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    Air Pressure Magic

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    Johann

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    Lineage : Master of Runes
    Position : None
    Posts : 314
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 46
    Mentor : Ruvel
    Experience : 1,656.25

    Character Sheet
    Character Name: Johann von Weiss
    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes

    Air Pressure Magic

    Post by Johann on 3rd September 2017, 11:55 am

    Air Pressure Magic


    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster or opponents and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to also support the caster and provide defense, and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to attack enemies using pressure manipulation or reduce his own air resistance and air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react or simply crush them with exceedingly high air pressure. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes / Prima - Indomabilis:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with any person or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes / Secunda - Infragilis:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune / Suscitatio:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune / Renovatio:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.

    - Regeneration: The runes that cover the users body greatly enhance the user has greatly enhanced regenerative abilities and a healing factor out of combat, going so far as being able to restore lost limbs or damaged organs.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 30% speed with a 5% increase per rank (up to S).

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This boosts the user's senses by 10% as well as provide a boost to sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and extremely precise with their attacks when using swords, adding 10% to attack power per rank (up to S) when using bladed weapons in combat.

    - Vector: The user can, once per thread and for the duration of 5 posts, focus all the energy of their speed into their melee attacks, giving them a 1% boost to melee strength per 10 m/s of velocity (capping at rank damage).

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (rank-appropriate single-target spell speed and range). If used in conjunction with the "Sonic Boom" spell, the base speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% stronger and projectiles infused with this magic fly 25% faster. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Offensive, AoE
    Duration: 3
    Cooldown: 5
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage per turn to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow one or multiple opponents around and strike them for 0.75x of C-rank damage each.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage



    B-Rank Spells:


    1. Pressure Freeze:


    Name: Pressure Freeze
    Rank: B
    Type: Offensive, Single Target
    Duration: 5
    Cooldown: 8
    Description:

    The user explosively compresses a large volume of air around a single opponent within a 200m radius, the extreme pressure crushing them for 0.5 B-rank damage. Additionally, the quick expansion of the air after the pressure is released rapidly cools down the opponents immediate surroundings, causing intense cold and frostburn on their skin that deals 0.5 B-rank damage for the next 4 posts. The frost can be neutralized by any kind of fire magic.

    Strengths:
    - Causes frostburn on an opponent

    Weaknesses:
    - Can be eaten by relevant slayers
    - Frostburn can be neutralized by fire magic


    2. Pressure Choke:


    Name: Pressure Choke
    Rank: B
    Type: AoE, Debuff
    Duration: 5
    Cooldown: 7
    Description:

    The user will create a bubble of air with a 100m radius around himself, using air pressure to remove most oxygen from the area, causing enemies in the AoE to suffocate, slowing them down by 25% as well as dealing 0.5x rank damage per round to anyone in the bubble.

    Strengths:
    - Slows all enemies in the AoE down

    Weaknesses:
    - Once an opponent leaves the AoE the spell stops affecting them
    - Works only opponents that actually need to breathe


    3. Pressure Rush:


    Name: Pressure Rush
    Rank: B
    Type: AoE, Debuff
    Duration: 3
    Cooldown: 5
    Description:

    The user increases the pressure in a radius of 50m drastically, making enemies in the AoE feel as if they were being crushed by a heavy weight, making it extremely hard to move. This immobilizes affected foes of lower or the same rank and works at 50% efficiency for those of 1 rank above the user and 25% for those 2 ranks above the user.Additionally, it applies a debuff of 25% melee defense to all affected by the spell for the spells duration.

    Strengths:
    - Immobilizes foes / lowers defenses

    Weaknesses:
    - Immobilization only effectively works on foes of same or lower rank
    - Only works in a set radius


    4. Pressure Strike :


    Name: Pressure Strike
    Rank: B
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user accumulates and compresses a great volume of air around his hand or a weapon and coats it in a layer of extremely pressurized air. Upon touch, the stored up pressure is explosively released in the direction the contact came from, sending any opponent flying back 50m and hitting them for B-rank damage.

    Strengths:
    - Gives opponents no time to react, knocks them back

    Weaknesses:
    - Has no range, only works in melee range
    - The user has to get close and potentially endanger themself


    5. Pressure Spear:


    Name: Pressure Spear
    Rank: B
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The user compresses air into the shape of a lance, launching it at a single enemy within 200m using compressed air, impaling them for B-rank damage.

    Strengths:
    - Launches a projectile with high penetrating power

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only target a single enemy at a time


    6. Pressure Soothe:


    Name: Pressure Soothe
    Rank: B
    Type: Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    Placing their hand on an allies or own wounds, the user will coat them with pressurized air and they will close and heal instantly by the power of the users wind magic, healing a single person in melee range for B-rank spell HP.

    Strengths:
    - Can be used to heal self or allies

    Weaknesses:
    - Requires physical contact to work
    - Very short range


    7. Storms Berserker:


    Name: Storms Berserker
    Rank: B
    Type: Offensive, Buff, Single Target
    Duration: 4
    Cooldown: 6
    Description:

    The user coats his entire body in pressurized air and a light grey aura, enhancing both his speed and strength by 25% for 4 rounds before hurling forward at an opponent, attack with a lightning fast succession of magically enhanced melee attacks, demolishing a single enemy for B-rank damage.

    Strengths:
    - Buffs the user

    Weaknesses:
    - Can only be used in melee range
    - Can only target a single enemy at a time




    Last edited by Johann on 13th January 2018, 10:05 am; edited 34 times in total
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    kittykool75

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    Re: Air Pressure Magic

    Post by kittykool75 on 4th September 2017, 1:49 pm

    Hullo KebabViking, I'll be the one grading your magic. Edits will be made in this color right here, so look out for that. Once all edits are made bump the thread and I'll look over them for ya, if you have any questions, ask on here or PM through the site.

    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Description:

    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and is thus dependent on another type of magic or a weapon that provides offensive capabilities.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash"

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic can't be used to attack or damage an opponent directly
    - This magic requires an additional weapon or secondary magic to be effective in combat
    - Since this particular use of this magic requires the use of a Rapier or another type of pointed sword, Sonic Slash is only really effective against soft targets and ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:
    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air
    - Rapier: Able to use weapon while moving at high airspeeds or under high amounts of air pressure
    - Barometer: Due to the nature of this magic, the caster is able to determine atmospheric pressure, air density and wind speeds

    Spells:


    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    Name Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 5
    Description:

    This Spell is cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance The air effects must be just natural or only a single effect of equal or lower rank have on the caster and allowing them to control pressure and resistance at will while creating a glowing grey aura around them, making them able to move at very high speeds if combined with a method of propulsion. By how much is the speed increased? Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by approximately 33%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. Specify that OOC permission is needed if another person uses the spell

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse Specify that OOC permission is needed

    Name Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: 1
    Cooldown: 1 Please make this two, as cooldown has to be at least one more then the duration
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled What is the specific number when it is doubled? due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger
    - The base of the "Sonic Slash" magic. This spell is designed by Johann von Weiss to be used quickly and become available quickly again since this spell provides Johann with his only offensive capabilities except for his generic Rapier (please take that into consideration when reviewing this app, thanks Smile .)

