Reggie Gigas
Age: 19
Race: Human Height: 5'11" Weight: 136 lbs. Appearance: He is a dark-skinned male of lean build. His muscles are not particularly defined, but noticeable sinew and veins imply that he is often physically active. He has dreads that are usually loosely styled into a ponytail. Wears simple white tunics. They are of common cloth, and many are scratched and torn in places, but all hold value to him. Some of them are robe-like in length, while others may be more fit for physical activity. They vary from time to time. He also wears fist and foot taping. He also wears very expensive-looking golden hoop earrings. Occupation: Vetiver Academy: Student |
Currently IC: No Limits Tournament, Round 2.
"It's you.. I'm gonna enjoy this more than I should."
"It's you.. I'm gonna enjoy this more than I should."
Magic Tree(s)
Mana Manipulation - The default tree of any mage, which allows the most basic emission, shaping, and all around manipulation of mana. Weak on its own.
Aeromancy - The manipulation of air. Reggie tends to use it to emit heavy directional force, or pressurizes it to rip through obstacles.
Transportation - The summoning of miscellaneous objects. Reggie uses it to summon standard and/or personal objects, as well as to remove obstacles from his immediate area.
Wind Waker - The combination of air manipulation and transportation. Reggie uses this tree to drastically increase the range and ability of his air manipulation spells by transporting the casting and effect of the spell to various locations in battle.
*Arbiter - The cancellation and destruction of active mana of a pre-determined type. Reggie uses it to defend against attacks from other elemental trees.
*Aquamancy - The manipulation of water. Reggie uses it in conjunction with Wattomancy and Aeromancy to create storm conditions.
*Wattomancy - The manipulation of electricity. Reggie uses it in conjunction with Aquamancy and Aeromancy to create storm conditions.
* Magus Manatism - A more powerful form of manipulating normal mana, eventually giving way to the creation of Arcane Energy. Reggie uses it to add dangerous debris to his winds.
* Any tree marked with a * represents a tree Reggie has only limited access to, suggesting that he learned the spell through some unconventional method (or in most cases, an event).
Aeromancy - The manipulation of air. Reggie tends to use it to emit heavy directional force, or pressurizes it to rip through obstacles.
Transportation - The summoning of miscellaneous objects. Reggie uses it to summon standard and/or personal objects, as well as to remove obstacles from his immediate area.
Wind Waker - The combination of air manipulation and transportation. Reggie uses this tree to drastically increase the range and ability of his air manipulation spells by transporting the casting and effect of the spell to various locations in battle.
*Arbiter - The cancellation and destruction of active mana of a pre-determined type. Reggie uses it to defend against attacks from other elemental trees.
*Aquamancy - The manipulation of water. Reggie uses it in conjunction with Wattomancy and Aeromancy to create storm conditions.
*Wattomancy - The manipulation of electricity. Reggie uses it in conjunction with Aquamancy and Aeromancy to create storm conditions.
* Magus Manatism - A more powerful form of manipulating normal mana, eventually giving way to the creation of Arcane Energy. Reggie uses it to add dangerous debris to his winds.
* Any tree marked with a * represents a tree Reggie has only limited access to, suggesting that he learned the spell through some unconventional method (or in most cases, an event).
Spells
Mana Manipulation
1. Mana Spark - A weak bit of mana, fired at a person. Its power increases with rank, but it's still generally pretty weak.
2. Mana Weave - The practice of channeling mana through one's hands or mediums.
3. Mana Control Lv. 1 - A technique taught by Black. It increases one's general command of mana, helping them to shape it and emit it from their bodies.
4. Mana Mist - A technique taught by Black. It creates a field of mist carrying any of Reggie's mana's attributes and, naturally, impairs vision.
5. Mana Parry - A technique originally taught by Vetiver, retaught by Aaron, It allows one to knock aside an incoming projectile by investing an equal amount of energy.
6. Mana Reflect - A technique originally taught by Vetiver, retaught by Aaron. It allows one to reflect an incoming projectile by investing double the amount of energy. The reflected projectile takes on the mana type and attributes of the one who reflects it.
7. Mana Bust - A technique originally taught by Vetiver, retaught by Aaron. It allows one to completely obliterate an incoming projectile by investing triple the amount of energy. Any explosions or after-effects of the projectile are cancelled as well.
8. Aura Equip - A technique originally taught by Mudoh, received as an event prize. A spell which visibly cloaks a mage in a wispy aura of their own mana. It boosts physical parameters and slightly raises casting power while lowering casting time. May be upgraded to take on attributes of the user’s own mana or magic tree.
9. Accurate - This is a spell which assists with aiming. Cast the spell before firing a projectile and a reticle will replace the pupils of the caster. Another reticle, visible only to the caster, will appear projected for their intended target. This reticle takes into account the chosen target's current movement speed and adjusts accordingly. Once fired, as long as Accurate is still active, the spell will be willed in the direction of the target. The lower the spell's rank, the more inclined it will be toward the target mid-flight. Accurate may also be used in close-combat. When it is, smaller reticles will appear along the target's body, signifying weak points. There is no pre-cognitive element during close-combat using this spell.
2. Mana Weave - The practice of channeling mana through one's hands or mediums.
3. Mana Control Lv. 1 - A technique taught by Black. It increases one's general command of mana, helping them to shape it and emit it from their bodies.
4. Mana Mist - A technique taught by Black. It creates a field of mist carrying any of Reggie's mana's attributes and, naturally, impairs vision.
5. Mana Parry - A technique originally taught by Vetiver, retaught by Aaron, It allows one to knock aside an incoming projectile by investing an equal amount of energy.
6. Mana Reflect - A technique originally taught by Vetiver, retaught by Aaron. It allows one to reflect an incoming projectile by investing double the amount of energy. The reflected projectile takes on the mana type and attributes of the one who reflects it.
7. Mana Bust - A technique originally taught by Vetiver, retaught by Aaron. It allows one to completely obliterate an incoming projectile by investing triple the amount of energy. Any explosions or after-effects of the projectile are cancelled as well.
8. Aura Equip - A technique originally taught by Mudoh, received as an event prize. A spell which visibly cloaks a mage in a wispy aura of their own mana. It boosts physical parameters and slightly raises casting power while lowering casting time. May be upgraded to take on attributes of the user’s own mana or magic tree.
9. Accurate - This is a spell which assists with aiming. Cast the spell before firing a projectile and a reticle will replace the pupils of the caster. Another reticle, visible only to the caster, will appear projected for their intended target. This reticle takes into account the chosen target's current movement speed and adjusts accordingly. Once fired, as long as Accurate is still active, the spell will be willed in the direction of the target. The lower the spell's rank, the more inclined it will be toward the target mid-flight. Accurate may also be used in close-combat. When it is, smaller reticles will appear along the target's body, signifying weak points. There is no pre-cognitive element during close-combat using this spell.
(Elemental) Wind
1. Feather Foot - A small, compact burst of wind is emitted from his soles with each step he takes, or while jumping or kicking. Respectively, it will make him run or climb faster, jump higher, or kick harder.
2a. Wind Wall V1.0 - wind rotates both clockwise and counter-clockwise around his body without conflicting. This uses Mana Control Lv. 1 as well. It serves as a sensory ability for detecting objects or mana which disrupts the flow of this wind (such as anything occupying that space, active mana, or an incoming object). Version 1 is capable of a maximum radius of 3 yards.
2b. Wind Wall V2.0 - Upgrade of the Wind Wall. Increases the range of this technique to 7 yards. Wind now rotates hard enough to weaken incoming forces.
2c. Wind Wall V3.0 - Upgrade of the Wind Wall. Intensifies the rotational force of the Wind. Now strong enough to erode away enemy mana within its radius. Now able to focus intensity on specific locations within radius. Now rotates hard enough to deflect weak-moderate incoming forces.
2d, Wind wall V4.0 - Upgrade of the Windwall. Increases the range of this technique to 15 yards. Wind powerfully erodes away enemy mana within its radius. Able to focus intensity on specific locations within radius. Able to cast other spells from specific locations within radius. Rotates hard enough to deflect moderately powerful incoming forces.
