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    Elemental Soul

    Noblehardt
    Noblehardt

    Player 
    Lineage : Lucifer's Aura
    Position : None
    Posts : 18
    Guild : Dies Irae
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    Elemental Soul Empty Elemental Soul

    Post by Noblehardt on 27th June 2019, 9:32 pm

    Magic

    Magic Name: Elemental Soul
    Magic Type: Take Over (Solitary)

    Spoiler:

    Overview:Take over is a magic which involves the user having a beast they have tamed or that is inside them “take over” part or all of their body to grant them immense strength or abilities. It is like summoning, except that instead of summoning the monster, the person becomes the monster. Take Over oftentimes involves a specific theme, such as Beast Soul etc.

    Solitary Benefit: +30% to HP and MP.
    Primary Benefit: +25% to HP and MP.
    Auxiliary Benefit: +15% to HP and MP.

    Partial Take Overs: Are spells which take pieces of different animals or aspects arms, legs, wings, head, anything that is a part of the Full Take Over is a Partial Take Over. A Partial Take Over takes up one spell slot. Partial Take Overs are given either 1 active or 1 passive ability, and 1 buff to % up to half the normal amount (use the rules for actives) for the spells rank. An Advanced Partial Take Over Spell has 75% of a buff’s power of that rank. Partial Take Over passive abilities that grant buffs follow active buff rules.

    Full Take Overs: A full take over is when you combine 2-4 partial take overs. A Full Take Over takes up a single spell slot, and is given the choice of 2 actives, 2 passives, or 1 active and 1 passive, and 1 buff to % which can be up to the full amount (use the rules for actives). However, a Full Take Over is also granted the actives and passives of all its corresponding Partial Take Overs, in addition to the % buff’s they possess. An Advanced Full Take Over Spell follows the Advanced rules for buffs. Full Take Over passive abilities that grant buffs follow active buff rules.

    Signature Spell Take Overs: Full Signature Spell Take Overs, as opposed to ReQuips or Summons, retain the ability to use all their associated abilities and buffs without having to give up an active or passive ability slot.

    Additional Rules: Each Take Over--Partial or Full--takes up 1 Spell Slot. Only a maximum of four partials can be used at once. When making a takeover spell (of any type) you only need to make strengths and weaknesses for the spell itself, and not the active and passive abilities within the spell. Take Overs themselves use burst ranges and speeds for attacks not associated with their abilities.

    Melee Damage (Clarification): Takeover Spells use the corresponding summon melee damage tables of the same rank for the respective melee damage they deal. Full Take Over spells use the summon melee damage of their corresponding rank and multiply that value by 1.5x (e.g. a C Rank summon can deal 12 HP melee damage, so a Full C Rank Take Over deals 12 HP x 1.5 = 18 HP in melee damage).

    Description: Said to be a leftover of the demonic possession that once afflicted their ancestor, the Everlash family has long since held an affinity towards Take Over magic. In Eli, the power manifests in the ability to assume the powers and form of elemental spirits that he has defeated or otherwise subjugated, enabling him to wield a variety of elements depending on the form taken.

    Through Partial Take Overs, Eli can combine the powers of different elements by transforming specific body parts, whilst Full Take Over spells put a single but more individually powerful element under his control.

    Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you can have 1 unique ability.

    • Ability: Natural Shelter: The user's affinity for the magic of nature grants them a spell damage resistance of 40%
    • Ability: Locked
    • Ability: Locked



    Name: Elemental Soul: Sylph Sandals
    Rank: D
    Type: Burst/Partial Take Over
    Melee Damage: 5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 Posts
    Downside: Requires the user's legs be unrestricted in order to cast
    Description: On casting this spell, a magic circle depicting a pair of wings appears on the ground beneath the user. The magic circle then rises up to knee length, enveloping the person's legs in light before fading away to reveal that their legs have become slender and glow with green light, surrounded by twisting winds. This spell imbues the user with the power of the wind, enhancing movement speed by 25%.
    Abilities: Sylph Scythe

    Ability 1:

    Name: Sylph Scythe
    Type: Single Target/Partial Take Over
    Damage: 40HP
    Range: 60 meters
    Speed: 60 meters per second
    Duration: Instant
    Downside: N/A
    Description: While Sylph Sandals is active, the user can utilize this spell to attack at a range. By swinging one of their wind-imbued legs, the user releases a wicked blade of wind in the direction of a single enemy. This spell can be cast once per post.