    Weaknesses:
    - This being the only D-rank spell of this Magic that can be used to attack a foe is, at the same time, a weakness of this spell since there is no variation in offense (yet)
    - The caster is relatively vulnerable during flight
    - This spell can only be used when the caster has a surface to push himself off of with the wind magic since just the air being released doesn't have enough energy to propel a person at high speeds

    Name Storm Strike
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 6
    Description:

    This magic is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 20% faster and projectiles infused with this magic fly 20% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    -Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly



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    My heart is breaking but there's no use crying
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    Johann

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    Age : 46
    Mentor : Ruvel
    Experience : 1,656.25

    Character Sheet
    Character Name: Johann von Weiss
    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes

    Re: Air Pressure Magic

    Post by Johann on 4th September 2017, 2:03 pm

    Okay two things:
    1. what do you mean by "The air effects must be just natural or only a single effect of equal or lower rank" ? does that mean I must specify that only the air effects that naturally affect a human are removed and not the effects that air or wind magic has on the caster ? because that's what I meant :'D
    2. Can we make it so that the "Sonic Slash" spell has no duration since it's basically a instant burst spell or do I NEED to have a duration of at least 1 post ? would be kind of a letdown since the spell is basically relying on it's speed
    Thanks for the help, appreciate it Smile
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    kittykool75

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    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Air Pressure Magic

    Post by kittykool75 on 4th September 2017, 4:41 pm

    Answers to your two questions
    1: Yes that is what I meant, sorry for being confusing.
    2: Sorry, cooldown has to be at least one more then duration, since the lowest you can go is one post, cooldown has to be two posts.
    No problem, glad to help, make sure to bump when you make all the edits.


    ___________________________________________________________________

    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "



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    Johann

    Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Neutral Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Fallen- Novice [250]- Player -
    Lineage : Master of Runes
    Position : None
    Posts : 314
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    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 46
    Mentor : Ruvel
    Experience : 1,656.25

    Character Sheet
    Character Name: Johann von Weiss
    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes

    Re: Air Pressure Magic

    Post by Johann on 4th September 2017, 4:52 pm

    Corrections have been made and spells have been edited
    @kittykool75 wrote:
    Answers to your two questions
    1: Yes that is what I meant, sorry for being confusing.
    2: Sorry, cooldown has to be at least one more then duration, since the lowest you can go is one post, cooldown has to be two posts.
    No problem, glad to help, make sure to bump when you make all the edits.
    avatar
    kittykool75

    Moderator- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 11 Sinner- Coming Storms- God Slayer- A-Rank- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Vehicle- Get A Pet!- Obtain A Lineage!- The Fallen- Master [1000]- Senior [500]- Novice [250]- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Cupcake Achievement- Motor City Rush- Villain- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- 1 Year Anniversary- Player-
    Lineage : Soldier of Chaos
    Position : Sinner of Sloth
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    Dungeon Tokens : 0
    Mentor : Zotikus
    Experience : 8,550.5
    Brownie Points : 666

    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Air Pressure Magic

    Post by kittykool75 on 4th September 2017, 5:13 pm

    After this edit you should be good

    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Description:

    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and is thus dependent on another type of magic or a weapon that provides offensive capabilities.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash"

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic can't be used to attack or damage an opponent directly
    - This magic requires an additional weapon or secondary magic to be effective in combat
    - Since this particular use of this magic requires the use of a Rapier or another type of pointed sword, Sonic Slash is only really effective against soft targets and ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:
    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air
    - Rapier: Able to use weapon while moving at high airspeeds or under high amounts of air pressure
    - Barometer: Due to the nature of this magic, the caster is able to determine atmospheric pressure, air density and wind speeds

    Spells:


    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    Name Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 5
    Description:

    This Spell is cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at double the speeds if combined with a method of propulsion. Just say 50% more speed instead of double the speeds Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by approximately 33%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Name Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: 1
    Cooldown: 2
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled to 100 m/s and 70m (radius) respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger
    - The base of the "Sonic Slash" magic. This spell is designed by Johann von Weiss to be used quickly and become available quickly again since this spell provides Johann with his only offensive capabilities except for his generic Rapier (please take that into consideration when reviewing this app, thanks Smile .)

    Weaknesses:
    - This being the only D-rank spell of this Magic that can be used to attack a foe is, at the same time, a weakness of this spell since there is no variation in offense (yet)
    - The caster is relatively vulnerable during flight
    - This spell can only be used when the caster has a surface to push himself off of with the wind magic since just the air being released doesn't have enough energy to propel a person at high speeds

    Name Storm Strike
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 6
    Description:

    This magic is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 20% faster and projectiles infused with this magic fly 20% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    -Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly



    ___________________________________________________________________

    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "



    Directory
    Golden Lacrima until 4/16/2019

    avatar
    Johann

    Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Neutral Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Fallen- Novice [250]- Player -
    Lineage : Master of Runes
    Position : None
    Posts : 314
    Guild : Onyx Moon
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 46
    Mentor : Ruvel
    Experience : 1,656.25

    Character Sheet
    Character Name: Johann von Weiss
    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes

    Re: Air Pressure Magic

    Post by Johann on 4th September 2017, 5:19 pm

    Done Smile
    @kittykool75 wrote:
    After this edit you should be good

    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Description:

    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and is thus dependent on another type of magic or a weapon that provides offensive capabilities.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash"

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic can't be used to attack or damage an opponent directly
    - This magic requires an additional weapon or secondary magic to be effective in combat
    - Since this particular use of this magic requires the use of a Rapier or another type of pointed sword, Sonic Slash is only really effective against soft targets and ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:
    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air
    - Rapier: Able to use weapon while moving at high airspeeds or under high amounts of air pressure
    - Barometer: Due to the nature of this magic, the caster is able to determine atmospheric pressure, air density and wind speeds

    Spells:


    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    Name Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 5
    Description:

    This Spell is cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at double the speeds if combined with a method of propulsion. Just say 50% more speed instead of double the speeds Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by approximately 33%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Name Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: 1
    Cooldown: 2
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled to 100 m/s and 70m (radius) respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger
    - The base of the "Sonic Slash" magic. This spell is designed by Johann von Weiss to be used quickly and become available quickly again since this spell provides Johann with his only offensive capabilities except for his generic Rapier (please take that into consideration when reviewing this app, thanks Smile .)

    Weaknesses:
    - This being the only D-rank spell of this Magic that can be used to attack a foe is, at the same time, a weakness of this spell since there is no variation in offense (yet)
    - The caster is relatively vulnerable during flight
    - This spell can only be used when the caster has a surface to push himself off of with the wind magic since just the air being released doesn't have enough energy to propel a person at high speeds

    Name Storm Strike
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 6
    Description:

    This magic is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 20% faster and projectiles infused with this magic fly 20% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    -Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

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    kittykool75

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    Re: Air Pressure Magic

    Post by kittykool75 on 4th September 2017, 5:20 pm

    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Description:

    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and is thus dependent on another type of magic or a weapon that provides offensive capabilities.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash"

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic can't be used to attack or damage an opponent directly
    - This magic requires an additional weapon or secondary magic to be effective in combat
    - Since this particular use of this magic requires the use of a Rapier or another type of pointed sword, Sonic Slash is only really effective against soft targets and ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:
    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air
    - Rapier: Able to use weapon while moving at high airspeeds or under high amounts of air pressure
    - Barometer: Due to the nature of this magic, the caster is able to determine atmospheric pressure, air density and wind speeds

    Spells:


    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    Name Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 5
    Description:

    This Spell is cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 50% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by approximately 33%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Name Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: 1
    Cooldown: 2
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled to 100 m/s and 70m (radius) respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger
    - The base of the "Sonic Slash" magic. This spell is designed by Johann von Weiss to be used quickly and become available quickly again since this spell provides Johann with his only offensive capabilities except for his generic Rapier (please take that into consideration when reviewing this app, thanks Smile .)