3. Gale Force - Emitting a forceful wall of wind forward. May impede, stop, or repel an object depending on its own weight and the amount of mana Reggie puts into the technique. [] Over time, this spell has been improved to not only be able to push outward, but pull inward just as powerfully.
4a. Aero Bullet - Wind is channeled and focused into a small projectile. At point-blank range, it is powerful enough to rip through a body. May penetrate the skin for moderate-lethal damage if it makes contact within four yards of where it was fired. Beyond this range it becomes a thick orb of wind that simply blasts a target back. Becomes weaker every four yards. Peters out at sixteen yards.
4b. Aero Cannon - Upgrade of the Aero Bullet. Now powerful enough to penetrate steel. Now powerful enough to cause moderate-lethal damage at 8 yards. Peters out at thirty-two yards.
4b. Aero Culverin - Upgrade of the Aero Cannon. Now powerful enough to penetrate quartz. Now powerful enough to cause lethal damage at any range. No longer peters out.
5. Funnel Tunnel - The shaping of wind as a tunnel, creating a current through which objects may travel along the wind. [] Training has enabled it to be able to lift heavier objects.
6. Oxy Lock - Extraction of oxygen from a specified location. [] Range extended from point-blank to within three feet.
7. Hurricane Hands - Reggie emits an amount of wind from the palm of his hand that could rival a Hurricane. The intensity can vary from F1 to F5, with a cost and efficiency multiplier of F(x). It may be transferred directly to a body through contact, or emitted into the open air, in a uniform rotation or as a loose burst of wind.
8. Howlitzer - Reggie fires a missile of wind mana by whistling. It screams as it flies. Within his Wind Wall, it can be manipulated easily, directed around his body. Once it leaves he can still steer it somewhat by controlling it like an extended Funnel Tunnel current. When it strikes an object it sends powerful currents of wind racing across its surface, shredding it to pieces for the next five seconds.
2a. Wind Wall V1.0 - wind rotates both clockwise and counter-clockwise around his body without conflicting. This uses Mana Control Lv. 1 as well. It serves as a sensory ability for detecting objects or mana which disrupts the flow of this wind (such as anything occupying that space, active mana, or an incoming object). Version 1 is capable of a maximum radius of 3 yards.
2b. Wind Wall V2.0 - Upgrade of the Wind Wall. Increases the range of this technique to 7 yards. Wind now rotates hard enough to weaken incoming forces.
2c. Wind Wall V3.0 - Upgrade of the Wind Wall. Intensifies the rotational force of the Wind. Now strong enough to erode away enemy mana within its radius. Now able to focus intensity on specific locations within radius. Now rotates hard enough to deflect weak-moderate incoming forces.
2d, Wind wall V4.0 - Upgrade of the Windwall. Increases the range of this technique to 15 yards. Wind powerfully erodes away enemy mana within its radius. Able to focus intensity on specific locations within radius. Able to cast other spells from specific locations within radius. Rotates hard enough to deflect moderately powerful incoming forces.
3. Gale Force - Emitting a forceful wall of wind forward. May impede, stop, or repel an object depending on its own weight and the amount of mana Reggie puts into the technique. [] Over time, this spell has been improved to not only be able to push outward, but pull inward just as powerfully.
4a. Aero Bullet - Wind is channeled and focused into a small projectile. At point-blank range, it is powerful enough to rip through a body. May penetrate the skin for moderate-lethal damage if it makes contact within four yards of where it was fired. Beyond this range it becomes a thick orb of wind that simply blasts a target back. Becomes weaker every four yards. Peters out at sixteen yards.
4b. Aero Cannon - Upgrade of the Aero Bullet. Now powerful enough to penetrate steel. Now powerful enough to cause moderate-lethal damage at 8 yards. Peters out at thirty-two yards.
4b. Aero Culverin - Upgrade of the Aero Cannon. Now powerful enough to penetrate quartz. Now powerful enough to cause lethal damage at any range. No longer peters out.
5. Funnel Tunnel - The shaping of wind as a tunnel, creating a current through which objects may travel along the wind. [] Training has enabled it to be able to lift heavier objects.
