Shamal Nanoha OBD
Doctor Shamal

Name: Shamal, "Knight of the Lake", "Hand of the Healing Wind"
Origin: Magical Girl Lyrical Nanoha
Gender: Female
Classification: Magical Program (Artificial Being), Wolkenritter, TSAB Chief Medical Officer, Mage, Knight
Age: Hundreds of years
Powers and Abilities: Super strength, speed, agility, endurance, durability (with barrier jacket), flight, energy blasts, magic barriers (resistance to physical, magical, time-space, dimensional, and environmental factors), sealing and binding spells, can block telepathy and other magical and technological communications, matter creation, healing, illusions, spatial manipulation, teleportation including dimensional travel and BFR, knowledgeable in various forms of combat, passive telepathy, long range search and scanning, extra sensory perceptions
Weaknesses: She loses her durability without her barrier jacket
Destructive Capacity: At least town level via powerscaling, likely higher
Range: A few kilometers
Speed: At least hypersonic+ with massively hypersonic reactions
Durability: City level+, magic barriers make her hard to kill
Lifting Strength: At least class 25+ via powerscaling
Striking Strength: At least Class MJ+ via powerscaling, likely higher
Stamina: Superhuman
Standard Equipment: Klarwind
Intelligence: Fairly intelligent, many years of fighting experience against diverse foes
Notable Attacks/Techniques:

- Shield: Defends from attacks by using an opposing magical power. Uses a rebounding effect to defend with.

  • Panzerschild (Tank Shield): The basic Ancient Belkan shield-type defensive spell. Notably, she was able to conjure it while her arms are still bound by a binding spell.

  • Wind Shield: A defensive spell. It seems to be quite strong and durable as it is able to defend easily the quarters of Riot Force 6 from Otto's Ray Storm.
Wind Shield
Wind Shield

- Barrier: Creates a protective film to offset attacks, allowing the user to gently stop incoming attacks. It is the most commonly used defense.

  • Panzerhindernis: An Ancient Belkan barrier-type defensive spell, comparable to the Mid-Childan Protection. Normally, the spell generates a dome-shaped barrier similar to Protection.

- Field: A defense that blocks specific environmental effects (like temperature and so forth) within a certain area. It's commonly used with several layers of different shields and fields to reinforce the defense.

  • Panzergeist (Tank Spirit): Generates a defensive aura around the whole body.

- Physical Armor: Creates strengthened material for physical protection. This does not mean that other types of defense don't defend against physical damage. Just the physical armor has no weakness to the Anti-magic effects, such as the AMF.

- Barrier Jacket (Knight Clothing): An extremely versatile and ubiquitous defensive spell that summons a magical armor protecting a mage from external harm. A Barrier Jacket is summoned when the mage activates their Device (mages who don't have a Device summon it manually) and is accompanied by a bright flash of light. Whatever normal clothes the mage is wearing at the time disappear until the Barrier Jacket is dismissed. Technically, a Barrier Jacket consists of both barriers and defensive fields (it protects the entire body with an invisible protective field). Like other field-type spells, a Barrier Jacket constantly consumes the caster's mana while active. The more defense the Jacket provides, the higher its mana consumption. A Barrier Jacket increases not only durability but also other parameters such as speed and power, so some mages develop multiple Barrier Jacket configurations and switch between them in combat depending on the situation.

- Shooting: Spells of this type are guided (like Divine Shooter) or aimed (like Photon Lancer) at targets. It also includes the rare material accelerating spells.

  • Shockwave: Strictly speaking, it is not really a formal spell under a magic system, but an application of mana to give a single-direction shock.

- Bind: Spells of this type directly inhibit a target's freedom of movement and the use of action triggers by attaching themselves to them. Bind type spells may prevent movement outright, as in Restrict Lock, or contain the target's mobility, as in Chain Bind.

  • Commandment Chain: A binding spell cast by Shamal with the wires of Klarwind's Pendelform.
Commandment Chain
Commandment Chain

- Cage: Cage type spells surround the target in an immobile prison.

  • Steel Yoke: The spell remotely creates dozens of large magical blades within a wide area, which then grow in length to either skewer his targets or lock together to imprison them.

- Area force field: These force fields affect a large region, and generally are much more powerful than circle type fields. In contrast to defensive spells, force field spells apparently have more varied roles, from protecting property and civilians from collateral damage, to confining enemy magic users to a predetermined area.

  • Gefängnis der Magie: A force-field spell, analogous to the Mid-Childan Time-sealing force field (a spell to alter the flow of time in a localized area, in order to "mask" magical effects from public view). It generates a near-impenetrable dome surrounding a vast area, entrapping all inside. This dome also disables telepathic communication as well as visual display with anyone outside the force field.

- Increase: Directly heals or replenishes the target.

  • Physical Heal: A basic healing spell, mainly learnt by mages of the back positions.