    Weaknesses:
    - This being the only D-rank spell of this Magic that can be used to attack a foe is, at the same time, a weakness of this spell since there is no variation in offense (yet)
    - The caster is relatively vulnerable during flight
    - This spell can only be used when the caster has a surface to push himself off of with the wind magic since just the air being released doesn't have enough energy to propel a person at high speeds

    Name Storm Strike
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 6
    Description:

    This magic is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 20% faster and projectiles infused with this magic fly 20% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    -Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly




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    My heart is breaking but there's no use crying
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    kittykool75

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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
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    Re: Air Pressure Magic

    Post by kittykool75 on 11th October 2017, 11:54 am

    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Description:

    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and is thus dependent on another type of magic or a weapon that provides offensive capabilities.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash"

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic can't be used to attack or damage an opponent directly
    - This magic requires an additional weapon or secondary magic to be effective in combat
    - Since this particular use of this magic requires the use of a Rapier or another type of pointed sword, Sonic Slash is only really effective against soft targets and ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:
    Silver Chaotica
    Description: The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability: The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air
    - Rapier: Able to use weapon while moving at high airspeeds or under high amounts of air pressure
    - Barometer: Due to the nature of this magic, the caster is able to determine atmospheric pressure, air density and wind speeds

    Spells:


    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    Name Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 5
    Description:

    This Spell is cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 50% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by approximately 33%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Name Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: 1
    Cooldown: 2
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled to 100 m/s and 70m (radius) respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger
    - The base of the "Sonic Slash" magic. This spell is designed by Johann von Weiss to be used quickly and become available quickly again since this spell provides Johann with his only offensive capabilities except for his generic Rapier (please take that into consideration when reviewing this app, thanks Smile .)

    Weaknesses:
    - This being the only D-rank spell of this Magic that can be used to attack a foe is, at the same time, a weakness of this spell since there is no variation in offense (yet)
    - The caster is relatively vulnerable during flight
    - This spell can only be used when the caster has a surface to push himself off of with the wind magic since just the air being released doesn't have enough energy to propel a person at high speeds

    Name Storm Strike
    Rank: D
    Type: Air magic - Buff
    Duration: 3
    Cooldown: 6
    Description:

    This magic is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 20% faster and projectiles infused with this magic fly 20% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    -Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly


    Unlocked at user's request


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    Johann

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    Lineage : Master of Runes
    Position : None
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    Mentor : Ruvel
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    Character Sheet
    Character Name: Johann von Weiss
    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes

    Re: Air Pressure Magic

    Post by Johann on 12th October 2017, 8:52 pm

    Bumping for edits, namely:
    - Added 6 additional d rank spell slots and their respective spells
    - Reworked passives to actually give benefits, added C-rank passive ability
    - Added signature spell slots and transformed the "Sonic Slash" spell from D rank into the D rank signature and the "Sonic Boom" into the user rank signature
    - Minor edits to to the Storm Strike spell
    - Changed a few descriptions to fit the newly implemented offensive spells of this magic


    ___________________________________________________________________

    Johanns Themes:


    Johanns WFTC Theme:



    Johanns BS Theme:



    Johanns Awakening Theme:




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    Aura

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    Lineage : Gingerbread Man
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    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    Re: Air Pressure Magic

    Post by Aura on 23rd October 2017, 4:59 pm

    Hey KebabViking, as told earlier I'm finally here to give you your grading! Again, thank you for being so patient towards me, it's much appreciated ^-^ Any comments will be in this trippin' color.


    Grading in progress:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:

    Silver Chaotica

    Description:
    The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability:
    The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack speed when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: C (ranks up with the user)
    Type: Air magic - Buff
    Duration: 5
    Cooldown: 3
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 50% speed per rank if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by approximately 25% per rank. If the spell is used together with the Sonic Slash spell the range of Sonic Slash is enhanced by 50% per rank. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    There are two things I'd like you to note; the first being that a signature spell cannot last more than one turn (it also seems unnecessary as you can recast it every new post either way), so please change this accordingly. Secondly, I would like you to remove the "per rank" bits in your description. Right now it would not form a problem, but in the future the stacking of these buffs would cause the spell to become an issue rules-wise and become too OP. (That is if you meant the following with this spell; if I read it correctly and he gains 25% to 50% speed buff with every rank, so eg: at C-rank it would be 50% to 100% buff, B-rank 75% to 150%,...). If this is indeed the case the possibility of the buffs would be too large to be allowed. If this is not the case however, please do tell so I can change my grading accordingly.

    Sonic Slash:

    Name: Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled to 100 m/s and 70m (radius) respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that spreads in all directions and knocks back enemies within a 10m meter radius, dealing 0.75x D-rank damage.

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages
    Seeing as this spell's description indicates it to be more of an Area of Effect spell than a multi-target spell, I would like you to change the damage to 1/2 D-rank damage or recreate the spell so it actually is a multi-target spell. Also please specify how far the opponents are knocked back (this can be up to 20 meters as an AoE, or 35 meters as a multi-target).

    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 5
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.
    You may lower the cooldown to 3 posts.

    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby
    Please add that the paralysis only affects those of your rank or lower. Also change your duration to three posts, as your debuff also counts as turns this spell is active. ^-^

    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming damage.

    Strengths:
    - Reduces incoming damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target
    Please state whether this is magical or melee damage.

    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 50m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Relatively long cooldown
    - Fairly low effective range
    Your maximum speed for D-rank single-target spells is 45m/s. It however can be increased if you can add a few more drawbacks; otherwise I'll have to ask you to change the numbers accordingly. (Each unique drawback = 25% increase, so eg.: adding you have cannot move when you charge and/or fire this spell could give you a 25% increase.)


    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mode:

    Name: Mode: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences




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    Johann

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    Character Sheet
    Character Name: Johann von Weiss
    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes

    Re: Air Pressure Magic

    Post by Johann on 23rd October 2017, 9:41 pm

    Bumping for edits

    I think I made a mistake when editing the sonic boom spell Razz anyway I permanently set the speed bost to 50%, and when combined with another spell to 100%, would that be okay since it literally involves two spells to make you faster ?

    I longered the cooldown, lowered the range and made it so that the caster can't move when using the pressure rifle spell, is that sufficient to justify the speed of the spell Razz ?


