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 Riza Wilder Wind Mage (Finished)

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Riza_Wilder
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PostSubject: Riza Wilder Wind Mage (Finished)   Tue Dec 11, 2012 10:13 pm

Magic


Primary Magic: Wind/Air magic (Wind is a form of air - tis the only reason air is stated~)
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description:
Riza's magic allows her to manipulate and create wind. Once at a higher rank, she'll be able to create mini tornadoes and whatnot~ For now, though, she's stuck with blow-drying her hair and annoying people with random wind gusts (sometimes when she's agitated, a light breeze will play with her hair/clothing or swirl around her, affecting those within two-three yards of her).

Wind can have the capability to slice through things, when given enough force. Or, if needed/wanted, it can be used for blunt attacks - to possibly deflect oncoming attacks (things like Fire are easier to deflect than physical objects). Wind can be used to force opponents back.

Riza also likes to use fighting fans for close-combat, or even to strengthen her wind abilities. (Will create and pay for the weapon - hope to upgrade it as her rank also increases!) She tucks them into the pink strap at her waist, to conceal them from view.

Spoiler:
 
Strengths:
Riza can easily attack at a distance with either sharp, piercing offense or a more blunt-force type deal. It can allow Riza to hover/fly/float, if needed, and it can possibly shield her. Wind is mainly used for long-ranged offense, but she could potentially cover her body (or parts of her body) in a piercing, rotating wind force that could be used for closer combat/defense. (Not that she would do so lightly - she'd rather use her fans, as things like that would potentially mess up her hair.)

Weaknesses: Physical, close-ranged attacks are more difficult for Riza to fend off. Physical objects are also trickier, as are certain elements (lightning, water, earth, etc). Because of these holes in her defense (from physical objects and certain elements), she needs to have a stronger offense and be agile enough to move quickly - which her wind helps with.


Last edited by Riza_Wilder on Sat Dec 15, 2012 9:05 pm; edited 3 times in total
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PostSubject: Re: Riza Wilder Wind Mage (Finished)   Tue Dec 11, 2012 10:18 pm

E-Rank

Name: Flicker
Rank: E
Magic Cost: 5
Requirements: Riza needs to be able to move her hand/fingers.
Class: Offense/Supplementary (offense when ranked up)
Element: Wind
Effect: This spell allows Riza to conjure a tiny spurt of air from her fingertips/palm. So far, this is capable of doing little other than flipping a page in a book or pushing things across a flat surface. (Like tiny items on a table top.) She flicks her fingers/wrist or thrusts her palm in order to have a burst of wind shoot out.
Magic Circle:
Spoiler:
 
CD: 1
Dur: Instant

Name: Bounce
Rank: E
Magic Cost: 5
Requirements: None
Class: Supplementary
Element: Wind
Effect: This spell conjures a tiny bubble of air to beneath Riza's feet - this allows her to jump to greater heights that she normally wouldn't be able to do. (She can jump 20 feet higher.) She may also use this to propel herself towards an object/opponent (by kicking off of a nearby wall/sturdy thing).
Magic Circle:
Spoiler:
 
CD: 1
Dur: 2 posts, unless she cancels the spell. (For is she's attempting to scale a building and whatnot)

D-Rank

Name: Wind Barrier
Rank: D
Magic Cost: 10
Requirements: Riza must hold her palms open in whichever direction she wishes the wind barrier to form. (Later on, she'll be able to use both hands in different areas. For now, though, she must use both hands for one barrier.)
Class: Defense
Element: Wind
Effect: A cloud of wind rushes out of Riza's palms, but it doesn't extend farther than one foot from her. It billows out and back towards her palms (like rice cooking in boiling water) and keeps certain elements (potentially physical objects) at bay. These objects drop to Riza's feet. (Upon ranking up, these may deflect towards the opponent(s)) This defends Riza from 1 C-rank spell and 2 D-rank spells. (Has a 5 foot diameter from the epicenter)
Magic Circle:
Spoiler:
 
