The Bios
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Name: Y/n Mochizuki
Rōmaji: Mochizuki Y/n
Alias: Flash
~ The Jewel
~ The Immaculate One
~ The Cursed Child
Race: Human (Biologically)
~ Demon (Etherious/Forcibly implanted)
Gender: Male
Age: 18 (X784)
Birthday: February 3rd (X766)
Hair Color: Blond to Purple
Eye Color: Purple
Affiliation: Fairy Tail
Guild Mark Location: Right Side of the Neck
Occupation: Mage
Base of Operations: First Fairy Tail Building
~ Second Fairy Tail Building (former)
Relatives:
~ Lisa Minci (Mother/???)
~ Jean Gunnhildr (Mom/???)
Magic: Light Magic
~ Light God Magic
~ Lightning magic
~ Lightning God Magic
~ Wind Magic
~ Wind God Magic
~ Healing Magic
~ Crystal Magic
~ Transformation Magic
~ Darkness Magic
~ Darkness God Magic
~ Voice Magic
~ Requip
~ Telekinesis
Weapons: Catalyst
~ Sword
~ Claymore
~ Bow
~ Polearm
Appearance: Y/n is a lean, athletic young man of average height, with a fair skin tone, purple eyes mixed with green and blue, long blond lower back-length hair that fades into purple and is tied at the bottom, and has visible curves; Y/n has a scar on the back of his neck, hidden by his hair. His guild mark is purple and on the right side of his neck. Later, he will have a mark on his left hand that mark is his God Magic.
Y/n's main outfit consists of a purple vest with white and black accents, often left open slightly, exposing his belly and noticeable curves. He also wears short white shorts, fishnet tights, knee-length black boots, and elbow-length gloves. He has various accessories, including a leg strap that is tied around his waist and one on his thigh, a belt, and a black choker around his neck, along with a cross pendant and a chain around his left wrist.
Personality: Having had to move several times in his life, Y/n is personality friendly, he likes to meet new people and get along with them. Sometimes, he can be serious like when he is on a mission, or scary when things are not going well between his comrades.
Y/n has developed a mysterious demeanor around him whenever he assumes his duties as a guild member. He is known to be very kind and enjoys reading books and stories, although he also shows an obsessive side in making profits at the same time. He has an enigmatic air around him, with his friends growing used to it. When speaking with outsiders or close friends, he shows a blunter and more cynical side to him. Y/n does not mince words, even towards his friend and his master.
As he was pampered by his mother tons of times, he gains a little childish attitude whenever he finds new things. He likes teasing others and being a bit mischievous but not in a sexual way because of his serious mom.
He couples this mischievous streak with impressive skills of manipulation and reading people. As such his tricks and pranks are usually elaborate, long-winded affairs towards rather simple ends, which he does out of enjoyment and the fact that he enjoys watching people squirm. Both Natsu and Gray were such unfortunate victims that they were easily terrified upon seeing his schemes. If not partaking in such affairs, he shows interest in those who get her attention.
Apart from that, he shows a calm attitude whatever the situation thinks a lot, and cares deeply for his comrades. But...When Y/n is angered, the surrounding air near him becomes electrified in part due to his electro magic. Depending on the severity of what has angered him, he can either be simply irritated or become extremely scared, the latter also causing him to dispense "appropriate" punishment.
Likes: His Parents, Friends, Books, Magic, Nature, Fairy Tail, Nilou, Fighting, Thunder/Lightning, Singing
Dislikes: Seeing his precious one hurt, Damaged Books, Arrogant People
History: Y/n was born in a small and nearly unknown country and lives peacefully with his parents. But during his childhood, he was not allowed to leave the house alone because, unlike other people, his blood was fragile but mysterious.
One night, when he was 6, mages broke into the house and kidnapped him to a secret cave. He didn't know what's happened, he was so scared that his light magic woke up and sent all the mages flying around. Unfortunately, a dark mage used his dark magic to knock him out and they all proceeded to try a different experience with him. For five days he was screaming, crying to let it end, and by force, they implanted the contrary to his magic in him, the dark magic.
Due to his blood being so fragile, the darkness inside him harms him with excruciating pain.
On the sixth day, his parents finally found him and killed all the mages. Later, they knew that their son would never be safe in this country, so they moved on to different countries each month.
During this time, his mother gives him all the books about magic and teaches him different magic so that he can protect himself. On his 16th birthday, his parents integrated him into a guild named Fairy Tail, where there were several mages to protect him.
They only told what happened to the chief of the guild and asked him to protect their children during their research to know who was after their son. 2 years later, he made many friends in the guild like Natsu, Gray, Happy, Erza, and even Laxus. He improved a lot on his magic and had an incredible knowledge of the magic world.
His world is perfect until he meets a blond girl whom he befriends and enters an adventure to find his parents and save the world.
Magic and Abilities
Light magic is one of Y/n's signature forms of magic despite the element of his parents. This magic allows him to manipulate and utilize light in various ways. This version of light magic is more commonly known and used by Legal Mages as they are often encouraged to use their emotions when it comes to fighting, being taught it will increase the overall power of their spells, though this is just a rumor and has not yet been officially confirmed. His light Magic can be utilized in a multitude of different ways, ranging from offensive to supplementary applications. Occasionally, a certain technique will usually involve the use of hands to cast a spell, though an experienced user can perform said spell without having to go through such an approach. It can be used to destroy and pick up various objects, defend against various enemies' attacks, and unleash devastating beams of light with immense power behind them.
Light Magic can also be used in the most basic way possible which can still lead to devastating results; by emitting light from the caster's body, depending on the brightness and the heat that the light emits, it is capable of blinding as well as burning an opponent or causing the surrounding area to explode in a brilliant light. He can create constructs and weapons made of the element, and even teleport themselves away via transforming into light; being capable of taking out a horde of opponents in a flash of light and rendering them unable to fight, blinding them with radiance. Similar to other elemental magics, Light Magic allows the user to transform their entire body into the very element that they use to fight by transforming into pure light, the user can negate and avoid attacks, and gain the added advantage of traveling at incredible speeds and causing significant damage to their opponent and everything that they come in contact with, like a ray of divine light coming to unleash its judgment.
Spells
Rain of Light: The user moves their hands in various ways, ultimately placing their index and middle fingers on their forehead and sequentially swiping them forward along with their other hand. From both extended palms, the user fires multiple rays of Light Magic towards the target.
Arrow of Light: An extremely powerful Light Magic spell that involves the caster shaping light into an arrowhead of photonic energy shaped like a lightning bolt that the user then fires at the opponent at high speeds. The arrowhead constantly crackles with numerous bluish discharges of static electricity; which are a side-effect of the intensity of light harnessed to manifest the bolt of gold.
Eight Span Mirror: A Light Magic spell that enables the user to cast a barrier of light to surround themselves that can reflect attacks. When scattered in the air, the repulsive forces between the photons generated through this magic cause them to spontaneously align; which the user can form, with magical manipulation, into a regular cubic lattice structure, which will slowly expand and scatter into the area. When the particles are spread in large numbers in the open air or open space, the particles disrupt metal. The photons also interfere with the operations of magic items due to the photon particles' high charge which acts like a continuous electromagnetic pulse on metal objects.
The Gathering Clouds of Heaven: A Light Magic spell that allows the user to shape light into the form of a sword. When performing, the user activates his Light Magic by going to the extremes of the 'magic = feelings' concept—by fueling his magic with positive feelings, they only manifest magical power in a light and benevolent nature; drawing from the inner feelings of the humanity to purify the world off all its evils and mistakes, like a beacon of hope. The user uses his imagination in conjunction with Shape Transformation to mold the light created into the form of a double-edged sword forged completely from light, meaning that it does not possess a solid form; the blade is used exclusively for melee combat- as its name would suggest, thanks to the intensity of the light that composes it, constantly discharging bluish static electricity.
