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Ephemeral Ozymandias
Crew

Obsessive Prophet

PostPosted: Fri Jul 30, 2021 4:27 pm


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⇨☾⇨ Pyromancy Magic Tree ⇦☽⇦

Pyromancy is the mystical art of manipulating flame to the Witch's will. The pyromancer are their allies are immune to their own fire but the art should still be considered carefully because of its raw destructive power. This is a Wisdom skill. Must be Witch class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Pyromancer ↯
All non-explosive pyromancy spells can have an explosion effect applied to them at half the range of the original fire spell. Costs half the amount of mana as the original fire spell but does not consume an action.
⇩
↯ Burn Baby Burn ↯
While the intensity of the flames does not change, the size of the fire is forever increased in range by double. The range of explosions does not change.
⇩
↯ Flame War ↯
The witch is able to immerse themselves within their fire when a spell is cast in order to close the distance between themselves and the enemy. This skill can also allow the pyromancer to travel between areas as a ball of fire for extra bad a** points.
⇩
↯ Hellfire ↯
The pyromancer is able to cast a fire spell and have a two levels weaker version of the spell follow it for no action or mana cost. This ability has a five post cooldown.
⇩
↯ Lit ↯
When another fire spell is applied to the Flaming Spiral spell, the flames are fed and made deadlier. Thus, the new spell is increased by one level. This ability has a five post cooldown.
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↯ Hot n' Heavy ↯
The Robe of the Phoenix spell is able to grow phoenix wings and allow flight for the pyromancer during the spell's duration.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Disco Inferno ↯
While the intensity of the flames does not change, the size of the fire is forever increased in range by double. The range of explosions also doubles. Requires Burn Baby Burn perk.
⇩
↯ Flamingly Fabulous ↯
If a martial arts technique is used while coated in the phoenix robe then that technique burns and is considered on level stronger. This perk has a five post cooldown.
⇩
↯ Agni Kai ↯
The pyromancer is able to boost the power of their phoenix robe by one level. This ability can only be used once per post.
⇩
↯ He Made The Devil So Much Stronger Than A Man! ↯
The pyromancer is able to cast a fire spell and have a one level weaker version of the spell follow it for no action or mana cost. This ability has a five post cooldown. Requires the Hellfire perk.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ The Great Pyre ↯
Once per battle, the pyromancer is able to shoot two fire spells into the blanket of flames created by the Reduce All Creation To Ash spell. These spells do not consume actions but do use mana. The fire spells then run through the flames before firing up under an opponent and potentially roasting them alive.
⇩
↯ Prometheus ↯
When the flaming dragon is conjured by the Reduce All Creation To Ash spell, the pyromancer is also covered in fire that forms draconic wings and a tail made of fire. This counts as a free cloak that is considered level four in collisions and does not consume mana for the pyromancer. This ability can only be used once per battle.

⇨☾⇨ Spells ⇦☽⇦


☾ Fireball | Scaled Level | Tier 1 | Mana
The pyromancer generates a ball of flame and shoots it at the target. A scaled amount of mana is applied to create the fireball. The fire will destroy any enemy technique or spell that is lower level than it. The fireball is also ten feet wide per level of the spell to a maximum of fifty feet at level five.

☾ Robe of the Phoenix | Scaled Level | Tier 1 | Mana
The pyromancer cloaks their body in flame to protect themselves from incoming techniques and spells. This spell lasts for five posts and will protect the witch from same rank and lower spells. Targets that enter within three feet are instantly set alight.

☾ Flaming Spiral | Level 3 | Tier 2 | Mana
A massive amount of flame is released from the mouth of the pyromancer before it encircles a target. The target is then trapped in a violently spinning tornado of fire that they cannot escape from without an equal rank spell or technique. If additional flame spells are cast into the tornado by the pyromancer then the fire will spread within the tornado and burn the target alive. This spell lasts for five posts.