CD: 2
Dur: Instant

Name: Pinpoint
Rank: D
Magic Cost: 10
Requirements: Riza first puts her arms in front of her (elbows bent, hands flat like a blade in front of her chest), then she quickly extends her arms. (They open - now she could look like she's "flying" Razz) Two tiny magic circles appear at her fingertips when the spell is activated. (One circle per hand)
Class: Offense
Element: Wind
Effect: Razor-sharp wind "shards" come at the opponent from his sides. There are five on each side, but they're invisible (as wind isn't visible, ya know?) Each comes at the opponent like a needle, and as such, they don't do much outside damage. On the inside, however, they hit your nerve cells and cause quite a bit of pain. (Travel at 25mph)
Magic Circle:
Spoiler:
 
CD: 2
Dur: Instant

Name: Lasso
Rank: D
Magic Cost: 10
Requirements: None
Class: Offense/Supplementary?
Element: Wind
Effect: This spell causes three wind rings (their size varies depending up on the opponent's size) that attempt to attach themselves to the opponents torso, binding his arms to his body - if that doesn't occur (by the opponent moving or so), it can appease itself by attaching itself to the opponent's ankles/wrists. If it attaches itself to the torso, the opponent is rendered immobile for 2 posts (if they move within those two posts, they gain painful lacerations where the rings are touching upon their arms/torso and move about 25% slower than normal) - if they attach to the arms/wrists, the ailed body part become 25% slower than normal and gains painful lacerations where thing rings touch the person as well.
The three rings may either enclose around the torso OR the wrists/arms - NOT both. Therefore, either the opponent is immobile for two turns/ is slower than normal (while gaining the three ring cuts) OR their attacks/dodging/defense is slower (Reaction time, I suppose you could also call it) for three turns.
-- There are no cuts if the opponent remains completely immobile (meaning legs as well as upper body) for 2 posts - the opponent will feel pressure but will not be physically harmed.
Magic Circle:
Spoiler:
 
CD: 3
Dur: 1

Code:
[b][center]E-Rank[/b][/center]

[b]Name:[/b] Flicker
[b]Rank:[/b] E
[b]Magic Cost:[/b] 5
[b]Requirements:[/b] Riza needs to be able to move her hand/fingers.
[b]Class:[/b] Offense/Supplementary (offense when ranked up)
[b]Element:[/b] Wind
[b]Effect: [/b] This spell allows Riza to conjure a tiny spurt of air from her fingertips/palm. So far, this is capable of doing little other than flipping a page in a book or pushing things across a flat surface. (Like tiny items on a table top.) She flicks her fingers/wrist or thrusts her palm in order to have a burst of wind shoot out.
[b]Magic Circle:[/b] [spoiler][img]http://fc05.deviantart.net/fs38/i/2008/357/5/b/Kali_Princia_Magic_Circle_by_Xyee.jpg[/img][/spoiler]
[b]CD:[/b] 1
[b]Dur:[/b] Instant

[b]Name:[/b] Bounce
[b]Rank:[/b] E
[b]Magic Cost:[/b] 5
[b]Requirements:[/b] None
[b]Class:[/b] Supplementary
[b]Element:[/b] Wind
[b]Effect: [/b] This spell conjures a tiny bubble of air to beneath Riza's feet - this allows her to jump to greater heights that she normally wouldn't be able to do. (She can jump 20 feet higher.) She may also use this to propel herself towards an object/opponent (by kicking off of a nearby wall/sturdy thing).
[b]Magic Circle:[/b] [spoiler][img]http://fc05.deviantart.net/fs38/i/2008/357/5/b/Kali_Princia_Magic_Circle_by_Xyee.jpg[/img][/spoiler]
[b]CD:[/b] 1
[b]Dur:[/b] 2 posts, unless she cancels the spell. (For is she's attempting to scale a building and whatnot)

[b][center]D-Rank[/b][/center]