───── ❝ Light God Slayer ❞ ─────
Light God Slayer Magic is a Caster Magic, Lost Magic, and a Slayer and God Slayer Magic, that utilizes the element of light, allowing the user to manipulate, create, and consume light. This form of magic gives the user the immense power to slay a God, an extremely powerful race of creatures, even more powerful than a dragon, and as such this Slayer Magic is stronger tier-wise compared to Dragon Slayer Magic. This magic is extremely versatile and useful for offensive, defensive, and support purposes. In comparison to its opposing element, Darkness, which is powered by negative emotion, Light God Slayer Magic, like all other light magic is driven by positive emotion.
God Slayer magic is an exceedingly powerful form of magic, even being considered superior to Dragon and Devil Slayer Magic. Light God Slayer Magic appears as a mixture of black and yellow. A majority of the attacks are composed of black, with a few streams of yellow along the trails. Light God Slayer Magic, like all forms of slayer magic, can be gained in multiple ways. One way for one to obtain this magic is to be trained by a Light God themselves acquiring the move set of that exact God, which means that no two Light God Slayers trained in this method will have the same spells.
While Light God Slayer magic has offensive capabilities, as well as defensive and support-based, this magic can also distort light to make victims see things that aren't there, such as their worst fears, or best dreams. Though spells of this variety aren't used as much as the others, they are fairly effective. However, a magic that can see past illusions counters these distorted light images with ease. When consuming light, the user isn't exactly eating light as that would cause the area to go dark, instead, they are merely eating the light.
Spells
Light God's Bellow: By far the most basic and common of Light God Slayer spells, the user unleashes a blast in the form of a swirling spiral of black and yellow light from their mouths, growing and becoming more destructive the more skilled the user becomes.
Light God's Shining Restoration: A basic healing spell all Light God Slayers know, this spell can restore small wounds at a quick pace, however, this spell isn't dependable in the long run, as the wounds become more severe as the battle goes on, the less effective the spell will become, until it ends up completely useless.
Light God's Dance: A basic close combat spell, the user rushes at the target before delivering a swift kick. After the kick, a series of attacks come along, appearing as if they are dancing from outside the attack. The user has trails of light, yellow, and black, coming from their body that start to swirl around the "dance" within it as it begins to cover up the attacks. After the attack is covered, the user kicks the target down to the ground. This spell is mostly used as a finisher but can be used for other reasons as well.
Light God's Uppercut: A basic close combat spell, the user rushes at their target, engulfing their fist in magic power. The user then punches their target in an uppercut fashion, sending their target flying with the impact.
Light God's Glowing Guard: A basic defense spell, the user emits a bright light from their body that blocks any incoming attacks, be they projectiles or fists. The more experienced the user, the more attacks this spell can take before dispelling.
Light God's Beat Down: A basic close combat spell, the user engulfs their fist in a spiral of their classical black light. Using the magic on their fist and the power of their physical strength, the user delivers a powerful punch onto their target.
Light God Healing Spell: Probably one of the most used spells by Light God Slayers and one of the most annoying ones for them to use, just like Sky God Slayers the Light God Slayers will immediately heal and restore wounds in the blink of an eye without a trace, making it seem as if the God Slayer was not harmed at all, and the fact that the effect is instant makes fighting these kinds of mages very tricky to defeat in combat unless the other mage can find a way to be able to knock down the God Slayer in one hit which will disable them from combat and using the spell. This makes fighting Light God Slayers a pain to handle as they can use the spell to carry on fighting without a problem. The difference between the Sky God Healing Spell and the Light God Healing Spell is that the Sky God Healing Spell can heal other mages and the limitation of healing extreme wounds.
Advanced Spells
Light God's Piercing Shot: The user points their finger at the target before releasing a small beam that does little damage but staggers the target. This spell is recommended to be used as a way to counter an approaching melee attack.
Light God's Binding Light: The user manipulates the light around their target, constricting them and holding them in place. This spell can be broken if the target concentrates on relaxing, however, the binding force of the spell distracts many from achieving that goal.
Light God's Excalibur: The user manipulates the light to form a sword made of light. The user can wield and attack with this sword as if it were real, capable of slicing obstacles. The user can also send out sharp projectiles with the assistance of this sword.
Light God's Shattering Light: The first illusion spell most God Slayers learn, the user surrounds the target with illusionary beings (family, former foes, etc) or objects, or for a more subtle approach, creating an illusion of the current area. The user then shouts out the spell's name and the illusion shatters, causing pain to the target(s). The more skilled the user, the better they can coat the illusion.
Light God's Warhammer: The user manifests a large Warhammer constructed of light capable of wielding it as if it were real. The user can smash their targets with a hammer or violently smack them across the field. They can even smash the hammer on the ground to call down pillars of light in a linear fashion.
Light God's Shimmering Shrine: The user bathes either themselves or an ally in a pillar of light that restores magic power and gives a speed boost for a limited amount of time. The amount of time the spell will last depends on many variables, such as the caster's magic power, charge time, the caster's state of mind, and the amount of light in the area to name a few, making the amount of time it will last unpredictable.
Light God's Impact: A close-ranged burst spell. The user channels a small orb in their arm and presses it against the target once they're close enough, the spell explodes when it's pressed up and causes damage to both, the caster and target, however, most of it is employed on the target.
Light God's Falling Stars: The user launches an orb into the air that bursts into multiple beams that fall toward the target(s). This spell produces more beams the more experienced the user is, allowing thousands of beams to fall from some of the most experienced slayers.
Light God's Destructive Bow of Apollo: The user manifests light in the form of a bow before firing a sharp, arrow-like energy blast made of light that can severely injure the target if unguarded or unprepared for the attack. The blast moves faster the more experienced the mage is.
Light God's Jumpkick: Usually used to attack targets in the air, the user runs at the target before jumping, closing in the distance between them. The user cloaks their kneecap with magic power, kneeing the target with full force.
Secret Arts
Halo of Helios: Radiant Rejuvenation: By far the most advanced healing spell a Light God Slayer can learn, the user launches a small halo above the target that becomes stationary and expands to extreme sizes, the halo then bathes whoever inside the caster wishes to heal. This spell heals some of the most severe of wounds, restores magic energy to a maximum, and gives whoever is inside a boost in all physical and magical attributes.
Halo of Helios: Illuminating Illusion: This spell activates exactly like Halo of Helios: Radiant Rejuvenation, however, this time anyone within the light the caster wishes to trap in an illusion is well trapped within an illusion, likely either extremely nightmarish or extremely soothing as this spell is stated to give an eerie feeling to anyone around it.
Halo of Helios: Lustrous Destruction: This spell activates exactly like the other Halo of Helios spells, however, this time anything within the light of the halo, be they ally or enemy, is attacked with an extremely destructive and unbearable pain. This spell is solely recommended to be used when the caster is alone, to prevent from extremely injuring or even killing allies.
Halo of Helios: Fluorescent Drainage: Activating as the Halo of Helios spells do, this spell instead drains anything inside until every trace of light has been drained, however, the light vanishes into thin air, not being retrieved by the caster, as if the light wasn't there in the first place.
───── ❝ Lightning Magic ❞ ─────
Lightning Magic is an Elemental Caster Magic and Holder Magic that utilizes the element of lightning.
Lightning Magic is a branch of Elemental Magic that utilizes electricity, more specifically, lightning, as a form of offense and defense. Mages who possess the ability to utilize such Magic can generate these elements from their bodies, and manipulate them, even shaping their attacks as they wish. Users of Lightning Magic are also capable of utilizing lightning from a distance, such as from the ground near them, or down from the sky. Lightning attacks work by electrocuting the opponents to various degrees, and some spells are said to be capable of completely paralyzing enemies, due to the extremely high voltage of the electricity employed in their use. Because of the high amounts of light produced with its use, Lightning Magic can also be utilized to blind opponents, albeit for a short amount of time.
Similar to other types of Elemental Magic, Lightning Magic can allow the user to transform their body into the element they control: by transforming into a lightning bolt, the user can avoid physical attacks, and have the added advantage of traveling around at very high speeds and damaging everyone or everything they come in contact with, much like real lightning.
Spells
Lightning Touch: The user performs up to 4 purple lightning attacks. When performing the attack, the user can flash out of their enemy's sight for a brief moment before they continue their attack. When consuming a certain amount of magic, multiple lighting orbs will be summoned as they chain together, trapping the enemy while damaging them.
Violet Arc: Channels the power of lightning to sweep bothersome matters away. In this attack, the user releases a homing Lightning Orb. On contact, it deals purple lighting damage and applies a stack of the Conductive status (max 3 stacks) to opponents in a small paralysis. After an extended casting time, calls down lightning from the heavens, dealing massive purple lightning damage to all nearby opponents. Deals great amounts of extra damage to opponents based on the number of Conductive stacks applied to them, and clears their Conductive status.
Lightning Rose: Summons a Lightning Rose that unleashes powerful lightning bolts, launching surrounding opponents and dealing damage. The Lightning Rose will continuously emit lightning to knock back opponents and deal purple lightning damage throughout the ability's duration.
Lightning Form: Through the use of Lightning Magic, the user is capable of transforming his own body into electricity, turning himself into a lightning bolt, whose size can vary from mere, fast-moving sparks to large pillars of lightning. Together with the signature intangibility of Elemental Magic, which allows them to let physical and magical attacks pass harmlessly through his body when he's transformed, this form also grants him some traits typical of real lightning.
───── ❝ Lightning God Slayer ❞ ─────
Lightning God Slayer Magic: A form of God Slayer Magic in which Y/n produced an element, electricity, which is black-purple, unlike that of Lightning Dragon Slayer Magic. Such distinctive "black lightning" possesses high voltage and great destructive power, and, much like that employed in standard Lightning Magic', can be generated in places away from the caster.
Eternity's Wrath: Eternity's Wrath is a permanently activated sub-ability of Lightning God Slayer the ability acts only when the user is extremely angered or low on Magic or Stamina this form acts as a last resort magic storage when the user gains a boost in magic power, speed, and power. Upon activation, the user will gain a form of lightning around them in some way for example a pair of angel-like wings.
Lightning's Immortality - Any wound the Caster takes will have lightning covered over it and heal the area, the speed of this healing varies depending on the wound as a small cut would take seconds to heal a deep cut would take about a minute. If they lose a limb then this ability will automatically create a replacement limb made of lightning until it recovers the healing of a lost limb would take about 30 minutes. Some users can make it look as if they a simply regenerating without Lightning appearing. This is unable to be used on other people as it is a passive ability activating oneself.
Spells
Lightning God's Bellow: The basic roar of all Slayer magics, the user generates lightning in their mouth and releases it in a concentrated, destructive blast, capable of destroying everything in a wide area that is before them. The special effect of this attack, aside from the high damage it causes, is that, even if the target survives, the lightning paralyzes them to a degree, leaving them numb and preventing them from escaping the user's following attack. The user is capable of moving their head around as they set up this attack, utilizing it in an arched trajectory, to hit enemies that aren't directly before them.
Lightning God's Great Fist: Another basic spell shared through slayer magics, when utilizing this technique, the user gathers a large amount of lightning around one of their fists, bending their arm and then extending the fist forward in a punching motion. This prompts their magic seal to appear before them, from which an oversized version of their fist, completely composed of black lightning, is generated. There, the first collects outside sources of lightning, similar to a lightning rod, which gathers upon the fist and absorbs the lightning to accelerate its speed and enhance its power for a few moments, before the user launches it toward the target. When it connects with the enemy, aside from inflicting damage upon them, the electricity stuns them, leaving them open to the subsequent attacks of the user.
Electric God's Lightning Blade: The Caster creates a giant blade of lightning which can be used to cut opponents and deal electrocution, this can also be used on existing weapons to strengthen them.
Great Shock: The Caster summons lightning from above aimed at their opponent this deals great damage compared to natural thunderbolts, it also has shocking properties like all the other spells.
Heavenward Halberd of the Lightning God: The user raises both of their hands in the air at their sides; slowly, but surely generating and gathering electricity between their open, facing palms. This is rapidly shaped into the form of a massive spear composed of lightning, which the user proceeds to hurl at the enemy. When thrown, it produces a massive blast of lightning that spirals out from the epicenter of the point where the spear is impacted. The powerful blast of voltage released by this technique upon impact can quickly reduce anything it touches except for its intended target to ashes, as it inflicts heavy damage upon the user's opponent, wreaking havoc for an extended radius.
Lightning God Repulsion Force: One of two defensive techniques that the Lightning God Slayer has; with it, the user gathers lightning within their hands and spreads it out, manifesting it in the form of a wall composed of lightning that is situated in front of the user. This wall is not merely just a barrier made of lightning; it is an electrical magnet, with a high attraction of metals. There, the user reverses the polarity of the magnet; which enables the wall to repulse metal objects, as a complete opposite to attracting such objects. The strength of this repulsing magnetic field is more than strong enough to alter the properties of any metal object that comes into contact with the wall; this magnetizes them before the wall repels them. The projectiles that enter this repulsion field are violently thrown away in every direction.
Lightning God Lightning Flash: A spell which peculiarly employs the user's lightning, revolving around the non-offensive properties of electricity: by pointing one of their hands towards the target with the thumb and index fingers partially bent in a claw-like manner and all the other fingers bent completely, the user can produce a large amount of intense light from their body, generating a "flashbang" out of lightning to momentarily blind opponents, granting the user the time to attack undisturbed; due to the brief moment which the opponent is disabled, the user has around ten seconds to attack; which, if used immediately, the user can utilize their most powerful non-Secret Art without any disadvantages.
Violet Lightning: A 'boost' ability granted by Lightning God Slayer Magic; which the user can activate and utilize like the 'Drive' techniques granted by the Third Generation Dragon Slayers. It is recognized as extremely dangerous, and what it does exactly is flare up the user's lightning to its fullest extent, coating their entire body in a bolt of lightning that is five times the heat of the sun's surface, shrouded in an aura of violet lightning which zaps and crackles around the foe; being incredibly destructive. When the user utilizes Violet Lightning, it is exceedingly difficult to approach them without being burned horribly, if the person isn't reduced to a smoldering husk immediately.
Advanced Spells
Judgment of God: The user channels a large amount of magic energy and heat from the atmosphere they then create a gigantic ball of Lightning in the clouds and launch it down at an opponent The ball has enough power to destroy an entire island.
Rajin's Jigoku: The user affects the weather around them creating clouds, they then force out Pure lightning from the clouds in the shape of a dragon they then direct it to their enemy dealing a significant amount of damage even being enough to kill.
Tenpenchii: For this spell to work the user needs to already have a bundle of clouds around them by turning the clouds into Cumulonimbus and asserting a large amount of magical energy into them the user creates a giant scale disaster Releasing Natural Lightning. This could even end up creating tornadoes and whirlwinds.
───── ❝ Wind Magic ❞ ─────
Wind Magic is a magic that was passed down to him by his mom Jean. 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 that 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 the 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 seem capable of producing minor, yet accurate, blasts without the need to move 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.
Spells
Gale Blade: Focusing the might of the formless wind around his blade, the user releases a miniature storm, launching opponents in the direction they aim at. At the cost of continued magic consumption, they can command the whirlwind to pull surrounding opponents and objects toward his front.
Wind Wall: The user is capable of creating a gigantic tornado that surrounds a certain area to cut it off from the outside world. This will leave the surrounding area unscathed, and objects and people from the outside will be able to enter it freely; however, the ones from the inside are bound to be cut into pieces by the slicing winds composing the hurricane if they try to get out of it.
Dandelion Breeze: Calling upon the wind's protection, the user creates a swirling Dandelion Field, launching surrounding opponents. At the same time, they instantly regenerate a large amount of HP for all party members. The amount of HP restored scales off the user's attack.
White Clouds at Dawn: The user enters the Cloud Transmogrification state. In this state, his plunging attack will be converted into Driftcloud Wave instead, which deals element damage and ends the Cloud Transmogrification state.
Storm Shred: The user is capable of firing barrages of wind blades at his opponents just by swinging his arms. These, unlike normal wind blades, take on a more compact form, resembling flat, elongated, and arched projectiles of some sort.
Wind Feint: The user will enter a high-speed shadow state and apply shadowing to a nearby opponent. When this high-speed state ends, the user will unleash their attack. If there is an opponent with Shadowsign applied to them nearby, the user will approach them in a flash before attacking.
