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strikes. One of the more solitary standing Classes, Fliers can survive on
their own without any immediate reinforcements there to aid them. They
are categorized as both a primary and relief fighter; being able to both lead a
first strike and provide cover fire.
Flier-Class Slayers can utilize up to ten Class specific magics at one time.
In order to switch out their magics for higher level ones they will have to
receive a second or third run of training. Fliers can equip up to eight
First-Level Magics, and one Second-level Magic when they're first starting
out.
These enchantments are not like Abilities, they do not need to be spoken
alloud to activate. Although when they are in use, an aura glow will
generally flare up around the user.
All Fliers come equipped with the Flier Class power "Flier Remedy"
which allows for the Flier to blend into their surroundings while airbourne.
If they're wounded, faint, or low on energy this magic also allows for them
to fully heal as the wind passes through them; restoring them to full health
and allowing for Fliers to go for days on end without having to rest.
First-level Flier Magics
Doriu ~ A spell which causes a haze of darkness to descend upon an area,
completely throwing the senses of an enemy into disarray as the land
rumbles and melds with shadows. It makes it impossible for an enemy to
tell darkness and real threats apart.
Alkna ~ A spell which causes energy to build upon a Flier's forepaws,
adding silver and spirit-essence damage to any weaponry the Flier
possesses, as well as claw-damage.
Ghatha ~ This spell allows for the Flier to see the area in a birds eyeview,
even when grounded, allowing for the Flier to see all threats and obstacles
that may be in the areas ahead.
Revelos ~ Reveals all active magics in an area, and then distorts them so
that they are no longer harmful to their intended targets.
Wind Walk ~ Allows for the Flier to become one with the wind and air
currents, thus making them invulnerable to physical harm.
Shiralos ~ Causes an area to be infected by a Disease-Aura that causes an
enemy's movement to be hindered and slowed to such an extent that any
movement they make will be akin to slow-motion and require great effort.
Tytal ~ Defensive magic, causes the wind to gather and form a temporary
shield that grows and expands, throbbing with so much blackened energy
that when an enemy comes into contact with it it'll explode and threaten to
destroy their physical forms.
Kyutavs ~ Sends out an unseen net of energy into the air above and
surrounding a battlefield, making it impossible for enemies to take to the air
- or if they're already airborne, causes them to be unable to move at all.
Mevaen ~ Spell causes the automatic destruction of any active sensory
magics/manipulations in the area. However this spell does not differentiate
between enemy or ally magics, and sensory magics used by allies will be
negated as well. Can be used to expose enemies who are manipulated one's
senses to remain hidden.
Taklsu ~ Stops an enemy from being able to track the Flier; causing any
tracking magics or senses to be unable to pick up the Flier's trail. Causes
the Flier's mind to be unreadable for as long as the spell is active, and hides
it's aura from view.
Hijuen ~ Cripples an enemies ability to send magics or attacks into the air.
Devruso ~ All nearby allies are momentarily removed from the immediate
area; relocated to a safe zone of the Flier's choosing. Used mainly for
retreats, or when the threat is too large and the group nees to regroup.
Airaklso ~ The nearby air currents react wildly in response to the
activation of this skill. Areas of wind become silver-edge blades, seeking to
cut through and disable/kill all nearby enemies - any enemies that are
airbourne are instantly rendered defenseless or dead.
Kyutha ~ Causes red-energy to flare up from the ground, with such
sweltering heat and air pressure that enemies upon the section targetted
will suffer extreme burns and damage to their sensory systems.
Second-level Flier Magics
Phalan'No ~ Causes the Flier's own sensory system to increase in reaction
and concentration. Allows for the Flier to move more swiftly through the
air, molding air currents and raw magics to seemingly create echoes of it's
movements as reflections of the Flier appear in the air at such a large
number it seems an entire army is about to attack. The Flier can actively
move about this clone-cover without being detected, and launch the end
skill of this attack which causes all reflections to converge upon an area and
explode in a fiery mess of cold damage that freezes the area, and all within
in. Must not be used near allies, as the end result will affect them as well.
Travskt ~ Allows for the Flier to set up a perimeter aura that traps all
enemies within it's boundaries. It works much like the Border, except it's
much less powerful and cannot contain more than four Shade Warriors at
one time.
Jyvata-Nu ~ Instantly knocks all airborne enemies from the air, sending
them plummeting back to the ground where the force of gravity awaits to
crush them completely. Once they're grounded, they'll be disoriented for a
few short moments. Enough time to attack and finish the job, or get out of
the area.
Ultimate Flier Magics
Sudasan ~
Gryate ~
Yunahur'No ~