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    Johanns Themes:


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    Aura

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    Re: Air Pressure Magic

    Post by Aura on 24th October 2017, 1:08 am



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    kittykool75

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    Re: Air Pressure Magic

    Post by kittykool75 on 28th October 2017, 12:59 pm

    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:

    Silver Chaotica

    Description:
    The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability:
    The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack speed when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: Ranks with the user
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. If the spell is used together with the Sonic Slash spell the range of Sonic Slash is doubled. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: D
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds of around 50 meters per second while having a range of approximately 35m (radius). If used in conjunction with the "Sonic Boom" spell, the speed  and range are doubled to 100 m/s and 70m (radius) respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mode:

    Name: Mode: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences



    Unlocked at user's request


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    Age : 21
    Mentor : Sirius [Primary], Nephthys [Secondary]
    Experience : 194,873.25
    Brownie Points : 1337

    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Air Pressure Magic

    Post by Madame Astrid on 28th October 2017, 6:33 pm

    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:

    Silver Chaotica

    Description:
    The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability:
    The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack speed when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (max. rank-appropriate spell speed and range). If used in conjunction with the "Sonic Boom" spell, the speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mode:

    Name: Mode: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences





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    kittykool75

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    Lineage : Soldier of Chaos
    Position : Sinner of Sloth
    Posts : 1019
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Zotikus
    Experience : 8,550.5
    Brownie Points : 666

    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Air Pressure Magic

    Post by kittykool75 on 9th November 2017, 4:16 pm

    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:
    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Silver Chaotica:

    Silver Chaotica

    Description:
    The Silver chaotica was a man who sold his soul to the primordial spirit known as Chaos. Chaos was said to be the fifth rider of the four horseman of the apocalypse who wielded a sword so cold that it burned. This aura, which surrounded both him and his sword, is what the crimson chaotica gained. However, his body could not contain the chaotic power and he went on a rampage destroying much. His descendants gained a lesser form of this power, which allowed them to enter a berserk state to gain the power of Chaos.
    Ability:
    The user of this lineage can enter the state known as Chaotica. This state gives them a rank-appropriate silver aura that is so cold that it causes intense burning on touch equal to their rank in melee damage(max S-rank). However, whilst this aura is in effect they go into a massive rampage trying to destroy everything around them whether it be friend, foe or tree. They ignore damage taken while under this effect as if they were not hit by anything but still take the damage and the silver aura reduces incoming damage by 25%.
    Usage: 5 posts duration with a 8 posts cooldown. The user can still be KOed/Killed during the use of this ability

    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack speed when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (max. rank-appropriate spell speed and range). If used in conjunction with the "Sonic Boom" spell, the speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Air Magic - Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Air Magic - Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow an opponent around and strike them for 0.75x of C-rank damage.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage





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    kittykool75

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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Air Pressure Magic

    Post by kittykool75 on 7th December 2017, 7:05 pm

    Spoiler:

    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with anything or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack power when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (max. rank-appropriate spell speed and range). If used in conjunction with the "Sonic Boom" spell, the speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Air Magic - Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Air Magic - Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow an opponent around and strike them for 0.75x of C-rank damage.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage





    ___________________________________________________________________

    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "



    Directory
    Golden Lacrima until 4/16/2019

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    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
    Position : None
    Posts : 1812
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 63,215

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Air Pressure Magic

    Post by Jiyu Kazehime on 10th December 2017, 1:41 pm

    Unlocked and moved per user's request.
    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with anything or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack power when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (max. rank-appropriate spell speed and range). If used in conjunction with the "Sonic Boom" spell, the speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Air Magic - Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Air Magic - Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow an opponent around and strike them for 0.75x of C-rank damage.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage




    ___________________________________________________________________





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    Kite Wilhelm
    Demon King
    Demon King

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    Lineage : Power Of Apocalypse
    Position : None
    Posts : 855
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 35,525

    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Re: Air Pressure Magic

    Post by Kite Wilhelm on 11th December 2017, 3:45 pm

    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes / Prima - Indomabilis:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with anything or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes / Secunda - Infragilis:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune / Suscitatio:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune / Renovatio:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack power when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (max. rank-appropriate spell speed and range). If used in conjunction with the "Sonic Boom" spell, the speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Air Magic - Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Air Magic - Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow an opponent around and strike them for 0.75x of C-rank damage.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage


    Looks good to me



    ___________________________________________________________________


    Name: Kite Wilhelm
    Position: Demon Slayer
    Primary Magic: Flame Demon Slayer
    Secondary Magic:Nether Flame Demon slayer
    Guild: Sabertooth
    Rank:A
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    kittykool75

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    Lineage : Soldier of Chaos
    Position : Sinner of Sloth
    Posts : 1019
    Guild : Guildless
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    Mentor : Zotikus
    Experience : 8,550.5
    Brownie Points : 666

    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    Re: Air Pressure Magic

    Post by kittykool75 on 28th December 2017, 9:40 am

    Spoiler:
    KebabViking wrote:Sonic Slash


    Primary Magic: Sonic Slash Magic
    Secondary Magic: none yet
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to support the caster and provide defense and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to reduce his own air resistance and reduce air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes / Prima - Indomabilis:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with anything or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes / Secunda - Infragilis:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune / Suscitatio:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune / Renovatio:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 20% speed.

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This increases the user's sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and precise with their attacks when using swords, adding 25% to attack power when using bladed weapons in combat.

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (max. rank-appropriate spell speed and range). If used in conjunction with the "Sonic Boom" spell, the speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Air magic – Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Air Magic - Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Air Magic - Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Air magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% faster and projectiles infused with this magic fly 25% further. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Air Magic - Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Air Magic - Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Air Magic - Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Air Magic - Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Air Magic - Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Air Magic - Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Air Magic - Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Air Magic - Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Air Magic - Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Air Magic - Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Air Magic - Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow an opponent around and strike them for 0.75x of C-rank damage.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage



    Unlocked at user's request.


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    Desirée Blooms
     
     

    Moderator- Developer/GFX Artist- Chatbox Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Demon Slayer- Dragon Slayer- Legal Guild Ace- S-Rank- A-Rank- Haiku Contest Participant- Fan Art Contest Participant- Rich- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Tertiary Magic- Complete Your First Job!- Join A Faction!- Ship- Get A Pet!- Obtain A Lineage!- The Being- The Sacred- Senior [500]- Novice [250]- Advertisement Achievement Badge- Rainbow- Hero- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Player -
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    Posts : 970
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    Age : 18
    Mentor : ☆ Jiyu Kazehime ☆
    Experience : 28,500
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    Character Sheet
    Character Name: ☆ Desirée Blooms ☆
    Primary Magic: ☆ Stellae Aurōrae ;; Aurora Demon Slayer ☆
    Secondary Magic: ☆ Lux Alba ;; White Dragon Slayer ☆ Tertiary Magic: Musicum Talentum ☆

    Re: Air Pressure Magic

    Post by Desirée Blooms on 13th January 2018, 10:13 am

    Spoiler:
    @Johann wrote:Air Pressure Magic


    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster or opponents and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to also support the caster and provide defense, and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to attack enemies using pressure manipulation or reduce his own air resistance and air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react or simply crush them with exceedingly high air pressure. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes / Prima - Indomabilis:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with any person or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes / Secunda - Infragilis:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune / Suscitatio:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune / Renovatio:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.

    - Regeneration: The runes that cover the users body greatly enhance the user has greatly enhanced regenerative abilities and a healing factor out of combat, going so far as being able to restore lost limbs or damaged organs.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 30% speed with a 5% increase per rank (up to S).

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This boosts the user's senses by 10% as well as provide a boost to sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and extremely precise with their attacks when using swords, adding 10% to attack power per rank (up to S) when using bladed weapons in combat.