Freedom's Domain: The technique of a single slash that strikes with the force of the first winds of dandelion, dealing element wind damage. The blade's passage will leave behind a field that periodically deals damage to opponents within its range. If the domain comes into contact with other elements, it will deal with additional elements damage of that type.
───── ❝ Wind God Slayer ❞ ─────
Wind God Slayer Magic is a form of God Slayer Magic that incorporates the elements of dark air and wind into the user's very body, allowing them to produce and generate black-green air currents and black-greenish atmospheric gas from various parts of their body, especially their mouth. The Black-Green Wind possesses several times greater destructive power and range compared to the Air or wind produced by Dragon Slayer Magic users. Like all Slayers, the user can consume air and wind around them or from their opponent(s) technique to replenish their health and rejuvenate themselves. They can even consume the wind produced by Wind Dragon Slayer Magic at ease.
Wind Walk: Due to the nature of their magic, Y/n can walk on solidified air or moving waves of wind. They can treat the wind or the air beneath them as any solid surface and can walk, run, and crawl over it. This gives them great maneuverability. It has been observed that they can walk or at least stand on air as long as the G force is below 110Gs, anything above that prevents them from using this ability. He can also use the wind beneath his feet to be drastically increased for offensive/combat purposes. He can use this increased pressure of the propulsion as an offensive means to release powerful bursts. Y/n can also use the propulsion to boost physical attacks such as punches and kicks.
Enhanced Sense of Touch: By reading the airwaves and feeling any disturbances, they can detect and analyze their surroundings. He can feel the presence of those around him through vibrations, air currents, and body temperatures. They can dodge attacks and even sword strikes by feeling them cut through the air, creating ripples of currents only detectable by them. He can locate enemies through walls and from different floors by feeling the vibrations they make from moving, such as their footsteps. Y/n can sense air currents, thus enabling her to detect changes and disturbances in the air. He is somewhat able to sense vibrations through liquids although, sensing them through solids and air is much easier for them.
Supportive Spells
Wind Goddess's Wings: This supportive spell allows the user to manifest wings out of black-green air and wind, which can allow him to fly without any level of hindrance and it can be used in almost every region. These wings can use the wing energy in them to defend them from incoming attacks by acting like a shield or blowing away their opponents with an extremely strong gale. They can also send down a wave of air pressure that can destroy solid walls and other similarly fortified structures just by flapping their wings. These wings allow them to fly at the speed of 690-700 m/s depending on his usage of his magic but can go up to the speed of 1250 m/s if he wishes. These wings are capable of self-repair and even regeneration, so even if they are damaged during battle, they can regenerate at astonishing speeds and continue functioning. He can also fire small wind projectiles that are normally in the form of wing blades at his opponent(s). His attacks are swift, accurate, debilitating, and deadly.
Spells
Wind God's Bellow: The signature roar spell of all God Slayers, otherwise known as the "God's breath attack", it allows the user to release a cyclone-like blasting wave of wind from their mouth along with a screeching sound that can be particularly annoying if not painful to one's ears. They take a deep breath, manipulating the wind within their body; especially in their lungs, and merging it with the other nano before exhaling it in the form of a concentrated black-green destructive spiraling wave of wind capable of destroying everything in its vicinity. The exhaling wind from their lungs can be shaped in the form of a large gigantic black-green sphere of wind that explodes on contact or in the form of a continuous cyclone-like stream of piercing waves made of black-green wind. They can also slightly alter the trajectory of his breath attack making it turn slightly instead of going straight.
Wind God's Attraction: Essentially the reverse of Wind God's Bellow, the user draws in every single bit of air and winds around them including every single molecule of ethernano in it which results in the formation of a vacuum but it can also cause people to be pulled towards them; by pulling them close and striking them with their weapon. This move not only empowers them greatly but boosts their abilities beyond their natural capabilities because overconsumption of Ethernano while overeating can also have negative effects on their body.
Wind God's Spear: Concentrating the user's God Slayer Magic in one hand, they can create a long straight-head spear with spiked ends made of wind and air to appear which can both be used for close combat or long-range attacks. The Spear possesses such great air pressure that it can shatter the ground beneath it or weapons used against it in combat just by exercising a little of its power. Its hardness is said to be beyond any material on Earthland and is incredibly sharp. The spear can be compressed to become smaller in size which allows the user to hurl it towards their enemy(s). When the spear comes into contact with a target, it immediately pierces them and the air is released with varying force, from sudden gusts to hurricane-force winds, which leaves a few explosions in its wake.
Wind God's Tremor: By releasing bursts of compressed air while simultaneously increasing causing air pressure inside an object or the victim to expand, the user can generate shock waves that send the victim flying away and repulse weaker spells and at the same time the expanded air pressure inside the particular object which is near the victim or the victim himself explodes due to the rapidly increasing internal air pressure. The shockwaves mainly serve as a form of diversion while they focus most of their magic on increasing one's internal air pressure causing them to explode in the aftermath; thus obliterating them.
Wind God's Body: As a God Slayer who uses the element of wind and air, they can transform their body completely into air, which allows them to travel normally at subsonic speeds. They can also turn their body and travel as a moderate gale, this allows them to not only avoid attacks but also sneak in undetected as well as travel at the speed of 35 knots or 18 m/s which is comparatively slower than their natural speed but due to the nature of this form, he is immune to all forms of contaminants and diseases.
Wind God's Spiral Jaw: While clad in Wind God's Body, the user summons up black-green air around them to assist them gain more momentum as they charge towards their opponent(s) and then spins at a ferocious speed and delivers many powerful when contact is made with the target. This can inflict extreme damage and is known as one of the few top-notch piercing techniques that can tear through almost every barrier and destroy or pierce everything and everyone in its path.
Wind God's Banquet: The user raises dominant their hand up and then snaps their fingers which triggers this spell to activate. Wind God's Banquet allows them to generate several extremely large spiraling vortexes composed of air. The vortexes can merge to form something called an "F5" level or beyond tornado that consumes everything in its pathway.
Advanced Spells
God Slayer's Secret Art: Often known as a God Slayer's final resort of their ultimate technique.
Wrath of the Wind God: The user releases a sudden burst of massive amounts of black-green air that tears through everything in every direction at once for almost unlimited scales. These waves aside from delivering tremendous impact forces build up immense energy and pressure within as they move and upon impact, they cause themselves to explode. These explosions can be strong enough to easily demolish several skyscrapers and equally as fast.
───── ❝ Healing Magic ❞ ─────
Healing Magic is a Caster-Type Ancient Spell and Lost Magic that focuses on healing and replenishing. Healing Magic involves the user using their Magic Power to heal, replenish, or revitalize. The healing can range from small to large wounds, increased stamina to lessen fatigue for the ability to move about, and/or the removal of various maladies of the targeted.
Spells
Heal: Heal is the signature spell of Healing Magic, hence the name. By channeling their magic power into their palms, the user is capable of projecting a mist-like field of their aura to heal minor injuries. This spell can only be used at a short range, in nearly direct contact with the recipient. Depending on the amount of magic power put into the spell, the user is capable of healing non-life-threatening wounds, such as grazes, contusions, bruises, scratches, and more. Heal can affect fractured and broken bones, however, it is also prone to setting them improperly.
Physic: Physic is a long-range version of the basic Heal spell. The user projects their magic power, creating a mist-like shroud around the inflicted wounds of their ally. Physic requires more magic power to cast because of its ranged nature. Like its companion, Heal, this spell is capable of healing non-life-threatening wounds such as grazes, bruises, contusions, scratches, and more. Although it is more taxing, physics is quite handy when the caster is unable to treat their allies at close range.
Catharsis: Catharsis is a Healing Magic spell that particularly relieves the caster's allies of disease and poisons. The spell is manifested similarly to Heal and can only be used at close range. The caster exerts its magic power to form a mist-like shroud, coating the recipient's body. This shroud flushes the body of contaminants, eliminating disease and poison to return the body to equilibrium. Only advanced Healing Mages are capable of curing drastically invasive ailments such as genetic diseases and forms of cancer.