    Name: Elemental Soul: Protective Pinion
    Rank: D
    Type: Defensive/Partial Take Over
    Melee Damage: N/A
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Gives the user a larger silhouette, potentially making for an easier target.
    Description: A magic circle appears in the air in front of the user, depicting a pair of wings. The circle then passes over the user to behind them. Upon doing so, four wings appear on the user's back; two large, and two small. These wings are sturdier than they look, and can be used as a shield to reduce physical damage by 25%.
    Abilities: Fairy Whirlwind

    Ability 1:

    Name: Fairy Whirlwind
    Type: Area of Effect/Partial Take Over
    Damage: 20HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: 2 posts
    Downside: N/A
    Description: So long as the Protective Pinion Take Over is active, the user can cast this spell once per transformation (twice if using Gale Heart). By flapping their powerful wings, the user can create a small-scale tornado to attack enemies within an area. Enemies enveloped by the wind caused by this spell will have their movement impeded by 50% for 2 posts.

    Name: Elemental Soul: Ifrit's Arm
    Rank: D
    Type: Burst/Partial Take Over
    Melee Damage: 5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: While in use, the Ifrit's Arm cannot be used for handling normal objects or people without causing them damage or pain
    Description: A red magic circle appears at the end of the user's fingers, before traveling up their arm. On doing so, the user's arm takes on the appearance of a clawed, flaming demon arm. These arms are stronger than the user's own, granting an increase in physical strength of 25%.
    Abilities: Ash Maker's Fist

    Ability 1:

    Name: Ash Maker's Fist
    Type: Single Target/Partial Take Over
    Damage: 40HP
    Range: 60 meters
    Speed: 60 meters per second
    Duration: Instant
    Downside: N/A
    Description: The user may cast this spell so long as Ifrit's Arms is in effect. The user draws back their first before releasing a fearsome punch, sending a gout of fire in the direction of their target. The user can cast this once per post.


    Name: Elemental Soul: Gale Heart
    Rank: D+
    Type: Burst/Full Take Over
    Melee Damage: 10.5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 5 posts
    Downside: While using this Take Over, the user receives 50% extra damage from earth-based magic
    Description: A large magic circle appears over the user, creating a powerful wind within its area. The circle lowers to the ground, passing over the user and enveloping them in the wind. On completion, the user appears with both the Protective Pinion spell's wings, the legs of the Sylph Sandals spell, and a full-body, form-fitting white and gold body suit, as well as their hair turning green.
    Abilities: Protective Pinion and Sylph Sandal's abilities, Storm Wing, and Verdant Wind

    Ability 1:

    Name: Storm Wing
    Type: Single Target
    Damage: 60HP
    Range: 90 meters
    Speed: 90 meters per second
    Duration: Instant
    Downside: N/A
    Description: The wings of the Gale Heart user become engulfed in a violent gale as they select their target, at which point the user dives towards them with the speed of the wind, twisting as they travel, in a manner almost reminiscent of a sideways tornado. This spell can be cast once per post.

    Ability 2 (Only for Full Take Overs):

    Name: Verdant Wind
    Type: Multiple Target
    Damage: 45HP
    Range: 68 meters
    Speed: 45 meters per second
    Duration: Instant
    Downside: N/A
    Description: The user flaps all four of their Sylph wings in preparation to attack as they choose their targets. On deciding who to aim for, the user releases a barrage of feathers at the selected enemies to attack multiple targets from a distance. This spell can be cast once per post.

    Buff: Harrowing Gale: User is empowered by the strength of wind, increasing their physical strength by 75%.


    Last edited by Noblehardt on 28th June 2019, 9:45 am; edited 2 times in total
    Shane Stern
    Shane Stern

    Player 
    Lineage : Unbreakable Hero
    Posts : 590
    Guild : Rune Knights
    Cosmic Coins : 30
    Dungeon Tokens : 0
    Experience : 30,075

    Character Sheet
    First Magic: All Might 2.0
    Second Magic: Warfare Requip
    Third Magic:

    Elemental Soul Empty Re: Elemental Soul

    Post by Shane Stern on 28th June 2019, 2:58 am

    Hey, Shane here grading your magic app. There's some minor edits to make in this color before it's all okay.