    - Vector: The user can, once per thread and for the duration of 5 posts, focus all the energy of their speed into their melee attacks, giving them a 1% boost to melee strength per 10 m/s of velocity (capping at rank damage).

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (rank-appropriate single-target spell speed and range). If used in conjunction with the "Sonic Boom" spell, the base speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% stronger and projectiles infused with this magic fly 25% faster. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Offensive, AoE
    Duration: 3
    Cooldown: 5
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage per turn to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow one or multiple opponents around and strike them for 0.75x of C-rank damage each.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage



    B-Rank Spells:


    1. Pressure Freeze:


    Name: Pressure Freeze
    Rank: B
    Type: Offensive, Single Target
    Duration: 5
    Cooldown: 8
    Description:

    The user explosively compresses a large volume of air around a single opponent within a 200m radius, the extreme pressure crushing them for 0.5 B-rank damage. Additionally, the quick expansion of the air after the pressure is released rapidly cools down the opponents immediate surroundings, causing intense cold and frostburn on their skin that deals 0.5 B-rank damage for the next 4 posts. The frost can be neutralized by any kind of fire magic.

    Strengths:
    - Causes frostburn on an opponent

    Weaknesses:
    - Can be eaten by relevant slayers
    - Frostburn can be neutralized by fire magic


    2. Pressure Choke:


    Name: Pressure Choke
    Rank: B
    Type: AoE, Debuff
    Duration: 5
    Cooldown: 7
    Description:

    The user will create a bubble of air with a 100m radius around himself, using air pressure to remove most oxygen from the area, causing enemies in the AoE to suffocate, slowing them down by 25% as well as dealing 0.5x rank damage per round to anyone in the bubble.

    Strengths:
    - Slows all enemies in the AoE down

    Weaknesses:
    - Once an opponent leaves the AoE the spell stops affecting them
    - Works only opponents that actually need to breathe


    3. Pressure Rush:


    Name: Pressure Rush
    Rank: B
    Type: AoE, Debuff
    Duration: 3
    Cooldown: 5
    Description:

    The user increases the pressure in a radius of 50m drastically, making enemies in the AoE feel as if they were being crushed by a heavy weight, making it extremely hard to move. This immobilizes affected foes of lower or the same rank and works at 50% efficiency for those of 1 rank above the user and 25% for those 2 ranks above the user.Additionally, it applies a debuff of 25% melee defense to all affected by the spell for the spells duration.

    Strengths:
    - Immobilizes foes / lowers defenses

    Weaknesses:
    - Immobilization only effectively works on foes of same or lower rank
    - Only works in a set radius


    4. Pressure Strike :


    Name: Pressure Strike
    Rank: B
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user accumulates and compresses a great volume of air around his hand or a weapon and coats it in a layer of extremely pressurized air. Upon touch, the stored up pressure is explosively released in the direction the contact came from, sending any opponent flying back 50m and hitting them for B-rank damage.

    Strengths:
    - Gives opponents no time to react, knocks them back

    Weaknesses:
    - Has no range, only works in melee range
    - The user has to get close and potentially endanger themself


    5. Pressure Spear:


    Name: Pressure Spear
    Rank: B
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The user compresses air into the shape of a lance, launching it at a single enemy within 200m using compressed air, impaling them for B-rank damage.

    Strengths:
    - Launches a projectile with high penetrating power

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only target a single enemy at a time


    6. Pressure Soothe:


    Name: Pressure Soothe
    Rank: B
    Type: Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    Placing their hand on an allies or own wounds, the user will coat them with pressurized air and they will close and heal instantly by the power of the users wind magic, healing a single person in melee range for B-rank spell HP.

    Strengths:
    - Can be used to heal self or allies

    Weaknesses:
    - Requires physical contact to work
    - Very short range


    7. Storms Berserker:


    Name: Storms Berserker
    Rank: B
    Type: Offensive, Buff, Single Target
    Duration: 4
    Cooldown: 6
    Description:

    The user coats his entire body in pressurized air and a light grey aura, enhancing both his speed and strength by 25% for 4 rounds before hurling forward at an opponent, attack with a lightning fast succession of magically enhanced melee attacks, demolishing a single enemy for B-rank damage.

    Strengths:
    - Buffs the user

    Weaknesses:
    - Can only be used in melee range
    - Can only target a single enemy at a time





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    Lester Drynedi

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    Lineage : ❀ Vengeful Treant ❀
    Position : Rising Star #5 (Ami's Hurricane)
    Posts : 640
    Guild : ❀Ace of Crystal Swan ❀
    Cosmic Coins : 0
    Dungeon Tokens : 1
    Mentor : ❀ Desirée Blooms ❀
    Experience : 4,012.5
    Brownie Points : 1

    Character Sheet
    Character Name: Lester Drynedi
    Primary Magic: ❀Unprecedented Florist❀
    Secondary Magic: ❀Vendure Deivate❀

    Re: Air Pressure Magic

    Post by Lester Drynedi on 2nd April 2018, 1:22 am

    ❀Moved and unlocked at users request
    ;;:
    @Johann wrote:Air Pressure Magic


    Primary Magic: Air Pressure Magic
    Secondary Magic: Elemental Runes
    Caster or Holder: Caster
    Additional Spell Slots:
    -6x additional D-rank slots bought here
    -5x additional C-rank slots bought here
    -4x additional B-rank slots bought here

    Description:
    This is a type of magic that manipulates the Air around the caster or opponents and could therefore be classified as Wind/Air Magic. This magic is not designed to be used entirely offensively, but rather to also support the caster and provide defense, and does thus provide less offensive capabilities when compared to other types of magic.

    Johann von Weiss uses this magic to attack enemies using pressure manipulation or reduce his own air resistance and air pressure around him while simultaneously propelling him in different directions by concentrating and releasing compressed air around his extremities, making him able to move at incredible speeds. Combined with his use of a Rapier this use of magic is designed to outspeed opponents and attack them with a rapid succession of slashes or stabs to tire or paralyze a foe before they can react or simply crush them with exceedingly high air pressure. This particular combination of melee combat and use of magic form Johann von Weiss' unique fighting style called "Sonic Slash".

    Strengths:
    - This magic is designed to be castable in a very short amount of time
    - This magic is perfect when used for ambushes, targeting an individual or a small group
    - This magic gives opponents very little time to react

    Weaknesses:

    - This magic provides less offensive capabilities when compared to other types of magic
    - This magic requires an additional weapon or secondary magic to unleash it's full potential in combat
    - Since this particular use of wind magic requires the use of air pressure or a rapier, Sonic Slash is only really effective against soft targets and mostly, but not entirely, ineffective against Rock, Steel etc.
    - Wind magic of a higher level can neutralize some spells of this magic

    Lineage:
    Master of Runes:


    Master of Runes

    Description:

    The von Weiss bloodline is indeed an old one, and for centuries this family has held a unique ability associated with their blood : The unnatural affinity towards runes. Why that is is unknown, but most members had the ability to manipulate runes of all kinds at will, with some members of the family having a bond to runes that supersedes the limits of simple magic alone, so much so in fact that extremely powerful runes manifest on their bodies, covering it partly or, in rare situations, entirely, an effect that is rumored to grant immortality, although there has only been one case of such an event, with the record of it happening being lost to the tides of time and forget. The mastery of runes is a skill that has since been lost to the von Weiss bloodline through stagnation and neglect, only existing as a legend, passed down to each member of the family. However, over the course of the years, the von Weiss family, along with its legend, slowly died out, with Johann von Weiss becoming the last member after a brutal attack on the last remnants of this ancient bloodline by a murderous group of raiders belonging to a bandit guild that called itself “Blood Seal“. This prompted him to set out on a decades long quest which led to him discovering his magic and the complete eradication of the bandits, causing the ancient powers to slowly awaken inside of him.

