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Zack Johnson {Wind magic}
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Zack Johnson {Wind magic}
Name: Wind magic
Type: Caster magic
Element/Aspect: Wind
Description: This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind Magic grants them high offensive power, allowing them to assault enemies in different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness. Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude. However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.
Side Effects: N/A
Offensive
Wind swords
Tier: Base Spell
Magic Cost: 10+
Type: Offensive
Element: Wind
Range: Self
Requirements: Holding the wind in your hand it dispells otherwise.
Effect: Creating sharp slashing wind for close combat
Cooldown: 2 posts
Wind punch
Tier: Base Spell
Magic Cost: 10+
Type: Offensive
Element: Wind
Range: Self
Requirements: Casting the spell before the actual punch hits is atleast a requirement.
Effect: Creates sharp drills on the fists of Zack.
Cooldown: 3 posts.
Wind kick
Tier: Base Spell
Magic Cost: 10+
Type: Offensive
Element: Wind
Range: Self
Requirements: Casting the spell before kicking.
Effect: It creates a wind blade on the legs which are able to cut.
Cooldown: 5 posts
Blade rain
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [10ft]
Requirements: Swinging his arm or leg.
Effect: Creates a rain of sharp wind cuts.
Cooldown: 4 posts
Wind cut
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [15ft]
Requirements: Swinging his arm or leg
Effect: It sends of a mooncrest wind blade
Cooldown: 2 posts
Wind push
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [10ft]
Requirements: Having been in that location before.
Effect: Creates a small tornado/wind push from the location. Its used to unbalance the enemy
Cooldown: 2 posts
Wind blast
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [20ft]
Requirements: Blasting your hands forward with a good footing.
Effect: It creates a giant wind blast like a triangle giving a blast on hit and most likely pushing the person against the surroundings.
Cooldown: 20 posts.
Defensive
Vortex area
Tier: Base Spell
Magic Cost: 10+
Type: Defensive
Element: Wind
Range: Ranged [20 ft]
Requirements: It needs concentration and an open area.
Effect: It creates an area which is harder to move in and harder to breath in causing the opponents stamina to be going down rapidly.
Cooldown: 7 posts
Storm mail
Tier: Base Spell
Magic Cost: 10
Type: Defensive
Element: Wind
Range: Self
Requirements: N/A
Effect: It creates rough flowing winds making your own speed drop but increasing the defensive qualities you have. It can stop punches and weak elemental attacks as punches and kicks would tear their skin off. Yet it is only a really good defensive skill at high tier yet influence on offensive power.
Cooldown: 5 posts
Wind push
Tier: Base Spell
Magic Cost: 10
Type: Defensive
Element: Wind
Range: Self to [10 ft]
Requirements: N/A
Effect: It pushes things in the surrounds away. How higher the tier how stronger the push.
Cooldown: 4 posts
Wind wall
Tier: Base Spell
Magic Cost: 10
Type: Defensive
Element: Wind
Range: Ranged [20ft]
Requirements: 5 rounds for preparing atleast.
Effect: It creates a wall that is impossible to walk through. This way you can seperate enemies from eachother making it a 1 vs 1.
Cooldown: 20 posts
Utility
Flight
Tier: Base Spell
Magic Cost: 10+
Type: Utility
Element: Wind
Range: Self
Requirements: N/A
Effect: This spell makes the person able to fly
Cooldown: 2 post
Base spell: Low speed flight (Floating)
Tier one: -
Tier two: -
Air step
Tier: Base Spell
Magic Cost: 10
Type: Utility
Element: Wind
Range: Self
Requirements: Being in the air(Jumping, Flight, Falling)
Effect: It makes a small fast stepping stone in the air.
Cooldown: N/A (I believe this has something to do with RPing skills. Its not unlimited yet I do not believe there is an actual cooldown. So I will leave the decision up to the mods)
Vortex
Tier: Base Spell
Magic Cost: 10+
Type: Utility
Element: Wind
Range: Self
Requirements: It requires concentration and effort.
Effect: It creates a flow of air around the body of the mage causing no wind resistant making it possible to achieve higher speed.
Cooldown: 2 posts
Type: Caster magic
Element/Aspect: Wind
Description: This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind Magic grants them high offensive power, allowing them to assault enemies in different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness. Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude. However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.
