Anemo Magic

**Anemo Magic** is a powerful Caster Magic and an Ancient Magic which involves the Anemoi.

## Description

This magic is very ancient and origins from the *Theogony*, an ancient artifact which contains detail about every of the gods.

For the user to make use of the magic they have to "awaken" one of the four Anemoi which lies dormant in their body. Usually when the user "awaken" an Anemoi their body reacts by covering itself in stigmas which is essentially just a preventive measure for the user not to be overwhelm by the power of an Anemoi. The user usually have successfully "awaken" the Anemoi when their eyes color changes and when the color of their hair color changes.

After the transformation and only if successful, the user gets to tap into myriads of abilities which are unique to the Anemoi being incarnated.

## Abilities

•**Boreas**

* **Enhance Magic Power**: The user's Magic Power is further enhanced, creating a chilly aura around them which keeps gradually increasing in might.
* **Flight**: The user can fly and levitate seemingly forever.
* **Cold Immunity**: The user is resistant to cold and as such is able to take damage from ice and snow-based attacks without sustaining major injury.
* **Aerokinesis**: The ability to control all the wind in the area around them. This remains true even for Magical wind produced by other Mages aside from their own, putting them at an advantage against other wind-wielding Mages. Apparently, should the Mages happen to be generating wind directly from their person, then the user would also be able to directly manipulate their bodies at some degree.
* **Air Mimicry**: The user's body is "made" of air, which means physical attacks have no effect on them.
* **Anemo Magic**: When incarnating Boreas, the user can generate in immense quantities hot winds ranging from 60°C to 120°C which they can use for various purposes. With their *Aerokinesis* the user can generate such wind from anywhere in the area around them making it a difficult magic to deal against.

•**Zephyrus**

* **Enhance Magic Power**: further enhances the user's Magic Power, creating a wind aura around them which keeps gradually increasing in might.
* **Flight**: The user can fly and levitate seemingly forever.

* **Aerokinesis**: The ability to control all the wind in the area around them. This remains true even for Magical wind produced by other Mages aside from their own, putting them at an advantage against other wind-wielding Mages. Apparently, should the Mages happen to be generating wind directly from their person, then the user would also be able to directly manipulate their bodies at some degree.
* **Air Mimicry**: The user's body is "made" of air, which means physical attacks have no effect on them.
* **Anemo Magic**: When incarnating Zephyrus, the user can generate in immense quantities powerful blowing winds which they can use for various purposes. With their *Aerokinesis* the user can generate such wind from anywhere in the area around them making it a difficult magic to deal against.

•**Notus**

* **Enhance Magic Power**: The user's Magic Power is further enhanced, creating a warm aura around them which keeps gradually increasing in might.
* **Flight**: The user can fly and levitate seemingly forever.
* **Heat Immunity**: The user is resistant to heat and as such is able to take damage from fire and heat-based attacks without sustaining major injury.
* **Aerokinesis**: The ability to control all the wind in the area around them. This remains true even for Magical wind produced by other Mages aside from their own, putting them at an advantage against other wind-wielding Mages. Apparently, should the Mages happen to be generating wind directly from their person, then the user would also be able to directly manipulate their bodies at some degree.
* **Air Mimicry**: The user's body is "made" of air, which means physical attacks have no effect on them.
* **Anemo Magic**: When incarnating Notus, the user can generate in immense quantities chilly winds ranging from 0°C to -60°C which they can use for various purposes. With their *Aerokinesis* the user can generate such wind from anywhere in the area around them making it a difficult magic to deal against.

•**Eurus**

* **Enhance Magic Power**: The user's Magic Power is further enhanced, creating a wind aura around them which keeps gradually increasing in might.
* **Flight**: The user can fly and levitate seemingly forever.

* **Aerokinesis**: The ability to control all the wind in the area around them. This remains true even for Magical wind produced by other Mages aside from their own, putting them at an advantage against other wind-wielding Mages. Apparently, should the Mages happen to be generating wind directly from their person, then the user would also be able to directly manipulate their bodies at some degree.
* **Air Mimicry**: The user's body is "made" of air, which means physical attacks have no effect on them.
* **Anemo Magic**: When incarnating Eurus, the user can generate in immense quantities powerful shredding winds which they can use for various purposes. With their *Aerokinesis* the user can generate such wind from anywhere in the area around them making it a difficult magic to deal against.