    The ones who hold the power of the von Weiss bloodline possess little to no magic abilities at birth due to the sealed rune abilities absorbing all magic power but, in some cases, start developing more and more magic over the course of their life. At some point, elemental magic will manifest in the bearer of this blood, causing a chain reaction and, over the course of a few months, the stored magic power will be released, causing runes to appear on their body and with that, they inherit the ancient powers of the von Weiss bloodline. At first, they will feel overwhelmed and sick by the sudden increase in magic power, but once they adapt they will unlock their hidden potential together with ancient power, making them able to read, write, understand and manipulate all kinds of runes freely as well as granting them the ability to use them as the basis for magic.

    Abilities:


    Mark of the Rune:

    Description:
    The body of the bearer of this lineage is partially covered in runes that make them able to use the different effects the runes grant at their will.

    Ability (Passive):
    The bearer of the lineage gains 1 spell of each rank up to S as they rank up that can be used to create elemental runes. The Spells need to be made and reviewed like any other spell. They have durations and cooldowns like any other spell. The effect and the element of the rune are up to the user, and the spells are made in addition to the spells that their magic already has.


    The Twin Runes / Prima - Indomabilis:

    Description:
    A Large set of runes cover the lineage bearers right shoulder, spelling unconquerable in an ancient, long lost language, glowing in a deep endless blue. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate time itself.

    Ability (Active):
    The user is able to slow down time for themselves for a short bit, making them appear faster for everyone else. This translates to an increase of 100% in both speed and reflexes. This only affects the bearer of the lineage while having a duration of 1 post and a cooldown of 5. Additionally the user can, once per thread, stop time completely for 1 post. The user can't interact with any person or use magic during that time. When time begins to flow again, they can't use magic or the slowing ability of this lineage for the next 3 posts due to the strain that is put on the user's body.


    The Twin Runes / Secunda - Infragilis:

    Description:
    A Large set of runes cover the lineage bearers left shoulder, spelling unstoppable in an ancient, long lost language, glowing in a deep menacing red. The Rune possesses a power that goes beyond what simple magic can do, granting the user access to an ancient and pure form of magic that can manipulate space itself.

    Ability (Passive):
    The user is able to remove physical movement limitations from his body, granting them great speed and lightning fast reflexes. This gives a 50% boost to speed.


    The Red Rune / Suscitatio:

    Description:
    The user temporarily taps into the ultimate potential of his blood and it's abilities, with the runes that cover a part of their body spreading all over it to cover them head to toe and the left eye turning black, a glowing red pupil in the middle. This increases the user's physical abilities greatly for a short while.

    Ability (Active):
    Upon activating this ability, the user's physical melee strength is increased by 50% along with an increase in endurance (+50% HP) as well as 25% heightened senses such as sight, hearing etc., deeply red runes and a blood red aura covering their body. Lasts for 5 posts with an 8 post cooldown. Costs 20% MP to use


    The Hidden Rune / Renovatio:

    Description:
    The Rune that absorbed the user's magic energy for most of their life and is now releasing it in a controlled manner. The rune is situated on the user's left eye and is normally invisible, but shows when the bearer uses rune magic, turning the eye completely black, the pupil shining in a bright purple.

    Ability (Passive):
    The rune acts as a battery and radiates magic energy for the user to utilize, giving them a 5% regeneration to MP every 3 posts as well as a permanent increase to magic power (+10% MP).


    Plot abilities:


    - Flight: The user has the natural ability to form runes into wings they can use to fly

    - Night Vision: Due to the rune in their left eye the user can see in the dark as if it was bright day

    - Rune Manipulation: The user has the ability to read, write, understand and manipulate all kinds of runes freely.

    - Immortality: Due to the users ability to somewhat manipulate the concept time and space they have stopped aging and can't die from old age.

    - Regeneration: The runes that cover the users body greatly enhance the user has greatly enhanced regenerative abilities and a healing factor out of combat, going so far as being able to restore lost limbs or damaged organs.



    Unique Abilities:
    - Air Pressure: Able to withstand high amounts of pressure, able to move and breathe while in pressurized air, able to use weapon while in pressurized air. This has made the user faster and grants an additional 30% speed with a 5% increase per rank (up to S).

    - Pressure-Resistant: Due to being under constant stress and G-force from the use of this magic, the body of the user has gotten used to excessive G-forces and is now able to resist them, granting an additional 25% to physical damage reduction.

    - Barometer: Due to the nature of this magic, the user is able to determine atmospheric pressure, air density and wind speeds. This boosts the user's senses by 10% as well as provide a boost to sensory range by 50%.

    - Rapier: Due to their incredible experience from using this magic in conjunction with a rapier, the user is confident and extremely precise with their attacks when using swords, adding 10% to attack power per rank (up to S) when using bladed weapons in combat.

    - Vector: The user can, once per thread and for the duration of 5 posts, focus all the energy of their speed into their melee attacks, giving them a 1% boost to melee strength per 10 m/s of velocity (capping at rank damage).

    Signature Spells:


    Sonic Boom:

    Name: Sonic Boom
    Rank: D
    Type: Air magic - Buff
    Duration: 1
    Cooldown: -
    Description:

    This Spell, along the Sonic Slash spell, forms the foundation of this magic. It's cast by modifying the air that touches the caster, removing all effects that air pressure and air resistance naturally would have on the caster and allowing them to control pressure and resistance that would affect them naturally at will while creating a glowing grey aura around them, making them able to move at an extra 100% speed if combined with a method of propulsion. Without that however, this spell can't live up to it's full potential and only enhances the agility and speed of the caster by 50%. In addition to that, the spell can only be used to buff the caster or someone else who has training in similar magic since the spell modifies air pressure and thus makes it hard for an untrained individual to breathe and move in a buffed state. Someone who is buffed with this spell and is not trained in the use of wind magic is likely going to collapse. OOC permission is needed in order for another person to use this buff

    Strengths:
    - Can be used in conjunction with the "Sonic Slash" spell or any other spell that propels someone to achieve inhuman speeds

    Weaknesses:
    - This Spell can't be used to modify objects since it works when air comes in contact with magic energy emitting from the aura of the caster
    - This spell will likely make someone who isn't trained in the use of air/wind magic collapse (OOC permission needed)

    Sonic Slash:

    Name: Sonic Slash
    Rank: Ranks with the user
    Type: Air magic - Burst
    Duration: -
    Cooldown: -
    Description:

    This rather easy spell is based entirely on speed and can be cast by quickly accumulating and compressing air around legs, arms or other extremities and then explosively releasing all of it, dashing or propelling the caster in a certain direction at high speeds (rank-appropriate single-target spell speed and range). If used in conjunction with the "Sonic Boom" spell, the base speed and range are doubled respectively due to the lack of air resistance and air pressure slowing the caster down. The Caster can control the speed at which they move and stop by regulating air resistance in flight.