Mend: Mend is particularly oriented towards the reformation and healing of bones. Because of the delicate nature and difference between tissue and bone, Mend is a tricky spell, requiring more magic power and focus than Heal. The user presses their hands to the wounded area, pouring their magic power into the body. As if time is moving in reverse, the broken or fractured bone reconnects itself, snapping itself back into position without any resistance. As guessed, the size and severity of the break are equivalent to the amount of magic power necessary for a proper recovery.
Reverse Heal: Reverse Heal is a spell that can be used in both Healing Reversal Magic, and Healing magic itself, due to it initially having healing as its basis. It is a lethal way to utilize Healing Magic as instead of speeding up the process, it reduces the target's health to zero. It is a counter to Healing, though, it is considered also considered a Healing Magic spell, as it is used in a more attacked-based way. Once the Health of the target is reduced to zero, it cannot be countered by Lazarus.
Advanced Spells
Recover: Recover is the more advanced sibling to Heal. By using a greater deal of magic power, the caster is capable of healing more grievous wounds to their allies. The user begins by using the same mist-like shroud at a short range, engulfing the wounded site with magic power. Recover is capable of healing intense wounds from major head trauma, internal damage, slashes, bullet wounds, and more. Similarly to Heal, the more intense and vast the injuries are, the more magic power is required to heal them.
Restore: Much like Recover's relationship to Heal, Restore is the bolstered counterpart of Physic. The user projects their magic power, creating a mist of healing energy around the inflicted area of their recipient. This spell is used at longer distances, yet still within the caster's line of sight. It is capable of healing major injuries such as head trauma, slashes, bullet wounds, internal damage, and more. Like its lesser counterpart, it generally requires more magic power because of its ranged nature.
Healing Aura: Healing Aura is a powerful spell that can heal an intended recipient as their wounds accumulate over a short duration. The user begins by exerting their magic power, shrouding the body of their allies in a mist-like coat. This spell instantly heals any damage inflicted on the recipient after it is inflicted, making it an incredibly useful supportive spell in active combat scenarios. Because of its nature, it requires a great deal of magic power to cast and maintain. Typically, it is only used on one ally, however, exceptional users of this magic are capable of using it on multiple allies at once, though this is highly difficult.
Lazarus: Lazarus is an exceptionally powerful spell with the staggering ability to practically bring people back from the brink of death. It can be used anywhere in the line of sight of the caster. The caster begins by exerting its magic power, covering the recipient in a bubble-like shield of healing magic, levitating their body within it. After the shell is erected, it is incredibly difficult to puncture, taking on qualities similar to a Magic Barrier. Inside the shell, incredibly potent healing magic is released, instantly healing any aspect of damage to their body, repairing bones, healing damaged tissue, both internal and external, and curing them of any ailments. The only limitation to Lazarus is regenerating a severed limb or bringing the user truly back to life. Lazarus is an exceptionally costly spell, devastatingly draining the caster's magic reserves. Some users of Healing Magic generally pass out after using this spell while others less fortunate have died attempting it.
Magic Bandages
Magic Bandages: Magic Bandages are the most common form of Healing Magic as a Holder Magic. They can be found at Magic Shops and are an easily accessible tool. Because of their vessel and lower price, most Magic Bandages are not particularly powerful and are not capable of doing as skilled or comprehensive healing as the Caster Magic form of Healing Magic. Nonetheless, to use a Magic Bandage, one wraps the wounded area gently and tightly. They then trigger the healing property of the bandage by releasing their magic power into the fabric. Magic Bandages are capable of rapidly healing wounds to the skin. Cuts, contusions, abrasions, and even burns are rapidly treated and returned to an unaffected state. Magic Bandages do not affect deep internal trauma, broken bones, or brain damage. Despite their limited capabilities, Magic Bandages are still an incredibly useful tool.
───── ❝ Crystal Magic ❞ ─────
Crystal Magic is a Caster Magic utilized by several mages that consists in crystallizing the user's magical power, creating magic crystals.
This magic gives the caster dominion over the element crystal in forms such as turning their own body into a crystal, manipulating the crystal ores under the ground, or creating and manipulating a crystal weapon. Highly skilled users can even create great crystal labyrinths, houses, and prisons.
Spells
Crystal Katana: The user creates a long and curved sword of crystal. Despite being made of crystal, the blade is as sharp as a real katana.
Crystal Coffin: Crystal pillars shoot from the ground and trap the foe in a cone-shaped prison where only their heads are visible.
Crystal Labyrinth: Immense crystal walls grow from the ground, creating a great crystal labyrinth to capture their opponents. Once inside the labyrinth, is nearly impossible to escape.
Crystal House: The user creates a great crystal house. This originally was a spell created to simply sleep at night but can be used to capture enemies.
Crystal Forest: Great crystal pillars shoot out from the ground randomly in a wide area, creating a forest of crystal. The crystal pillars are like mirrors and will confuse his enemies.
Crystal Charge: This spell is to charge a crystal with a power, the power depends on the mood the caster is in which can be a devastating blow or just a little tickle. From angry, mad, happy, OK, annoyed, and sad.
Crystal-Make: Tower: In this technique, the user uses his magic to crystallize a large tower from his position, allowing for a surprise attack and a potent defense. He has then shown to transmute this tower into several other objects in only moments.
Crystal-Make: Sword: In this technique, creates either a single or multiple crystalline blades that possess remarkable cutting power.
Crystal-Make: Javelin: Creates a sharp spear with his Crystal-Make, it has a large amount of piercing power and can shatter through many defenses.
Crystal-Make: Floor: This technique creates a floor made out of crystal, it is highly slippery and has nearly no friction. This makes it very advantageous against ground mages, he however, is immune to the magic's effect, making it advantageous to him.
Crystal-Make: Scalpel: In this technique, creates replacement scalpels to use in conjunction with his Disease Scalpel. These scalpels are much more efficient due to being able to empower a much higher concentration of magical power into these scalpels, causing a more intense negative status to an opponent.
───── ❝ Darkness Magic ❞ ─────
Darkness Magic is a type of Magic that allows users to manipulate and control Darkness for various effects. This Magic has a form that can be used for destroying objects, blocking enemies' attacks, and picking up objects.
Like other elemental Magic, this Magic includes body transformation. Users such as Simon control the surrounding darkness and shadow, engulfing others and the immediate vicinity into its pitch-black darkness, themselves included. The element can also be crafted into many different shapes, including, but not limited to, beams and the like, which the user typically shoots at their foe to mortally wound them. Additionally, the user can warp their Darkness Magic into the form of a shield to protect themselves from oncoming attacks.
Spells
Yamisei: Yamisei is an essential technique of Darkness Magic, giving its users the basic ability to create and control darkness and shadow with their movements. With this technique, they are capable of conglomerating darkness, forming it into projectiles, weak barriers, and waves. It has also been shown to enhance hand-to-hand combat capabilities. It is one of the first spells learned by Darkness Mages and over time, one can hone their talent to a degree in which they only need to dictate the manipulation of shadows with their thoughts.
Shadow Shaping: Shadow Shaping is another basic technique and usage of Darkness Magic, giving users the ability to change the shape and flow of darkness in a variety of ways. They are capable of changing the composition of shadows, forming sharp edges and blade-like points, making solid structures, and manipulating them in a water-like manner, or even as smoke. This ability greatly enhances the potential versatility of one's Darkness Magic.
Illūnis: A supplementary spell that gives its users the ability to coat the area around them with thick bleak smog, blinding their opponents and allowing themselves to escape or counterattack. The user gathers their magic power, violently surging it outwards to form a blast of thick, smoke-like darkness, overtaking the space around them. This darkness is thick and heavy, lingering in the air to shroud the caster's opposition's vision in pitch blackness. Because of the weighty qualities of the spell, it is difficult to even pierce with Fire Magic or weaker Light Magic spells. The field of darkness does not seem to affect the caster of the spell, making it easy for them to maneuver through the field, untraceable by sight. The range and time of the spell are equivalent to the strength of the user. At an average level, the spell is capable of shrouding a thirty-foot radius for around two minutes. Users of this spell are also capable of directly transforming the manifested darkness into other spells, making it exceptionally resourceful in the arsenal of any mage.