    Edits:
    @Noblehardt wrote:Magic

    Magic Name: Elemental Soul
    Magic Type: Takeover --> you will need to specify the benefit level

    Spoiler:

    Overview:Take over is a magic which involves the user having a beast they have tamed or that is inside them “take over” part or all of their body to grant them immense strength or abilities. It is like summoning, except that instead of summoning the monster, the person becomes the monster. Take Over oftentimes involves a specific theme, such as Beast Soul etc.

    Solitary Benefit: +30% to HP and MP.
    Primary Benefit: +25% to HP and MP.
    Auxiliary Benefit: +15% to HP and MP.

    Partial Take Overs: Are spells which take pieces of different animals or aspects arms, legs, wings, head, anything that is a part of the Full Take Over is a Partial Take Over. A Partial Take Over takes up one spell slot. Partial Take Overs are given either 1 active or 1 passive ability, and 1 buff to % up to half the normal amount (use the rules for actives) for the spells rank. An Advanced Partial Take Over Spell has 75% of a buff’s power of that rank. Partial Take Over passive abilities that grant buffs follow active buff rules.

    Full Take Overs: A full take over is when you combine 2-4 partial take overs. A Full Take Over takes up a single spell slot, and is given the choice of 2 actives, 2 passives, or 1 active and 1 passive, and 1 buff to % which can be up to the full amount (use the rules for actives). However, a Full Take Over is also granted the actives and passives of all its corresponding Partial Take Overs, in addition to the % buff’s they possess. An Advanced Full Take Over Spell follows the Advanced rules for buffs. Full Take Over passive abilities that grant buffs follow active buff rules.

    Signature Spell Take Overs: Full Signature Spell Take Overs, as opposed to ReQuips or Summons, retain the ability to use all their associated abilities and buffs without having to give up an active or passive ability slot.

    Additional Rules: Each Take Over--Partial or Full--takes up 1 Spell Slot. Only a maximum of four partials can be used at once. When making a takeover spell (of any type) you only need to make strengths and weaknesses for the spell itself, and not the active and passive abilities within the spell. Take Overs themselves use burst ranges and speeds for attacks not associated with their abilities.

    Melee Damage (Clarification): Takeover Spells use the corresponding summon melee damage tables of the same rank for the respective melee damage they deal. Full Take Over spells use the summon melee damage of their corresponding rank and multiply that value by 1.5x (e.g. a C Rank summon can deal 12 HP melee damage, so a Full C Rank Take Over deals 12 HP x 1.5 = 18 HP in melee damage).

    Description: Said to be a leftover of the demonic possession that once afflicted their ancestor, the Everlash family has long since held an affinity towards Take Over magic. In Eli, the power manifests in the ability to assume the powers and form of elemental spirits that he has defeated or otherwise subjugated, enabling him to wield a variety of elements depending on the form taken.

    Through Partial Take Overs, Eli can combine the powers of different elements by transforming specific body parts, whilst Full Take Over spells put a single but more individually powerful element under his control.

    Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you can have 1 unique ability.

    • Ability: Natural Shelter: The user's affinity for the magic of nature grants them a spell damage resistance of 40%
    • Ability: Locked
    • Ability: Locked



    Name: Elemental Soul: Sylph Sandals
    Rank: D
    Type: Burst/Partial Take Over
    Melee Damage: 5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 Posts
    Downside: Requires the user's legs be unrestricted in order to cast
    Description: On casting this spell, a magic circle depicting a pair of wings appears on the ground beneath the user. The magic circle then rises up to knee length, enveloping the person's legs in light before fading away to reveal that their legs have become slender and glow with green light, surrounded by twisting winds. This spell imbues the user with the power of the wind, enhancing movement speed by 25%.
    Abilities: Sylph Scythe

    Ability 1:

    Name: Sylph Scythe
    Type: Single Target/Partial Take Over
    Damage: 40HP
    Range: 60 meters
    Speed: 60 meters per second
    Duration: Instant
    Downside: N/A
    Description: While Sylph Sandals is active, the user can utilize this spell to attack at a range. By swinging one of their wind-imbued legs, the user releases a wicked blade of wind in the direction of a single enemy. This spell can be cast once per post.