    Strengths:
    - Can be used in conjunction with "Sonic Boom" spell to make this spell stronger

    Weaknesses:
    - The caster is relatively vulnerable during flight
    - This spell has limited effectiveness on it's own, designed to be used in conjunction with the "Sonic Boom" spell


    D-rank Spells:


    1. Pressure Cloak:

    Name: Pressure Cloak
    Rank: D
    Type: Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    This Spell is cast by concentrating magic energy in the air around the caster which instantly pressurizes and compresses the air around the caster and then spins it like a miniature tornado, making the air heavier and creating an approximately 1m thick layer (radius) around the caster that deflects up to 3 spells of the same rank or attacks by weapons like swords and bows. The spell, however, has a very short range and essentially only works in very close proximity to the caster. In addition to that, the caster cannot move or attack when this spell is active as he would break through the cloak of compressed air and thus destroy it. This spell is also designed for defensive use only and can't be used to directly damage an opponent.

    Strengths:
    - Due it's nature, this spell makes a good low-tier defense

    Weaknesses:
    - The spell can't be used to damage an opponent directly
    - The spell acts as a defense for the caster only, and only works within very close proximity of the caster. In addition to that, the spell has a very limited Area of effect around the caster

    2. Pressure Cutter:

    Name: Pressure Cutter
    Rank: D
    Type: Offensive, Melee
    Duration: 1
    Cooldown: 2
    Description:

    The user coats his hand in elemental wind magic and pressurizes the air around it, creating a thin layer around the caster's hand. The pressurized air then starts to circulate around the user's hand, giving it blade-like properties. In addition to that, the user is able to cut through most conventional materials like steel, stone etc. using this spell.

    Strengths:
    - Able to cut most conventional materials

    Weaknesses:
    - Lasts for a relatively short time
    - Spell has no range as it's designed to act as a blade


    3. Shockwave:

    Name: Shockwave
    Rank: D
    Type: Defensive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user quickly creates a bubble of pressurized air around himself that explosively spreads in all directions and knocks back enemies of the same or lower rank than the caster within a 10m meter radius, dealing 0.5x D-rank damage. Enemies are knocked back 20m

    Strengths:
    - Decent knockback spell

    Weaknesses:
    - Doesn't affect mages of a higher rank than the user
    - Also affects friendly mages


    4. Storm Strike:

    Name: Storm Strike
    Rank: D
    Type: Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by infusing an object such as a weapon with elemental wind magic, adding a light grey aura as well as a wind effect to it, removing all air resistance and thus making the object lighter and easier to move. Weapons infused with this magic can attack 25% stronger and projectiles infused with this magic fly 25% faster. This effect can be neutralized by other air/wind magic.

    Strengths:
    - Can be used to infuse objects with air magic for a short amount of time, regardless of who the object belongs to

    Weaknesses:
    - The effect of the spell only lasts for a short amount of time
    - Can be neutralized by other wind/air magic users instantly

    5. Pressure Bomb:

    Name: Pressure Bomb
    Rank: D
    Type: Offensive, Single-Target
    Duration: 1
    Cooldown: 2
    Description:

    The user concentrates air magic around his hand and pressurizes it into a sphere, making it as hard as steel. The user then uses the pressurized air to shoot the sphere from his hand, much like the bullet of an air rifle.

    Strengths:
    - Relatively simple, yet effective single target spell

    Weaknesses:
    - Can be eaten by relevant slayers
    - Since the projectile is made of air, and not actual material, it doesn't possess much penetrating power.


    6. Pressure's Tune:

    Name: Pressure's Tune
    Rank: D
    Type: Supportive, Burst
    Duration: 1
    Cooldown: 3
    Description:

    The user channels the pressure of the air surrounding him, allowing him and/or a group of people or objects to become one with the wind and to teleport anywhere where there is wind. This spell produces a wind effect around the caster the group/objects he wants to teleport while giving off a strange and distinct sound. In combat, however, this spell has a drastically reduced effect as it needs some preparation to cast, allowing the user and up to 3 other individuals to teleport anywhere in a 50m radius.

    Strengths:
    - Can be used to move around fairly quickly

    Weaknesses:
    - Drastically reduced effect in combat
    - The spell relies on wind to function, therefore the user can't use it to teleport to where there is no wind.


    7. Lullaby of the Wind:

    Name: Lullaby of the Wind
    Rank: D
    Type: Debuff, Multi Target
    Duration: 3
    Cooldown: 5
    Description:

    The user causes variations in air pressure to produce a series of magical sounds that could be interpreted as a song. The sounds and air pressure send enemies of equal or lower rank than the caster within a 30m radius to sleep, paralyzing them for one turn. When they wake up their movement will be affected by the pressure making them sluggish, thus losing 25% of their speed for two more turns.

    Strengths:
    - Paralyzes foes

    Weaknesses:
    - Long cooldown
    - Only works against those who can hear the lullaby


    8. Pressure Bandage:

    Name: Pressure Bandage
    Rank: D
    Type: Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user utilizes air pressure to form and apply a bandage of wind that can close wounds and heal the target. This heals the target for 20HP.

    Strengths:
    - Can be used to heal the user or allies

    Weaknesses:
    - Long cooldown
    - Can only heal one person at a time


    9. Pressure Chainmail:

    Name: Pressure Chainmail
    Rank: D
    Type: Buff, Single Target
    Duration: 3
    Cooldown: 4
    Description:

    This spell is cast by surrounding a target with a cloak of air magic and then pressurizing it, giving the air sturdiness, thus forming a weightless armor of air, which doesn't hinder or slow movement, around the target. The armor grants a 25% reduction to incoming magic damage.

    Strengths:
    - Reduces incoming magic damage for the target

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only be used on a single target


    10. Pressure Rifle:

    Name: Pressure Rifle
    Rank: D
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 5
    Description:

    The user compresses air as much as possible at the tip of his finger, creating a small but extremely dense projectile of wind. The caster can't move while accumulating the air. The projectile is then fired at the target at high speeds of around 90m/s using compressed and extremely pressurized air. This makes the attack hard to dodge, but only at ranges of 40m or lower.

    Strengths:
    - Very fast projectile with good penetration that's hard to dodge

    Weaknesses:
    - Long cooldown
    - Fairly low effective range
    - Caster can't move when using this spell



    C-Rank Spells:


    1. Pressure Crush:

    Name: Pressure Crush
    Rank: C
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    This spell is cast by surrounding an enemy with a great quantity of pressurized air that forms a bubble around the opponent. The air bubble is then explosively compressed, exerting pressure on anything inside it, crushing the enemy for C-rank damage. However, due to it's nature, this spell has a limited range of 75m as the caster needs to be closeby to manipulate the air pressure.

    Strengths:
    - Crushes the enemy under immense air pressure, inflicting great damage
    - Hard to dodge

    Weaknesses:
    - Can be eaten by relevant slayers
    - Below average range
    - Can be neutralized by higher ranking wind magic


    2. First-Aid Bubbles:

    Name: First-Aid Bubbles
    Rank: C
    Type: Healing, Multi Target
    Duration: 1
    Cooldown: 5
    Description:

    The user uses pressurized air to create 3 bubbles that are infused with beneficial wind magic that heal the one that touches them for 30 HP. These bubbles have a limited range of 50m, but can only transfer their magic to someone the user intended to heal in return.