☾ Eruption | Level 4 | Tier 2 | Mana
The pyromancer releases a fifty-foot fireball from their palms that when it collapses with the target can explode and destroy all within a one hundred foot radius. The fireball will fly freely and will not explode until the witch snaps their fingers.

☾ Reduce All Creation To Ash | Level 5 | Tier 3 | Mana
The pyromancer raises their hands and coats the ground of the entire area (topic) in flames. This flame blankets the area and burns and singes all that it comes into contact with using its extreme heat. A one-hundred-foot dragon made of fire then rises from the ground and attempts to bite the target and decimate them with fire. This spell has a five post duration and may only be used once per battle.
 
PostPosted: Fri Jul 30, 2021 4:32 pm


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⇨☾⇨ Cryomancy Skill Tree ⇦☽⇦

Cryomancy, or ice magic, involves the manipulation of ice to damage or imprison targets. Ice magic is not inherently weak to fire magic and is instead on the same level. This is a Wisdom skill. Must be Witch class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Cryomancer ↯
Once per five posts, the cryomancer's ice spells are able to freeze a weaker technique or spell solid. In so doing, this can disable the use of a weapon for three posts by freezing it solid.
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↯ Let It Go ↯
When the Ice Pillar spell is cast and used as a shield, an ice castle surrounds the cryomancer at one level lower than the parent spell and protects them from incoming techniques and spells for five posts. This perk has a five post cooldown.
⇩
↯ Frozen ↯
When an ice spell makes contact with a target, their body begins to freeze and it is one level harder to dodge for three posts up to level five. This perk has a five post cooldown.
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↯ The Snow Queen 3 ↯
Freezing effects in cryomancy techniques can be applied to other spells by combining the spells together. This ability has a three post cooldown.
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↯ Winter Is Coming ↯
Cryomancy spells cast can freeze the feet of the enemy by spreading ice along the ground after casting.
⇩
↯ Santa Claus 2 ↯
When a ice spell is destroyed, icicles explode outward for five feet per level of the spell and is one level lower than the parent technique. This ability has a five post cooldown.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Can't Hold It Back Anymore ↯
When the Ice Pillar spell is cast and used as a shield, a same level ice castle surrounds the cryomancer and protects them from incoming techniques and spells for five posts. This perk has a five post cooldown. Requires the Let It Go perk.
⇩
↯ Ice Age ↯
When an ice spell makes contact with a target, their body begins to freeze and it is two levels harder to dodge spells and techniques for three posts up to level five. This perk has a five post cooldown. Requires the Frozen perk.
⇩
↯ Santa Claus 3 ↯
When a ice spell is destroyed, icicles explode outward for five feet per level of the spell and is the same level as the parent technique. This ability has a five post cooldown. Requires the Santa Claus 2 perk.
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↯ Snow Globe ↯
The Ice Shackle Bullet spell can be used at one level higher for no additional cost. This perk has a five post cooldown.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Winter's Majesty ↯
The cryomancer has reached masterful levels. When Frigid Jailhouse is cast, a tsunami of freezing water accompanies it to drown the topic. This tsunami is level five and does not consume mana or a combat action. This ability can only be used once per battle.
⇩
↯ The Dead of Winter ↯
The master cryomancer is able to use the Frigid Jailhouse spell twice per battle.

⇨☾⇨ Spells ⇦☽⇦


☾ Ice Bolt | Scaled Level | Tier 1 | Mana
The cryomancer forms a blast of frigid mana and launches it at an opponent. The power of the ice bolt depends on the amount of mana applied to the spell. The ice bolt will completely destroy all techniques or spells that are weaker than it.

☾ Ice Pillar | Scaled Level | Tier 1 | Mana
By flicking their finger upwards, the user creates a large pillar of ice at a given destination depending on the user's intent. The pillar is typically used as a defensive spell. It will block incoming techniques or spells up to its rank.

