Air Dart- Long-ranged attack involving shaping the air into a figure with likeness to a dart. Small and easy to throw makes it very accurate.
d20+20, 16 damage, Ranged 2, knockdown (-3 to enemy AC for next attack), 1 knockback, +20 on crit.
Seal- A streaming blue laser shoots out of the keyblade and paralyzes the target from a short distance.
Grab, Daze, d20+17, Range 1, 15 damage.
Unlock- Another blue laser streams out of the keyblade, however, this one can be charged to have a more potent effect. This attack does not seal a target, but unlocks it instead, causing the target to be knocked away.
d20+20, 15 damage, Knockback 1, Horizontal Movement 3, Charge Type 1 3x, +20 damage on crit.
Wind Shredder- In both hands, two identical scimitars form. He slashes at the target with these.
2 d20+18, 9 damage each, Knockback 1, Enhanced Reach 1.
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Chaos Spear- He holds his spear, Talon, or another spear-like object outstraight at the target and can either burst out with a tiny arrow of chaos energy that flies into the opponent, or charge it up with deep-rooted chaos energy within him, and burst it out from his soul, turning the chaos energy into an eagle-shape, which blasts into the target.
d20+18, 40 damage, Charge Type 1 2x, Ranged 1, Knockback 1
Wind Cannon- Wind energy collects around his arm and molds into a cannon, to the fashion of a Buster Cannon like Megaman's. It has no charge power yet, but can blast out a ball of wind energy into the target from long-range.
d20+18, 34 damage, Ranged 2, Knockback 1
Tornado Strike- Grips the keyblade and strikes it with a windish boost, slamming into the enemy with increased speed and power.
d20+19, 42 damage, knockback 2
Wind Flow- Conjures a long, violent breeze that flows around the enemy and wraps around it like a cyclone, picking it up and then hurling it away.
d20+19, 40 damage, Grab, Throw, Range 1 Charge Type 1 2x
Divine Wind- Conjures a small waft of glowing wind energy that breezes into the target and heals them.
Healing, d20+3 (Use on allies), heals 50 HP.
Splash- Flop on the floor, saying 'Karp, karp.' Random effects when used.
Wind Magic LV.1: ??
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Level 10: Energy Control: Wind
Level 20: Wind Transmutation: turns my body into a figure of wind. Only non-physical attacks can hurt me! Only able to use wind element attacks while in this form.
Level 30: Wind Vacuum: Creates a space around the subject(s) which does no damage, but only makes it impossible for them to create sound while inside it.
Level 40: Blowback- A powerful gust blows the enemy away dmnt units for 2 TP. Useable once every other round.
Level 50:Aetos (In Wind Form) can seperate his body to wrap around the group's heads, allowing them to breathe in no-air terrain. -1 HP per person per round's worth of time. below 0 HP--they've inhaled all of him.
Level 60: Old-Fashioned Lucky
Level 70: Energy Control: Chaos
Level 80:
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Air Walk- Allows you to walk on 1 unit of air, then you fall. However if you jump, then you can land on the air, walk 1 unit, then you begin falling again. The air you walk on is temporarily 'solid'. If people run into it, they take more damage
Wind Elemental Boost: Elemental form's wind speeds up, giving him +3 boost to movement for 3 rounds.
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