    Strengths:
    - Heals multiple people the caster intended to heal

    Weaknesses:
    - Can be eaten by relevant slayers
    - Fairly low range


    3. Mach1na:

    Name: Mach1na
    Rank: C
    Type: Buff, Single Target
    Duration: 5
    Cooldown: 7
    Description:

    This spell is cast by accumulating an immense quantity of air around the target while simultaneously compressing the air around the user's body, shaping it into an extremely aerodynamic, light grey coloured armor of aura and wind in a shape of that akin to the armor of a knight. While in this mode, the user's speed and agility are increased by 50% due to both, the spell removing all effects of air pressure and resistance that normally affect a human, and the extremely aerodynamic shape of the armor. The armor however, due to it's delicate and complex form, doesn't contribute to defence or resistance.

    Strengths:
    - Provides a great boost to the users speed and agility

    Weaknesses:
    - Can be eaten by relevant slayers
    - Doesn't contribute to defences


    4. Pressure Low:


    Name: Pressure Low
    Rank: C
    Type: Offensive, AoE
    Duration: 3
    Cooldown: 5
    Description:

    The user removes a certain amount of air pressure in an area, causing a pressure difference resulting in intense storm-like winds in a radius of 30m where the spell is cast, dealing 50% C-rank damage per turn to everyone in the area.

    Strengths:
    - Decent are of effect, hurts everyone in the area
    - Very hard to dodge

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage
    - Can be eaten by relevant slayers


    5. Pressure Shield:


    Name: Pressure Shield
    Rank: C
    Type: Defensive
    Duration: 3
    Cooldown: 4
    Description:

    The caster accumulates a great quantity of air before himself and compresses it to make it hard as steel, forming a barrier that extends 5 meters in each direction. The barrier is stationary and can take up to 3x rank damage before it breaks.

    Strengths:
    - Good, stable defense

    Weaknesses:
    - Barrier has a low range
    - Can't move after it's been created


    6. Storm Wave:


    Name: Storm Wave
    Rank: C
    Type: Offensive, AoE
    Duration: 1
    Cooldown: 3
    Description:

    The caster surrounds one hand with a great amount of air and greatly pressurizes it. Then, the caster releases the air in a sweep motion, sending out a wave of compressed air in a cone before the caster that can cut through most conventional materials and deals 50% C-rank damage.

    Strengths:
    - Hurts everyone in a cone before the caster

    Weaknesses:
    - Can hit friend and foe alike
    - Relatively low damage


    7. Pressure Grenade:


    Name: Pressure Grenade
    Rank: C
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The caster pressurizes a great amount of air into an orb in one of his hands and then throws it at an opponent. The orb of compressed air explodes on touch, dealing C-rank damage.

    Strengths:
    - Deals a decent amount of damage

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively unsafe to handle since it explodes on contact


    8. Pressure Lances:


    Name: Pressure Lances
    Rank: C
    Type: Offensive, Multi Target
    Duration:1
    Cooldown: 3
    Description:

    The caster compresses and shapes air into 3 homing lances that follow one or multiple opponents around and strike them for 0.75x of C-rank damage each.

    Strengths:
    - Target-seeking lances that home in on enemies

    Weaknesses:
    - Can be eaten by relevant slayers
    - Relatively low damage



    B-Rank Spells:


    1. Pressure Freeze:


    Name: Pressure Freeze
    Rank: B
    Type: Offensive, Single Target
    Duration: 5
    Cooldown: 8
    Description:

    The user explosively compresses a large volume of air around a single opponent within a 200m radius, the extreme pressure crushing them for 0.5 B-rank damage. Additionally, the quick expansion of the air after the pressure is released rapidly cools down the opponents immediate surroundings, causing intense cold and frostburn on their skin that deals 0.5 B-rank damage for the next 4 posts. The frost can be neutralized by any kind of fire magic.

    Strengths:
    - Causes frostburn on an opponent

    Weaknesses:
    - Can be eaten by relevant slayers
    - Frostburn can be neutralized by fire magic


    2. Pressure Choke:


    Name: Pressure Choke
    Rank: B
    Type: AoE, Debuff
    Duration: 5
    Cooldown: 7
    Description:

    The user will create a bubble of air with a 100m radius around himself, using air pressure to remove most oxygen from the area, causing enemies in the AoE to suffocate, slowing them down by 25% as well as dealing 0.5x rank damage per round to anyone in the bubble.

    Strengths:
    - Slows all enemies in the AoE down

    Weaknesses:
    - Once an opponent leaves the AoE the spell stops affecting them
    - Works only opponents that actually need to breathe


    3. Pressure Rush:


    Name: Pressure Rush
    Rank: B
    Type: AoE, Debuff
    Duration: 3
    Cooldown: 5
    Description:

    The user increases the pressure in a radius of 50m drastically, making enemies in the AoE feel as if they were being crushed by a heavy weight, making it extremely hard to move. This immobilizes affected foes of lower or the same rank and works at 50% efficiency for those of 1 rank above the user and 25% for those 2 ranks above the user.Additionally, it applies a debuff of 25% melee defense to all affected by the spell for the spells duration.

    Strengths:
    - Immobilizes foes / lowers defenses

    Weaknesses:
    - Immobilization only effectively works on foes of same or lower rank
    - Only works in a set radius


    4. Pressure Strike :


    Name: Pressure Strike
    Rank: B
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    The user accumulates and compresses a great volume of air around his hand or a weapon and coats it in a layer of extremely pressurized air. Upon touch, the stored up pressure is explosively released in the direction the contact came from, sending any opponent flying back 50m and hitting them for B-rank damage.

    Strengths:
    - Gives opponents no time to react, knocks them back

    Weaknesses:
    - Has no range, only works in melee range
    - The user has to get close and potentially endanger themself


    5. Pressure Spear:


    Name: Pressure Spear
    Rank: B
    Type: Offensive, Single Target
    Duration: 1
    Cooldown: 3
    Description:

    The user compresses air into the shape of a lance, launching it at a single enemy within 200m using compressed air, impaling them for B-rank damage.

    Strengths:
    - Launches a projectile with high penetrating power

    Weaknesses:
    - Can be eaten by relevant slayers
    - Can only target a single enemy at a time


    6. Pressure Soothe:


    Name: Pressure Soothe
    Rank: B
    Type: Healing, Single Target
    Duration: 1
    Cooldown: 4
    Description:

    Placing their hand on an allies or own wounds, the user will coat them with pressurized air and they will close and heal instantly by the power of the users wind magic, healing a single person in melee range for B-rank spell HP.

    Strengths:
    - Can be used to heal self or allies

    Weaknesses:
    - Requires physical contact to work
    - Very short range


    7. Storms Berserker:


    Name: Storms Berserker
    Rank: B
    Type: Offensive, Buff, Single Target
    Duration: 4
    Cooldown: 6
    Description:

    The user coats his entire body in pressurized air and a light grey aura, enhancing both his speed and strength by 25% for 4 rounds before hurling forward at an opponent, attack with a lightning fast succession of magically enhanced melee attacks, demolishing a single enemy for B-rank damage.

    Strengths:
    - Buffs the user

    Weaknesses:
    - Can only be used in melee range
    - Can only target a single enemy at a time




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      Current date/time is 19th April 2018, 2:15 pm