[b]Name:[/b] Wind Barrier
[b]Rank:[/b] D
[b]Magic Cost:[/b] 10
[b]Requirements:[/b] Riza must hold her palms open in whichever direction she wishes the wind barrier to form. (Later on, she'll be able to use both hands in different areas. For now, though, she must use both hands for one barrier.)
[b]Class:[/b] Defense
[b]Element:[/b] Wind
[b]Effect: [/b] A cloud of wind rushes out of Riza's palms, but it doesn't extend farther than one foot from her. It billows out and back towards her palms (like rice cooking in boiling water) and keeps certain elements (potentially physical objects) at bay. These objects drop to Riza's feet. (Upon ranking up, these may deflect towards the opponent(s)) This defends Riza from 1 C-rank spell and 2 D-rank spells. (Has a 5 foot diameter from the epicenter)
[b]Magic Circle:[/b] [spoiler][img]http://fc05.deviantart.net/fs38/i/2008/357/5/b/Kali_Princia_Magic_Circle_by_Xyee.jpg[/img][/spoiler]
[b]CD:[/b] 2
[b]Dur:[/b] Instant

[b]Name:[/b] Pinpoint
[b]Rank:[/b] D
[b]Magic Cost:[/b] 10
[b]Requirements:[/b] Riza first puts her arms in front of her (elbows bent, hands flat like a blade in front of her chest), then she quickly extends her arms. (They open - now she could look like she's "flying" :P) Two tiny magic circles appear at her fingertips when the spell is activated. (One circle per hand)
[b]Class:[/b] Offense
[b]Element:[/b] Wind
[b]Effect: [/b] Razor-sharp wind "shards" come at the opponent from his sides. There are five on each side, but they're invisible (as wind isn't visible, ya know?) Each comes at the opponent like a needle, and as such, they don't do much outside damage. On the inside, however, they hit your nerve cells and cause quite a bit of pain. (Travel at 25mph)
[b]Magic Circle:[/b] [spoiler][img]http://fc05.deviantart.net/fs38/i/2008/357/5/b/Kali_Princia_Magic_Circle_by_Xyee.jpg[/img][/spoiler]
[b]CD:[/b] 2
[b]Dur:[/b] Instant

[b]Name:[/b] Lasso
[b]Rank:[/b] D
[b]Magic Cost:[/b] 10
[b]Requirements:[/b] None
[b]Class:[/b] Offense/Supplementary?
[b]Element:[/b] Wind
[b]Effect: [/b] This spell causes three wind rings (their size varies depending up on the opponent's size) that attempt to attach themselves to the opponents torso, binding his arms to his body - if that doesn't occur (by the opponent moving or so), it can appease itself by attaching itself to the opponent's ankles/wrists. If it attaches itself to the torso, the opponent is rendered immobile for 2 posts (if they move within those two posts, they gain painful lacerations where the rings are touching upon their arms/torso and move about 25% slower than normal) - if they attach to the arms/wrists, the ailed body part become 25% slower than normal and gains painful lacerations where thing rings touch the person as well.
The three rings may either enclose around the torso OR the wrists/arms - NOT both. Therefore, either the opponent is immobile for two turns/ is slower than normal (while gaining the three ring cuts) OR their attacks/dodging/defense is slower (Reaction time, I suppose you could also call it) for three turns.
-- There are no cuts if the opponent remains completely immobile (meaning legs as well as upper body) for 2 posts - the opponent will feel pressure but will not be physically harmed.
[b]Magic Circle:[/b] [spoiler][img]http://fc05.deviantart.net/fs38/i/2008/357/5/b/Kali_Princia_Magic_Circle_by_Xyee.jpg[/img][/spoiler]
[b]CD:[/b] 3
[b]Dur:[/b] 1
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PostSubject: Re: Riza Wilder Wind Mage (Finished)   Mon Dec 31, 2012 2:22 pm

Best set of spells I've approved so far. I was a bit kind here I'd say~


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Riza Wilder Wind Mage (Finished)
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