    Name: Elemental Soul: Protective Pinion
    Rank: D
    Type: Defensive/Partial Take Over
    Melee Damage: N/A
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Gives the user a larger silhouette, potentially making for an easier target.
    Description: A magic circle appears in the air in front of the user, depicting a pair of wings. The circle then passes over the user to behind them. Upon doing so, four wings appear on the user's back; two large, and two small. These wings are sturdier than they look, and can be used as a shield to reduce physical damage by 25%.
    Abilities: Fairy Whirlwind

    Ability 1:

    Name: Fairy Whirlwind
    Type: Area of Effect/Partial Take Over
    Damage: 20HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: Instant
    Downside: N/A
    Description: So long as the Protective Pinion Take Over is active, the user can use this spell once per post. By flapping their powerful wings, the user can create a small-scale tornado to attack enemies within an area. Enemies enveloped by the wind caused by this spell will have their movement impeded by 50%.
    --> you will need to specify how long the speed debuff lasts and then change your duration to match that as well.

    Name: Elemental Soul: Ifrit's Arm
    Rank: D
    Type: Burst/Partial Take Over
    Melee Damage: 5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: While in use, the Ifrit's Arm cannot be used for handling normal objects or people without causing them damage or pain
    Description: A red magic circle appears at the end of the user's fingers, before traveling up their arm. On doing so, the user's arm takes on the appearance of a clawed, flaming demon arm. These arms are stronger than the user's own, granting an increase in physical strength of 25%.
    Abilities: Ash Maker's Fist

    Ability 1:

    Name: Ash Maker's Fist
    Type: Single Target/Partial Take Over
    Damage: 40HP
    Range: 60 meters
    Speed: 60 meters per second
    Duration: Instant
    Downside: N/A
    Description: The user may cast this spell so long as Ifrit's Arms is in effect. The user draws back their first before releasing a fearsome punch, sending a gout of fire in the direction of their target. The user can cast this once per post.


    Name: Elemental Soul: Gale Heart
    Rank: D+
    Type: Burst/Full Take Over
    Melee Damage: 10.5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 5 posts
    Downside: While using this Take Over, the user receives 50% extra damage from earth-based magic
    Description: A large magic circle appears over the user, creating a powerful wind within its area. The circle lowers to the ground, passing over the user and enveloping them in the wind. On completion, the user appears with both the Protective Pinion spell's wings, the legs of the Sylph Sandals spell, and a full-body, form-fitting white and gold body suit, as well as their hair turning green.
    Abilities: Protective Pinion and Sylph Sandal's abilities, Storm Wing, and Verdant Wind

    Ability 1:

    Name: Storm Wing
    Type: Single Target
    Damage: 60HP
    Range: 90 meters
    Speed: 90 meters per second
    Duration: Instant
    Downside: N/A
    Description: The wings of the Gale Heart user become engulfed in a violent gale as they select their target, at which point the user dives towards them with the speed of the wind, twisting as they travel, in a manner almost reminiscent of a sideways tornado. This spell can be cast once per post.

    Ability 2 (Only for Full Take Overs):

    Name: Verdant Wind
    Type: Multiple Target
    Damage: 45HP
    Range: 68 meters
    Speed: 45 meters per second
    Duration: Instant
    Downside: N/A
    Description: The user flaps all four of their Sylph wings in preparation to attack as they choose their targets. On deciding who to aim for, the user releases a barrage of feathers at the selected enemies to attack multiple targets from a distance. This spell can be cast once per post.

    Buff: Harrowing Gale: User is empowered by the strength of wind, increasing their physical strength by 75%.