  • Calming Heal: A healing spell cast by Shamal. It is cast to instantly and completely cure Nanoha Takamachi and Fate Testarossa from any injuries sustained during their battle with Reinforce. Further did it recover the damages done to their Barrier Jackets as well.

- Decline: A spells of this type directly target other magic spells and attempt to deactivate them.

  • Communication Jamming: A spell cast by Shamal to generate a field to interfere telepathy or other magical communications. It may also jam electronic or wireless waves.

- Transport: Spells of this type include movement enhancement spells, as well as teleportation spells.

  • Dimensional Transfer: A spell to teleport in space and across dimensions.

  • Transporter: A teleportation spell to transport himself and/or persons in the nearby area (for example into orbit) whom she permits.

  • Mirror of Travels: A Transfer spell which connects space via a “mirror”. Typically, Transfer magic is used to transfer oneself or an object from one’s current location to another location, but instead this spell is used to “retrieve” a specific object from a specific location. It is generally used to quickly teleport objects in space. It also gives the ability to phasing.
Mirror of Travels
Mirror of Travels


- Illusion: Spells of this type create visual and audible illusions, that either make the caster harder to locate or distract the opponent.

  • Camouflage Skin: A camouflaging spell that envelops an object to hide it.

- Awareness of things: Mages can perceive what is happening around them. Due to this ability mages can control the movement of their blasts/bolts inside their "range" where they can not see them, or they can react to movements that they can not see physically.

- Multitasking: An ability of mages (often supported by their devices) to perform several tasks simultaneously or to successfully focus on a few things. Due to this ability, mages can simultaneously read several books, or effectively fight against multiple enemies.

- Search: Mages can use the search system, they can receive data about the objects that lie around them. To show the information (usually an interactive map or an image from a specific location), one or more floating displays appaear.

- Scanning: Mages can scan the area around to locate specific objects or detect stealth and illusion (the time required for discernment of the illusion depends on the complexity of the illusion/degree of protection against scanning). As well as "search" it based on scanning of the electromagnetic field.

  • Investigation Spell: Also known as Detection Spell, is a spell cast to scan the nearby area.

- Telepathy: A magical ability for direct mind-to-mind communication.

- Klarwind: Also known as "Ring of Breezes", is Shamal's Armed Device. It appears to have no programmed gender, and speaks only German.
Artificial intelligence: The devices have AI, generally having the ability to speak, although their coherence and verbosity depends on the sophistication of their AI. The basic function of any Device is to augment their master's magic abilities and assist them in casting spells. Since magic in the Nanoha universe is very similar to information technology, these sophisticated magical "computers" take over tasks that the human brain cannot handle efficiently enough, such as recording and reproducing the spells that the mage has cast. Because of the very close interoperation between the mage's brain and their Device, both have to be attuned to each other upon the Device's first activation, and regularly recalibrated to ensure optimal performance.

  • Mana output regulation: In addition to computational capacities, the Device also assists and regulates the mage's mana output. Two output modes are available: "User Cross Link", wherein magical energy is constantly channeled through and stabilized by the Device, and "Direct Boost", where the mage's magic output is directly strengthened and accelerated.

  • Auto Guard: Device automatically casts defensive magic spells if the mage is under attack but cannot respond due to surprise or injury.

  • Automatic External Defibrillator: In the event of cardiac arrest of the master, the Device will preform an AED operation.

  • Storing artifacts: The ability of a Device to store sealed/inactive magical artifacts inside it for isolation.

  • Self-repairing: A repair and restoration of a damaged Device, powered by its master's mana.

  • Interdimensional Communication: Sacrificing the spec for combats, Klarwind acquires the back-up function of Interdimensional Communication, which enables telepathy across different dimension spaces. This is particularly useful for the Wolkenritter, when they collect Linker Cores in different spaces.

  • Form Changing: Most Devices have several forms they can change to at their master's command. The two most common forms are the inactive and active state. In the inactive state, used for energy conservation, Devices appear as small objects, ranging from gems to cards. Additionally, Devices initiate an auto-repair mode (if required) when inactive, and will automatically deactivate if the damage is significant. In the active state, necessary to cast most magic, they can take a variety of forms, depending on their type and specialization, but the most common one, especially for Storage Devices, seem to be a simple staff. Some Devices can assume different active forms depending on the needs of their masters, though this seems to be reserved only for more advanced Armed and Intelligent models.

    • Standby Form: Appears as four gold rings, hanging on Shamal's neck-chain

    • Ringeform: Klarwind's default form, appearing as four rings Shamal wears (two blue jewel rings on both index fingers and other two green jewel rings on both ring fingers). It can heal allies and detect enemies.

    • Pendelform: Appears as two pendulums which can create portals, find Linker Cores, and bind opponents. It can be used in close combat when necessary.
Klarwind
Klarwind

Notable OBD Victories:

Notable OBD Losses:

Other: