flowing correctly. But if incorrectly flowing, it might cause the fire to spread.

    Strengths:
    -This is Wind, and Wind can easily be obtained since Wind is air. This means that there is just about no ending supply to Elyx's magic. However, in an area with no wind, his attacks can be weaker since there is no influence to the wind. Even then, he has his own ways of creating wind, for example creating intense spinning friction can slowly build up wind. As it is often said, it can take a Snowflake to cause an avalanche.

    -The fact that Elyx prefers not to user magic from his body, his Instrument can aim at it's targets provided he points his Violin at his targets or uses his mind to show the Wind where to go... this can go wrong. Whichever method is chosen depends on where Elyx sends his magic towards. If it is sent towards his mind, his mind controls the wind. If it is sent to the hands, his Violin controls it. Basically, he has more than one way to control his magic direction.

    -The Mystery behind the term "Lerale" is something Elyx doesn't know about. But there are certain things that anyone knows wind can take over. The main elements wind can overpower are Water and Fire. This magic allows Elyx to control those elements provided his Wind can get to them, the wind carrying the elements and him able to control them as if they were his own.


    Weaknesses:

    -Now... this is where a Lerale Magician can fall. Whenever they play music correctly, they can really put a hurt on their targets. And then... when they play incorrectly, their magic will work against them. For example, with an offensive skill, their attacks will aim for their users instead. If defensive, the move will lower the defenses of the user and the user will be slower.

    -Much power has been invested in their user, but their user will most certainly have to work for it. If they do as much to fail one 2 notes in a note, the attempt has failed, meaning it is almost impossible to perform correctly if you can't even play an instrument. Even musicians like Elyx can struggle when it comes to performing magic since the requirements are so strict.

    -Wind is weak against many things, Earth being it's main master. The Rival of wind would be Fire, due to the fact that Wind may be able to take out a fire, but it is able to fuel a fire as well. Elyx must be able to use his elements correctly, or have others overpower him if he isn't so careful.


    Lineage:

    Knight of Crossfire:

    Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
    Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.


    Unique Abilities:

    -Wind Lerale Boost: Whenever the user uses this magic, their speed is instantly increased and their sight around them is a lot better, so their wisdom is higher and attacks are much easier to see. Now, just because attacks are seen doesn't mean they will be avoided, but their damage can be reduced if not dodged at all. Due to the fact that this is a passive effect, the speed and awareness are increased by 15%, making them 15% faster and more aware than the average human.

    -Lerale Eye: When a Lerale spell is used, the user has the ability to see which parts of their elements are the weak points and quickly take care of them before they are taken out. This effect only applies to Lerale spells and only Lerale Spells. Every element has an area in which it is weakest against. This ability will mark the weakest part of the element being used. Lets say a giant barrier of wind is made, a small part of the barrier will be marked in red, showing the user where the weakest part of the barrier is located. Only the user can see the marker.

    -Wind Recovery: Whenever the user is knocked into the air, they have the ability to spin back upright, but the knockback force is applied. This force can successfully be negated if enough Wind energy is invested to completely stop the force. From this point though, they will fall to the ground. Hopefully the area they were stopped in wasn't too high. A lot of magic will be needed to do this since it would take a lot of wind to force your body to stop and spin upright. The amount of magic it would take to use this would probably be more that can be spared since it is equivalent to the cost of a spell that is rank B.



    -Wind Lerale Extended Reach: If there is a mage that sees the user from behind or anywhere out of his eyesight, the user gains 25% Awareness and 15% Speed. 



    D Rank:




    C Rank:







    B Rank:

    And that's it. Most of it looks fine. Just a little more to go. Oh and sorry this took a while. I caught a cold and was sick for a couple of days ;w;


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 5th May 2015, 12:40 pm

    Awwwww 3: Get better soon! ^^ And I have finished whenever you see this.
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    Completed Re: Swordplay Devastation Magic

    Post by Yvonne 6th May 2015, 3:51 am

    Good Enough. Approved.


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    Completed Re: Swordplay Devastation Magic

    Post by Guest 13th July 2015, 9:36 am

    Original:

    Unlocked for A-rank edits.
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    Completed Re: Swordplay Devastation Magic

    Post by Aliannah 17th July 2015, 5:55 am

    Finish your sig spell cause everything else looks good


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    Completed Re: Swordplay Devastation Magic

    Post by King Elyx 17th July 2015, 6:55 am

    Bumping! ^^ Signature spell fixed, apologies for the lack of attention.

      Current date/time is 8th May 2024, 7:06 pm