    _____________________________________________________________________________________

    Elemental Soul Z9G4aIt
    Noblehardt
    Noblehardt

    Player 
    Lineage : Lucifer's Aura
    Position : None
    Posts : 18
    Guild : Dies Irae
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Elemental Soul Empty Re: Elemental Soul

    Post by Noblehardt on 28th June 2019, 9:46 am

    Made the requested changes!
    Shane Stern
    Shane Stern

    Player 
    Lineage : Unbreakable Hero
    Posts : 590
    Guild : Rune Knights
    Cosmic Coins : 30
    Dungeon Tokens : 0
    Experience : 30,075

    Character Sheet
    First Magic: All Might 2.0
    Second Magic: Warfare Requip
    Third Magic:

    Elemental Soul Empty Re: Elemental Soul

    Post by Shane Stern on 29th June 2019, 1:39 am

    Elemental Soul Bgk37lA

    Approved:
    @Noblehardt wrote:Magic

    Magic Name: Elemental Soul
    Magic Type: Take Over (Solitary)

    Spoiler:

    Overview:Take over is a magic which involves the user having a beast they have tamed or that is inside them “take over” part or all of their body to grant them immense strength or abilities. It is like summoning, except that instead of summoning the monster, the person becomes the monster. Take Over oftentimes involves a specific theme, such as Beast Soul etc.

    Solitary Benefit: +30% to HP and MP.
    Primary Benefit: +25% to HP and MP.
    Auxiliary Benefit: +15% to HP and MP.

    Partial Take Overs: Are spells which take pieces of different animals or aspects arms, legs, wings, head, anything that is a part of the Full Take Over is a Partial Take Over. A Partial Take Over takes up one spell slot. Partial Take Overs are given either 1 active or 1 passive ability, and 1 buff to % up to half the normal amount (use the rules for actives) for the spells rank. An Advanced Partial Take Over Spell has 75% of a buff’s power of that rank. Partial Take Over passive abilities that grant buffs follow active buff rules.

    Full Take Overs: A full take over is when you combine 2-4 partial take overs. A Full Take Over takes up a single spell slot, and is given the choice of 2 actives, 2 passives, or 1 active and 1 passive, and 1 buff to % which can be up to the full amount (use the rules for actives). However, a Full Take Over is also granted the actives and passives of all its corresponding Partial Take Overs, in addition to the % buff’s they possess. An Advanced Full Take Over Spell follows the Advanced rules for buffs. Full Take Over passive abilities that grant buffs follow active buff rules.

    Signature Spell Take Overs: Full Signature Spell Take Overs, as opposed to ReQuips or Summons, retain the ability to use all their associated abilities and buffs without having to give up an active or passive ability slot.

    Additional Rules: Each Take Over--Partial or Full--takes up 1 Spell Slot. Only a maximum of four partials can be used at once. When making a takeover spell (of any type) you only need to make strengths and weaknesses for the spell itself, and not the active and passive abilities within the spell. Take Overs themselves use burst ranges and speeds for attacks not associated with their abilities.

    Melee Damage (Clarification): Takeover Spells use the corresponding summon melee damage tables of the same rank for the respective melee damage they deal. Full Take Over spells use the summon melee damage of their corresponding rank and multiply that value by 1.5x (e.g. a C Rank summon can deal 12 HP melee damage, so a Full C Rank Take Over deals 12 HP x 1.5 = 18 HP in melee damage).

    Description: Said to be a leftover of the demonic possession that once afflicted their ancestor, the Everlash family has long since held an affinity towards Take Over magic. In Eli, the power manifests in the ability to assume the powers and form of elemental spirits that he has defeated or otherwise subjugated, enabling him to wield a variety of elements depending on the form taken.

    Through Partial Take Overs, Eli can combine the powers of different elements by transforming specific body parts, whilst Full Take Over spells put a single but more individually powerful element under his control.

    Unique Abilities: (List the abilities it provides, make sure to separate each ability! Abilities are like passive traits, or a hidden power that can be activated for a very limited amount of time. These abilities are Unique to your characters specific use of the magic! As a starting D rank character, you can have 1 unique ability.

    • Ability: Natural Shelter: The user's affinity for the magic of nature grants them a spell damage resistance of 40%
    • Ability: Locked
    • Ability: Locked



    Name: Elemental Soul: Sylph Sandals
    Rank: D
    Type: Burst/Partial Take Over
    Melee Damage: 5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 Posts
    Downside: Requires the user's legs be unrestricted in order to cast
    Description: On casting this spell, a magic circle depicting a pair of wings appears on the ground beneath the user. The magic circle then rises up to knee length, enveloping the person's legs in light before fading away to reveal that their legs have become slender and glow with green light, surrounded by twisting winds. This spell imbues the user with the power of the wind, enhancing movement speed by 25%.
    Abilities: Sylph Scythe

    Ability 1:

    Name: Sylph Scythe
    Type: Single Target/Partial Take Over
    Damage: 40HP
    Range: 60 meters
    Speed: 60 meters per second
    Duration: Instant
    Downside: N/A
    Description: While Sylph Sandals is active, the user can utilize this spell to attack at a range. By swinging one of their wind-imbued legs, the user releases a wicked blade of wind in the direction of a single enemy. This spell can be cast once per post.


