Name: Delvin Von Helmer
Age: Nineteen
Gender: Male
Element: Wind/Air (I consider it the same thing. If you do not then it shall simply be air.)
Crush: N/A
Any time Delvin uses his second or third spell his eyes turn light blue as if the wind is flowing through him before coming out. Normally they are brown.
FIRST SPELLSpell Name: Senses of the Wind
Spell Description: This spells allows for Delvin to use the wind and air around him to see, hear, and smell long distances when focused on one of them. However, when using all three Delvin has a radius of one hundred yards (a single football feild) and goes in every direction. When focusing on one of these alone the distance is three football fields; when on two the distance is one and a half football fields. This cannot be focused in a single direction to increase the effectiveness, and the further the less accurate this becomes. The way this works for sight is by sensing the displacement of the air for sight, thus creating a map of everything in Delvin's head. For hearing it takes the vibrations of sound and turns it directly into the information needed. For scent it takes the sensation and turns it into information for Delvin to understand. This also changes how effective spells that target these senses are directly. This spell also allows Delvin to know what elements are in the air at all times, but only for up to twenty feet.
Initiation: This spell is always active and doesn't seem to cost any sort of mana. However, in order to change between which combination is used it takes time to do so. (Will say in one post and for removing a sense 3 of my times to post and to add then next post.)
More Info: Since Delvin is blind, deaf, and has almost no sense of smell this is effectively his eyes, ears, and nose.
SECOND SPELLSpell Name: The grace of Air
Spell Description: Using this spell Delvin can wrap himself and others in an orb of breathable air; in addition he can make pillars of air of various sizes. Using this Delvin can effectively breathe anywhere, even underwater or in space. Although this is limited to around the head it can come in handy in many situations. It seems that the air is not flammable but does not have the ability to stop incoming attacks. This can also be used to put air into something; although it cannot be used as an attack.
Initiation: Delvin must first gather mana into his hand which seems to absorb the air around it. It doesn't take much time (not even a full post) to completely form and be ready to use. Even though saying the spell's name is not needed it causes the spell to be able to have no limit on how far it is away from Delvin
More Info: Once formed Delvin can move this orb or pillar freely. It also seems that the air within the orb/pillar is always breathable and doesn't allow anything that cannot be inhaled to enter. It does not stop anything infused or created by magic however.
THIRD SPELLSpell Name: Master over Matter
Spell Description: The name of this spell is quite misleading as it only allows Delvin to control what parts of the air are where. For example he could remove all the oxygen from a certain spot thus weakening fire spell damage and putting out any other fire. Or he could make nothing but oxygen in a spot to make the flames more powerful. Thanks to this, his knowledge over what elements are in the air, how they work with each other, and the outcomes of various effects Delvin can use this as an offense. Also Delvin can change how dense the air is even to feeling solid; be that hard or soft solid is also up to Delvin. Once the air is dense Delvin can even move it around as he pleases. Also warming up and cooling off the air can be done if the elements for it are there.
Initiation: For everything other than warming and cooling the air Delvin must use movements of his arms; the larger the movement the further away the control can be. This does not work if the elements in the air are unknown.
More Info: This can be used to create various things. Anything from cushions, to walls, to weapons, to platforms and even armor to an extent can be created this way. Granted they can still be broken through if normal air, changing the elements can add extra defense. In addition to in addition to offense and defense this can be used to keep dry in water, hover through the air, or even move faster or higher. Granted the usage is wide and can be powerful it is predictable. Using swiping movements of a flat hand for a slice of air, or a fist for a hammer based item. If someone were to watch how he moves and react accordingly they could possibly avoid many of his attacks if they have the speed. Also any offensive movements or high level defensive (like a barrier all around himself) has an obvious white hue to it, making it easily seen and possible to avoid.
Delvin is typically a cheerful boy but he does has things that get to him. Granted he will never show that something is getting to him, but they can and do.
Delvin loves to use magic and does so every chance he gets, but tries not to show off when doing so.
Delvin is quite smart and doesn't seem to even need to study most of the time.
Likes:
~Magic
~Having fun
~Playing around
~Sparring with magic
Dislikes:
-Hurting others that don't deserve it
-Being bored
-Taking notes
-Not being allowed to use magic
A black ring made of pure onyx. This ring allows for Delvin's mana to regenerate at an abnormally fast rate. This allows him to seemingly use his spells forever even though this is not the case. This one was given to him by his father.
A second ring also made of pure onyx and also has a deep purple stone on it. This ring stores mana for later use and absorbs mana when Delvin's natural supply is full. The mana within is used before Delvin's natural mana is used. This one was given to him by his mother.
Delvin has no clue what the ring can do but was told to never take them off under any circumstances.
Delvin has a pair of aggressive inline skates that he rarely takes off. He even wears them inside given the chance. It seems that his air based magic is channeled through his skates and prevents them from getting damage or damaging anything else.
Both of Delvin's parents were spell users as well. His mother was a wind/air user like himself and his father a powerful user of lightning and electricity. Before Delvin was even 3 years of age he father died defending the family. Delvin and his mother were able to live thanks to his father's sacrifice. Even though Delvin could have learned from both his parents his father was never able to teach him any spells. Being born both blind and deaf Delvin was first taught Senses of the Wind by his mother. Later he was taught some basics of how to control the wind, but nothing compared to what he taught himself. Soon after Delvin's fourteenth birthday his mother passed away and his uncle (who knew of magic but could not use it himself) took him in. By the time he turned seventeen Delvin had taught himself The grace of Air and Master over Matter. The next year he could use both as if they were second nature but he was not good at much else when it came to magic. So when he was chosen to learn magic by the Magiverse he was really excited and his uncle encouraged him to go. The only thing outside of a few changes of clothes he brought was the ring he was given by his parents in their wills.