6. Oxy Lock - Extraction of oxygen from a specified location. [] Range extended from point-blank to within three feet.
7. Hurricane Hands - Reggie emits an amount of wind from the palm of his hand that could rival a Hurricane. The intensity can vary from F1 to F5, with a cost and efficiency multiplier of F(x). It may be transferred directly to a body through contact, or emitted into the open air, in a uniform rotation or as a loose burst of wind.
8. Howlitzer - Reggie fires a missile of wind mana by whistling. It screams as it flies. Within his Wind Wall, it can be manipulated easily, directed around his body. Once it leaves he can still steer it somewhat by controlling it like an extended Funnel Tunnel current. When it strikes an object it sends powerful currents of wind racing across its surface, shredding it to pieces for the next five seconds.
Transportation
1. Vacuum Cleaner 1.0 - The removal of small particles that his mana is in contact with from the area. (Sent to an undisclosed location.)
2. Bring - May summon very personal objects to his presence if he knows their location.
3. Solar Winds - Reggie transports in varying levels of heat, possibly extreme, from a warm source. (Not a wind manipulation spell.)
4. Arctic Winds - Reggie transports in varying levels of cold, possibly extreme, from a cold source. (Not a wind manipulation spell.)
5. Portal - The ability to create portals. An object may enter a portal and be transported to any random location. A system of connected portals may be created in an area.
2. Bring - May summon very personal objects to his presence if he knows their location.
3. Solar Winds - Reggie transports in varying levels of heat, possibly extreme, from a warm source. (Not a wind manipulation spell.)
4. Arctic Winds - Reggie transports in varying levels of cold, possibly extreme, from a cold source. (Not a wind manipulation spell.)
5. Portal - The ability to create portals. An object may enter a portal and be transported to any random location. A system of connected portals may be created in an area.
Wind Waker
1. Dread Lock - This spell is a more lethal form of Oxy Lock. By the same process, Reggie now uses Transportation magic to make this spell's range somewhat limitless. He may target a person with it so long as he is able to lay eyes on them. While a foe is within his Wind Wall's detection radius however, he does not need to maintain eye contact to use it.
2. Wind Tunnel - This spell combines Funnel Tunnel, Vacuum Cleaner, and Portal. Using his winds to channel and streamline specific objects into a wind current, he may draw them into a portal of varying size projected from the palm of his hand. Very effective on smaller spells, gaseous spells, wide-spread spells, etc. .
3. Sudden Scytheclone - This spell creates a small, contained cyclone in a location of his choice. This creates a five-yard area within which a cyclone will form, ripping apart elements within. It takes about three seconds to become active once cast. May easily destroy objects of Quartz toughness or lower.
2. Wind Tunnel - This spell combines Funnel Tunnel, Vacuum Cleaner, and Portal. Using his winds to channel and streamline specific objects into a wind current, he may draw them into a portal of varying size projected from the palm of his hand. Very effective on smaller spells, gaseous spells, wide-spread spells, etc. .
3. Sudden Scytheclone - This spell creates a small, contained cyclone in a location of his choice. This creates a five-yard area within which a cyclone will form, ripping apart elements within. It takes about three seconds to become active once cast. May easily destroy objects of Quartz toughness or lower.
Arbiter
1. Negation Field - The user deploys a 360 degree spherical negation field around their current position. It may be brought along with them, or cast and left in place. Only one may be active at a time, and they have a recharge time (of one post cycle). Mana of the corresponding type cannot pass through this field from either side. Such attacks will detonate against its edge without disrupting it. However, spells cast inside or outside of the field will remain active. A body carrying the corresponding mana type may pass through the field harmlessly, provided the mana isn't active. Works on all branches of the Elementalism Tree.
Aquamancy
1. Water Storm - Reggie creates a regular, though pressurized rainfall within ten yards of his current position, extending the same distance directly above his head. Punches through Quartz shit.
Wattomancy
1. Lightning Storm - Lightning will streak down from the sky at regular, one-second intervals, landing in any random location within six yards of Reggie's current position. Sensory spells may be used to lock-on to a target. May destroy Titanium-grade obstacles.
Magus Manatism
1. Scraps - Hail-sized (with just as much variance) particles of Arcane Energy, light enough to float, are produced within one yard of where he's standing. This spell does not allow manipulation of said particles, but it does grant immunity from damage from them.