    Name: Elemental Soul: Protective Pinion
    Rank: D
    Type: Defensive/Partial Take Over
    Melee Damage: N/A
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Gives the user a larger silhouette, potentially making for an easier target.
    Description: A magic circle appears in the air in front of the user, depicting a pair of wings. The circle then passes over the user to behind them. Upon doing so, four wings appear on the user's back; two large, and two small. These wings are sturdier than they look, and can be used as a shield to reduce physical damage by 25%.
    Abilities: Fairy Whirlwind

    Ability 1:

    Name: Fairy Whirlwind
    Type: Area of Effect/Partial Take Over
    Damage: 20HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: 2 posts
    Downside: N/A
    Description: So long as the Protective Pinion Take Over is active, the user can cast this spell once per transformation (twice if using Gale Heart). By flapping their powerful wings, the user can create a small-scale tornado to attack enemies within an area. Enemies enveloped by the wind caused by this spell will have their movement impeded by 50% for 2 posts.

    Name: Elemental Soul: Ifrit's Arm
    Rank: D
    Type: Burst/Partial Take Over
    Melee Damage: 5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: While in use, the Ifrit's Arm cannot be used for handling normal objects or people without causing them damage or pain
    Description: A red magic circle appears at the end of the user's fingers, before traveling up their arm. On doing so, the user's arm takes on the appearance of a clawed, flaming demon arm. These arms are stronger than the user's own, granting an increase in physical strength of 25%.
    Abilities: Ash Maker's Fist

    Ability 1:

    Name: Ash Maker's Fist
    Type: Single Target/Partial Take Over
    Damage: 40HP
    Range: 60 meters
    Speed: 60 meters per second
    Duration: Instant
    Downside: N/A
    Description: The user may cast this spell so long as Ifrit's Arms is in effect. The user draws back their first before releasing a fearsome punch, sending a gout of fire in the direction of their target. The user can cast this once per post.


    Name: Elemental Soul: Gale Heart
    Rank: D+
    Type: Burst/Full Take Over
    Melee Damage: 10.5HP
    Range: 15 meters
    Speed: 15 meters per second
    Duration: 5 posts
    Downside: While using this Take Over, the user receives 50% extra damage from earth-based magic
    Description: A large magic circle appears over the user, creating a powerful wind within its area. The circle lowers to the ground, passing over the user and enveloping them in the wind. On completion, the user appears with both the Protective Pinion spell's wings, the legs of the Sylph Sandals spell, and a full-body, form-fitting white and gold body suit, as well as their hair turning green.
    Abilities: Protective Pinion and Sylph Sandal's abilities, Storm Wing, and Verdant Wind

    Ability 1:

    Name: Storm Wing
    Type: Single Target
    Damage: 60HP
    Range: 90 meters
    Speed: 90 meters per second
    Duration: Instant
    Downside: N/A
    Description: The wings of the Gale Heart user become engulfed in a violent gale as they select their target, at which point the user dives towards them with the speed of the wind, twisting as they travel, in a manner almost reminiscent of a sideways tornado. This spell can be cast once per post.

    Ability 2 (Only for Full Take Overs):

    Name: Verdant Wind
    Type: Multiple Target
    Damage: 45HP
    Range: 68 meters
    Speed: 45 meters per second
    Duration: Instant
    Downside: N/A
    Description: The user flaps all four of their Sylph wings in preparation to attack as they choose their targets. On deciding who to aim for, the user releases a barrage of feathers at the selected enemies to attack multiple targets from a distance. This spell can be cast once per post.

    Buff: Harrowing Gale: User is empowered by the strength of wind, increasing their physical strength by 75%.


    _____________________________________________________________________________________

    Elemental Soul Z9G4aIt

      Current date/time is 16th October 2019, 1:21 pm