False Twilight: The user summons a magic circle that they can use to crash down at their enemies. The damage is equal to 45%—99% of the user's attack on a single target enemy and any adjacent targets. At the same time, there is a 100% base chance of inflicting the enemies into an illusion of their nightmares. This magic can also be used as a trap as they can motion a circle around anywhere and activate whenever.
Otherworld's Embrace: With the help of Yamisei & Shadow Shaping, the user can bring forth shadows from all areas and attack their enemy. The shadows, however, materialized into crystal demon claws as the effect would cause marks on the enemy's body but also drain their magic and stamina. Depending on how much the marks are on the body, the user can have the ability to control them but also see their memories and sight.
───── ❝ Dark God Slayer ❞ ─────
Dark God Slayer Magic utilizes the properties of shadows to affect the physical properties of the caster. The user can use the shadows to make their physical strikes stronger, they can consume shadows to gain strength, and they can even use the shadows to defend against enemy attacks. The user can also manipulate a multitude of shadows around their area to attack the enemy or to strengthen their body. This Slayer Magic is stronger than the Dragon Slayer counterpart, Unlike the Dragon Slayer version, a Dark God's shadows are incredibly dense and heavy. A God's Shadows are limitless and are also not affected by the sun like normal shadows.
Spells
Dark God's Bellow: The Dark God Slayer version of the classic God's Bellow technique. The user takes a massive breath collecting large amounts of shadows in the surrounding area, and then proceeds to expel the magic in a bellow sending a large black beam at the enemy.
Dark God's Boot: The user concentrates shadows around their legs and kicks the enemy in a swift skillful manner sending the enemy flying away. The caster is also able to perform this technique while floating in midair.
Dark God's Fury Knuckle: The caster concentrates the shadows in the area around their fist and bashes the enemy. This technique can be used in conjunction with the other Dark God Slayer techniques.
Dark God's Saber: The user cloaks their hands in shadows while also sharpening them into a sword-like shape. Lastly, the user charges at the enemy and slashes at the enemy. This attack causes blunt wide-range damage, but can also inflict cutting damage like a sword.
Night God's Black Arrow: This is one of the only long-ranged attacks of the Dark God Slayer style. The user first raises their arms as if they were going to fire a crossbow with one arm and then creates a crossbow-like shape made out of shadows. Lastly, the caster releases an arrow created with shadows by firing the bow. The arrow causes considerable damage to the surrounding area and the enemy.
Dark God's Shadow Pivot: The caster leaps at the enemy while cloaking their entire arm in shadows. Finally, the user brings down their elbow on the enemy crashing them into the ground.
Dark God's Launch: The user focuses the shadows on the ground around the bottoms of their feet and then pushes off the ground propelling them toward the user's desired destination.
Dark God's Pluto: The user generates two orbs of shadows one on each hand and then fuses them to create a giant orb of shadows. The user can then propel the orb forward toward the enemy causing a mass of destruction toward the enemy and the area surrounding them.
Dark God's Iron Curtain: One of the Dark God Slayer's only defensive moves. The user waves their hand in front of their body generating a large curtain-like object that is made from shadows. The technique is quite durable and was able to withstand assaults from other God Slayers.
───── ❝ Voice Magic ❞ ─────
The Voice is a Lost Magic that involves the usage of infusing his words with magic energy to improve his commands, forcing all those who hear it to obey. This power can target all living. The more demanding the command, the more of a toll it pays on the user's body. This means that the caster can almost enchant targets with an alluring voice or even increase the level of their voice to almost physically damaging levels. The spell can be broken if the target is aware of the Magic.
Underworld Trap - A large magic circle opens up the floor and dissolves into a purple mist. From this mist, spirits arise and grab, hold, and immobilize the targets of the spell
Resurgence - The targets begin to shine in a green aura, and from this aura, Alexei sucks the vital force from them, recovering the lost energy
Grim Scythe - Explodes the vital energy of the opponents, causing great damage to them
Scream - The spirits rise from the floor and start screaming. These screams are fused in the form of a colossal sound wave
Puppet Ruler - After the Spell starts, glowing purple threads connect Y/n's hands to the target. These threads are extremely thin, making them very difficult to see. Throughout the threads, Y/n can control the target with the use of hand commands.
───── ❝ Requip ❞ ─────
Requip is a Caster Magic and Spatial Magic that allows its users access to a personal storage vault of sorts inside of a pocket dimension, allowing them to contain items and equipment within.
As previously stated, Requip allows the user to deposit and retrieve items in a personal pocket dimension that they can summon at any time. This is done by channeling their magic power into either their hand(s) or their entire body, focusing their energy until they reach out, either pushing their equipment into the dimension or pulling it back to their person with a concentrated flash of light. This process is quick enough to do amid combat, switching equipment before continuing the combat sequence.
The user's dimension seems to function much like a large closet, only capable of storing things they are capable of carrying and wearable items. The maximum known record of items held within one's Requip dimension is 260. For the most part, the items and armaments summoned by their users often seem to have magical properties, giving them access to new abilities or boosting their existing prowess. With enough practice, users are also capable of summoning multiple items simultaneously if they so desire.
Master Swordsmanship Specialist: Even though Y/n doesn't always use a sword, he possesses great mastery in swordsmanship. A part of his offensive capabilities comes from his swordplay, which enables him to effectively utilize the weapons that his Requip provides, which include swords, polearms, bows, claymores, and catalysts.
Expert Archer: Y/n has shown to possess some skill in archery, as he was helped by Erza.
Keen Intellect: Y/n has proven himself to be clever and to possess a thorough knowledge of the Magic world: with the aid of the many books that he has read. This gives him multiple knowledge in many fields.
Expert Hand-to-Hand Combatant: Despite favoring the use of his various weapons, Y/n has a skilled hand-to-hand combatant.
Enhanced Strength: In stark contrast with his figure, Y/n possesses a very large amount of physical strength, having been repeatedly shown capable of lifting and dragging around objects many times his size and weight.
Immense Endurance: Y/n has been shown to possess a vast amount of physical endurance.
Immense Durability: Y/n has also proven himself to have a vast amount of physical durability: with the aid of his young kidnapped and experimentation.
Immense Magic Power: As a Mage who was on the verge of being an S-Class Mage of the Fairy Tail Guild, Y/n possesses a tremendous amount of Magic Power. Throughout many difficult battles, Y/n was able to use his multiple magic in rapid succession without showing any signs of fatigue.
Equipment
~ Catalyst
Soulsliver: Y/n's main catalyst as it's unknown to others how Y/n obtained it. Erza once asked Y/n how he obtained it since it was clear to them that the object itself had magic in it; Y/n wouldn't answer but stare at them in a way that's memorial. Till now, no one asks as it's clear it's important.
Nightkiss: A secondary object Y/n uses. This object contains cards that Y/n can use by floating around, and with these cards, he can use these in many scenarios. A way is by placing his magic in them, used as a trap for when having to sneak attack his enemies. Another way is interrogation, playing as the wizards that will see a person's memories.
~ Sword
Tranquility: Y/n's main sword as it's an inspiration for his mom's weapon. A rapier but has a more sword-like appearance with an addition; combined with magic, symbols would appear as the sword would now take the appearance of a whip.
Oblivion: A one-handed sword that possesses magic carving in it for when needed, Y/n can use his magic with the sword as the blade would glow in a color similar to the magic being used.
~ Claymore
Loyalty: Loyalty is a longsword with a slender form. Every part of the sword from the guard to the pommel seems like they are made out of dazzling gold while the blade itself is dyed in a bright golden yellow distinctly more intense than the sword's scabbard. A cross-shaped flower design decorates the sword's guard.
~ Bow
Starstruck: A unique bow that was made by accident. A weapon that heavily relies on magic to where the arrow can be forged with magic as well. The weapon was made when the maker's assistant accidentally spilled a potion on it and became the final forge.
Tempest: A bow that merely relies on wind magic and without the magic the arrow can be released at a longer distance. The arrow can be described as a 'Weapon Feather'; they can almost be seen as flying because of how far the arrow can go.