Side Effects: N/A
Offensive
Wind swords
Tier: Base Spell
Magic Cost: 10+
Type: Offensive
Element: Wind
Range: Self
Requirements: Holding the wind in your hand it dispells otherwise.
Effect: Creating sharp slashing wind for close combat
Cooldown: 2 posts
Wind punch
Tier: Base Spell
Magic Cost: 10+
Type: Offensive
Element: Wind
Range: Self
Requirements: Casting the spell before the actual punch hits is atleast a requirement.
Effect: Creates sharp drills on the fists of Zack.
Cooldown: 3 posts.
Wind kick
Tier: Base Spell
Magic Cost: 10+
Type: Offensive
Element: Wind
Range: Self
Requirements: Casting the spell before kicking.
Effect: It creates a wind blade on the legs which are able to cut.
Cooldown: 5 posts
Blade rain
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [10ft]
Requirements: Swinging his arm or leg.
Effect: Creates a rain of sharp wind cuts.
Cooldown: 4 posts
Wind cut
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [15ft]
Requirements: Swinging his arm or leg
Effect: It sends of a mooncrest wind blade
Cooldown: 2 posts
Wind push
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [10ft]
Requirements: Having been in that location before.
Effect: Creates a small tornado/wind push from the location. Its used to unbalance the enemy
Cooldown: 2 posts
Wind blast
Tier: Base Spell
Magic Cost: 10
Type: Offensive
Element: Wind
Range: Ranged [20ft]
Requirements: Blasting your hands forward with a good footing.
Effect: It creates a giant wind blast like a triangle giving a blast on hit and most likely pushing the person against the surroundings.
Cooldown: 20 posts.
Defensive
Vortex area
Tier: Base Spell
Magic Cost: 10+
Type: Defensive
Element: Wind
Range: Ranged [20 ft]
Requirements: It needs concentration and an open area.
Effect: It creates an area which is harder to move in and harder to breath in causing the opponents stamina to be going down rapidly.
Cooldown: 7 posts
Storm mail
Tier: Base Spell
Magic Cost: 10
Type: Defensive
Element: Wind
Range: Self
Requirements: N/A
Effect: It creates rough flowing winds making your own speed drop but increasing the defensive qualities you have. It can stop punches and weak elemental attacks as punches and kicks would tear their skin off. Yet it is only a really good defensive skill at high tier yet influence on offensive power.
Cooldown: 5 posts
Wind push
Tier: Base Spell
Magic Cost: 10
Type: Defensive
Element: Wind
Range: Self to [10 ft]
Requirements: N/A
Effect: It pushes things in the surrounds away. How higher the tier how stronger the push.
Cooldown: 4 posts
Wind wall
Tier: Base Spell
Magic Cost: 10
Type: Defensive
Element: Wind
Range: Ranged [20ft]
Requirements: 5 rounds for preparing atleast.
Effect: It creates a wall that is impossible to walk through. This way you can seperate enemies from eachother making it a 1 vs 1.
Cooldown: 20 posts
Utility
Flight
Tier: Base Spell
Magic Cost: 10+
Type: Utility
Element: Wind
Range: Self
Requirements: N/A
Effect: This spell makes the person able to fly
Cooldown: 2 post
Base spell: Low speed flight (Floating)
Tier one: -
Tier two: -
Air step
Tier: Base Spell
Magic Cost: 10
Type: Utility
Element: Wind
Range: Self
Requirements: Being in the air(Jumping, Flight, Falling)
Effect: It makes a small fast stepping stone in the air.
Cooldown: N/A (I believe this has something to do with RPing skills. Its not unlimited yet I do not believe there is an actual cooldown. So I will leave the decision up to the mods)
Vortex
Tier: Base Spell
Magic Cost: 10+
Type: Utility
Element: Wind
Range: Self
Requirements: It requires concentration and effort.
Effect: It creates a flow of air around the body of the mage causing no wind resistant making it possible to achieve higher speed.
Cooldown: 2 posts
Zack Johnson- Posts : 3
Age : 32
Location : Netherlands
Similar topics
» Zack Johnson
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» Sword Magic
» Not sure where this should go so it goes here! Magic Idea!
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» 02. MAGIC LIST
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