~ Polearm
Lightbringer: This spear can be seen and described more as a mage's weapon staff. The spear can also be used as a staff to release magic due to the gem being more used for mages.
The Void: The spear was another weapon that was forged by an accident. The weapon maker was attacked by a dark guild and a mage used their dark magic that hit the spear. Because of the incident, the spear gives off an ominous aura.
Trivia
~ Mochizuki (Full Moon)
~ The outfit design is an inspiration for Black Swan, Lisa, and Jean.
~ The weapon Nightkiss is an inspiration towards Black Swan's weapon
~ His Wind and Lightning God Slayer Magic's colors are inspired by the colors used in Genshin Impacts Visions.
~ Wind God Slayer's colors are inspired by the Anemo Vision color scheme.
~ Lightning God Slayer Magic is inspired by the Electro Vision color scheme.
~ Eternity's Wrath appearance is an inspiration towards Candice Catnipp.
~ Some spells are similar to some characters in Genshin Impact.
Quotes
"Hi darling, are you going to be my little helper?"
"Don't worry darling, I'll take very good care of you."
"When I practice my spells in weather like this, I can do half the work for double the impact. Haha, I'm just teasing."
"I can be your teacher, your master, or your friend... or all three if you want..."
"I love my bed, but I'd rather be in yours."
"I can't tell if you're trying to be cute or you're natural at it."
★━━━━━━━━━━━━━━━━━━━━★
Name: Nilou
Alias: Dance of Lotuslight
Race: Exceed
Gender: Female
Age: 6 (X784)
Birthday: Year X778
Hair Color: Red Coat
Eye Color: Aqua
Affiliation: Fairy Tail
Guild Mark Location: Back
Occupation: Mage
Partner: Y/n Mochizuki
Base of Operations: First Fairy Tail Building
~ Second Fairy Tail Building (former)
Magic: Aera
~ Water Magic
~ Transformation Magic
Weapon: Sword
Appearance: Nilou is a small, red Exceed with pink ears and aqua eyes. She also has two whiskers on each side of her face. Nilou's attire consists of a white and blue cropped top with baggy, detached sleeves and gold details going from her cuffs to her upper arms paired with a patterned dark blue skirt held together with a large blue bow adorned with a blue ornament. Nilou's skirt is decorated with numerous trinkets, tassels, blue gems, and fabrics with varying intricate designs. On her legs, she wears a gold trinket on her left thigh, and gold strapped knee-high gladiator sandals with medium heels. Her tail is decorated with a blue pendant pinned to a large blue bow. When Nilou uses Magic, she sprouts two angel-like wings to fly. Her gold Guild Mark is located on her back.
Nilou uses the medium female model. She has fair skin, bright red hair that is shoulder-length in front and goes past her hips at the back, and light aqua eyes.
Nilou's hair is tied loosely at the back into low twin tails. She sports a long white veil with blue embroidery stylized with gold and black horns, golden tassels, and a large gold head accessory somewhat resembling a crown.
Personality: Nilou is extremely polite to just about everyone she meets, especially when she's off-stage. She is highly skilled in dancing, being the main star of a once Zubayr Theater. She is patient and helpful, guiding people through issues they have step-by-step and offering ways to relieve stress.
She enjoys sweets, seeing them as a way to make people happy. On the other hand, she despises mushrooms; she has trauma after eating a poisonous mushroom and is unable to discern the differences between poisonous and non-poisonous mushrooms.
Magic and Abilities
Aera: Much like her Exceed comrades, Nilou can also use Aera, allowing her to sprout wings on her back and fly. She is strong enough to carry two people while in flight.
Max Speed: Nilou can utilize considerable amounts of Magic Power for her to fly as fast as she can. Because of this, however, Niolu experiences some loss of Magic Power, with how long the user uses this technique.
Transformation Magic: Thanks to her partner's aid, Nilou gains the ability to transform into a human. This transformation makes her appear to be a medium female model. She has fair skin, bright red hair that is shoulder-length in front and goes past her hips at the back, and cat ears on top. In this form, Nilou's Magic is increased by a bit.
Water Magic: Nilou's signature form of magic. A variant of Elemental Magic that gives its users the ability to create and manipulate water and existing bodies of water. It can be used as a Caster Magic by exerting their magic power naturally, or as a Holder Magic by channeling their magic power into an item imbued with a water lacrimal or enchanted to hold water-based properties. Water Magic is quite versatile, with a large number of spells, techniques, and styles utilized.
Despite its fluid nature, water can be used in detrimental and forceful ways. Water Mages are capable of inflicting great blunt trauma utilizing waves, currents, geysers, and blasts of water. By generating whirlpools, waterspouts, and vortexes, a Water Mage is capable of creating horrific damage based on the gyratory force and cutting power. Wizards are capable of manipulating and shaping the pressure of water, changing the properties from blunt damage to cutting damage. With the same method, they can mold water in a form similar to makeshift Water-Make, creating rudimentary constructs for offense and defense.
Temperature, viscosity, and salinity are all aspects of water capable of being manipulated. By changing the temperature, Water Mages can transform their element to ice before reverting it into a liquid, or create scaling bursts of water to burn an enemy. Salinity aids in supplementary ways, such as stimulating magic healing. By manipulating viscosity, users can change the sensation of water to a gelatinous glue-like consistency or even a semi-solid to bolster the impact of their offense. Water Mages are also noted to have the ability to draw water from any source including flora, fauna, and even the air itself. This is commonly performed on plant life or in the air although it has been observed to be used on animals or even humans.
As far as relations with the other elements go, Water Magic is deeply connected to Ice Magic, seeing as ice is indeed the frozen state of water. These two magics are often used in conjunction to produce a variety of effects. Advanced Water Mages are also able to withstand the effects of Fire Magic and be able to go head to head with Fire Mages, dousing their flames. Moreover, since a water wizard can manipulate the properties of their water, more often than not their water is pure, thus, a poor conductor of Lightning Magic.
Basic Abilities
Suisei: Suisei is the building block of Water Magic, a basic spell that allows its users to create and move water. It draws from a concentrated method of Telekinesis, letting its users move and manipulate water with the movement of their body. With this, the user is capable of creating small waves, torrents, and formations of water at a more basic level than regular spells. Suisei is one of the first spells young water wizards learn. Over time, one can hone their talent to a degree where they can dictate the movement and formation of water with only their thoughts.
Collect: A basic skill in which the user draws water from any source around them, whether it be a lake, ocean, river, or even from inside other life forms such as plants and animals, condensing it together into mass quantities of water. Skilled users of this spell are even capable of drawing water molecules out of the air, conglomerating water to manipulate even in places with low humidity. This is an incredibly useful skill and makes the creation of other spells quite easy as it bypasses the necessary creation of water, thus saving magic power by avoiding the transmutation of water.
Phase Shifting: This ability gives the user the ability to change their water through its various phases, liquid, solid, and gas. This means they are capable of cooling their water into ice and manipulating the water molecules within to turn it back to water. This works the opposite way as well, letting water mages turn their water into water vapor, mist, or steam and turning water vapor and steam back to water. This spell opens new aspects of Water Magic as well as a multitude of ways to be manipulated by imaginative water mages.
Temperature Shifting: Temperature Shifting is a skill that allows the user to manipulate the temperature of water, changing the temperature to scalding and freezing temperatures. It is often categorized as a more mild form of Phase Shifting.
Offensive Spells
Water Whip: This spell is initiated by the simple creation of one or more highly manipulatable tendrils of water created as either an extension of one's limb or, as an additional external construct. Water Whip is quite versatile and is capable of being created at varying temperatures, lengths, and widths which are also manipulatable while it is in use. This spell has three main functions: One is its ability to grip and grab onto opponents, which allows the user to tie up the opponent with the water or pull the target towards the caster. The second is as the name suggests, to use the water as a whip to attack enemies with sheer kinetic force. Lastly, these tentacles can be used as a mobile system, allowing the user to extend them and carry themselves places faster than they could on foot.
Fish Scales: The user begins this spell by creating varying amounts of thin, six-inch, highly-pressurized crescent-shaped discs of water that are swiftly launched towards the user's target and an incredible velocity. These "scales" are capable of lacerating wood, flesh, bone, and even some metals, making them a deadly combat tool. The number of discs created is equal to the will and amount of magic power the caster exerts to create this spell.
Dance of Haftkarsvar: Nilou summons water that will circle her to distance herself from enemies but also deal damage to nearby opponents based on Nilou's health. Nilou's sword attack will cause her to enter the Sword Dance and Whirling Steps stances respectively, causing damage she deals to be converted to water magic that cannot be overridden.
In these stances, Nilou's third dance step will end Pirouette, and has the following effects:
Sword Dance: unleashes a Luminous Illusion that deals damage to opponents it touches and grants Nilou the Lunar Prayer effect. This effect converts Nilou's Normal Attacks into Sword Dance techniques, and her final hit will unleash a Luminous Illusion.
Whirling Steps: Nilou unleashes a Whirling Water Wheel that deals damage and creates a Tranquility Aura that follows her.
Dance of Abzendegi: Begins the dance of faraway dreams and springs that hear, causing a Lotus of Distant Waters to bloom, dealing damage based on Nilou's damage, and applying the Lingering Aeon effect to all opponent's hits.
After an interval, opponents affected by Lingering Aeon will take additional damage.
Water Vortex: The user outstretches both of their arms, holding them so their palms are facing one another with room in between. By channeling their aura into the space between their palms, the user creates a swirling tornado of water in between the caster's hands. This process is continued until the waterspout has reached its desired size, then it is sent spinning towards the caster's target, leaving a wake of rubble behind it as the rotating force consumes matter around it, inflicting horrific damage to anything caught in its path.
Rainfall: The user draws water from the air, creating the effect of rainfall upon their targets. This spell is deceptively powerful and quite painful, as the caster manipulates the rain droplets into piercing bullet-shaped forms, while additionally increasing the velocity of the drops so that they fall from the sky at the speed of small bullets. These water droplets are unable to pierce more than the first few layers of skin and, thus, barely draw blood, however, they can cause a grown man to collapse due to the incredible pain one experiences when this spell bombards them.
Ocean Bomb: The user compresses an incredible amount of pressure within a sphere of water. This bomb can be thrown at an opponent before exploding, releasing high-impact concussive force within the water, or formed directly near the chosen target. The size of the sphere usually determines the strength of the explosion. A small baseball-sized sphere would most likely cover a small range of up to five feet, however, a larger version of the spell can be highly destructive with a scale that could potentially destroy a building.
Scalding Spray: This spell is first performed through Phase Shifting, transforming water into thick obscuring particles of mist before unleashing it towards their foes in a wild torrent. Simultaneously, they use Temperature Shifting to drastically raise the temperature of the mist to the boiling temperature of 360°F which on skin contact delivers third-degree burns within instants. This attack is incredibly painful, focusing on rehabilitating foes through their senses instead of through force. It can also be considered lethal due to the potential infection of the inflicted wounds.
Defensive Spells
Blue Barrier: The user creates one or more highly pressurized barriers for defensive purposes. The main usage of this spell is to block oncoming attacks using placing a barrier in front of the attack's path. These constructs have proven to be quite strong and are equal to as much magic power is used to create them, thus a stronger mage can create a stronger barrier. Additionally, these barriers can be formed in either a traditional, shield-like shape or a dome around the caster, though the former is shown to use more magic power due to its spherical design.
Tidal Armor: By applying the same technique as the aforementioned spell, the user is capable of coating their body in a thin, highly pressurized layer of water to dramatically raise their overall defense from all angles. This is a highly resistant spell and once it is cast it requires minimal magic power to maintain thus, enabling its user to focus their power on creating offensive countermeasures while supporting their defensive effort.
Mirror Water: The user creates a screen of water in front of an oncoming attack, with a purely reflective surface. This spell redirects both magical and physical attacks back to where they came from, making it an incredibly useful defensive countermeasure. The strength of this spell is reliant on the amount of magic power one is using to maintain it. The stronger the attack is, the stronger the barrier must be to reflect it.
Water Lock: Water Lock is determined as a trapping spell, used to contain the caster's opponents. The user conglomerates water, forming a thick dome around their target to restrict their movement. It is also commonly displayed that the caster will use Suisei in conjunction, to flood the dome with water in an attempt to further harm or drown their target. The size and strength of the water dome are equivalent to the amount of magic power used to cast the spell, as well as the caster's talent.
Supplementary Spells
Water Waltzing: This spell allows the user to manipulate the water around themselves, increasing the surface tension until it can support their weight. They are then capable of moving across the water, much like they would on land, walking, running, jumping and even performing acrobatic maneuvers. Advanced users are even capable of using this spell without the need for liquid water. By condensing the water molecules in the air they can create temporary platforms of water, allowing them to move in the air by jumping or walking from platform to platform.
Wave Running: The user creates a personal-sized wave of water underneath their feet which is capable of propelling them across land and sea at rates as fast as a car. This provides them with additional mobility, allowing the user to quickly dodge attacks as well as drastically raising their rate of travel. A technique commonly performed with this spell is to propel themselves directly toward their target before jumping off the wave and using their previous mode of transport as a weapon.
Waterspout: The user creates a ring of water on their body, spiraling around them in a vortex to create a waterspout, carrying themselves high into the sky. The higher and faster they go, the more difficult it is for them to maintain a constant flow of water, thus, using more of their magic power. However, some also use the Collect technique to ease this as well. Additionally, it can be performed in water, making it much less taxing to the user.
Riptide: A supplementary spell used to either bring an enemy closer or farther away from their target. The user creates a wave, using the kinetic force of the waves to either bring people closer or farther away. This spell can be used in a variety of ways, making it both a useful opener to an offensive barrage and a way of creating distance between the caster and their foe.
Water Body: The user transforms their entire body or select limbs into water, therefore, negating all physical and magical attacks except magics that specifically target the senses, such as Maguilty Sense. The transformation into a Water Body is signified by a glow enveloping their body, then when transformed into water, they still retain their shape although their form is water. This transformation allows the user to enhance their speed and agility, making it difficult for mages to tag them in combat. In this form, they are still capable of inflicting physical damage with their body and can even superheat or cool their water to a nearly frozen temperature to enhance their attacks. They are also capable of using Phase Shifting to change their body into mist, or even create multiple renditions of their Water Body, otherwise known as clones, for more versatile strategies. Additionally, when the user is swimming or in water, they appear to be invisible. Despite the obvious strengths of this spell, users are still susceptible to being forced back into their natural body with Ice Magic or Fire Magic
Enhanced Durability: In her transformation form, Nilou displays great resistance against attacks, both physical and Magical.
Enhanced Strength: Nilou has shown great physical strength, being capable of swinging a gigantic sword around, without losing his balance or carrying her comrades without much issues.
Keen Intellect: Nilou can be considerably intelligent and analytical, having seemingly been able to understand signals that her partner would give out that others wouldn't understand.
Expert Hand-to-Hand Combatant: Even without her weapon, Nilou has shown to be skilled in the use of hand-to-hand combat, supported by her experiences.
Master Swordsmanship Specialist: Nilou is a master swordswoman, with her swordplay being good enough to match S-Class Mages. Her unique fighting style being similar to dancing, made her a formidable swordswoman as not many can understand the technique.
Equipment
Dancer's Blade: Nilou's signature weapon. A rapier sword that Nilou can infuse with her magic that'll aid her more in combat.
Quotes
"Hello, I'm Nilou from Fairy Tail!"
"The weather and our moods are the same — they can both get gloomy. It's all right, though, because the sky will become even brighter after the rain."
"Relaxing days like this are nice... Let's take it easy."
"Oh no, is Y/n teasing you? Sorry if he went overboard."
"Thunder is kinda scary. Are you afraid of it? If so, I can share a nifty method to help with that."
"You need an extreme amount of talent to pursue knowledge and wisdom. Many people throw their entire lives into it, only to end up burned out and depressed... Dance isn't like that. You don't have to understand what you're seeing to enjoy watching it. If I can use my movements to demonstrate the beauty and meaning of dance, then I'm happy."
This bio helped by Kawai_AnimeOtaku!!
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