☾ Ice Shackle Bullet | Level 2 | Tier 1 | Mana
The user encases a ball-shaped object in ice, creating a large and dense sphere of it. Because of Ice Sphere's enormous size, it can be used to effectively smash and crush enemies, causing a great deal of damage. The Witch then kicks the ice sphere toward the target to crush an enemy. The ice sphere is thirty feet tall and five hundred pounds allowing it to easily crush opponents.

☾ Ice Spindle | Level 3 | Tier 2 | Mana
This spell allows the user to create a sharp icicle from the air or ground of varying sizes to skewer opponents and also shutdown an enemy's movement. If the opponent is pierced by the spindle they begin to freeze until they become a glacier.

☾ Ice Bind | Level 4 | Tier 2 | Mana
Ice Bind holds the target in place by encasing their feet in ice so further subsequent attacks can be made. As this spell is only used as a means to contain a small section of an opponent's body, it can be conducted extremely quickly. This spell is one level harder to dodge.

☾ Frigid Jailhouse | Level 5 | Tier 3 | Mana
Using moisture present within the surroundings of the target (the surrounding air included). The cryomancer can make use of this technique to completely encase the opponent and the entire area (topic) in ice. The ice forms the shape of a jail cell around the opponent completely immobilizing them and slowly freezing them to glacial levels. To establish this technique, the cryomancer must first collect the water upon the ground around the opponent, before causing it to rise up and subsequently freeze. This spell can only be used once per battle.
 

Ephemeral Ozymandias
Crew

Obsessive Prophet


Ephemeral Ozymandias
Crew

Obsessive Prophet

PostPosted: Fri Jul 30, 2021 4:33 pm


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⇨☾⇨ Electromancy Skill Tree ⇦☽⇦

Electromancy is the magical art of manipulating lightning to devastate the health and resources of the enemy. Lightning is able to generate storms and is far more precise than the fire and ice elements. This is a Wisdom skill. Must be Witch class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Electromancer ↯
Once per five posts, the electromancer is able to use the Thunderbolt spell for one level lower in cost at a minimum of level one.
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↯ Thunderstruck ↯
When the electromancer performs the Thunderbolt spell, they can create a cloak of lightning around their body that is one level lower than the level of the thunderbolt at a minimum of level one. The lightning cloak costs no mana or action and lasts only for three posts. This can only be performed twice per battle.
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↯ Raikage ↯
Once per five posts, the electromancer can shoot level one lightning out of their feet to increase their speed and make dodging one level easier at a minimum of level one. This perk has a five post cooldown.
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↯ Eye of the Storm ↯
The duration of all lightning spells doubles.
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↯ Pikachu ↯
The Richochet bolt becomes two levels harder to dodge at a maximum of level five once per five posts.
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↯ Mister Electricidad ↯
The Lightning Storm spell now requires level four to dodge. This ability has a five post cooldown.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Raichu ↯
The Richochet bolt becomes three levels harder to dodge at a maximum of level five once per five posts. Requires the Pikachu perk.
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↯ I Was Shakin' In The Knees! ↯
When the electromancer performs the Thunderbolt spell, they can create a cloak of lightning around their body that is the same level as the level of the thunderbolt. The lightning cloak costs no mana or action and lasts only for three posts. This can only be performed twice per battle. Requires the Thunderstruck perk.
⇩
↯ Thor ↯
The duration of all lightning spells triples. Requires the Eye of the Storm perk.
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↯ A ↯
Once per five posts, the electromancer can shoot level one lightning out of their feet to increase their speed and make dodging two levels easier at a minimum of level one. This perk has a five post cooldown. Requires the Raikage perk.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Zeus ↯
The master electromancer is now able to drain an equal level of resource from a target based on the level of the lightning spell. This applies to all electromancy spells.
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↯ Unlimited Power! ↯
The mighty electromancer is able to perform the Heaven Shaking Thunder Cannon spell twice per battle rather than once and its range is doubled to two hundred feet.

⇨☾⇨ Spells ⇦☽⇦


☾ Thunderbolt | Scaled Level | Tier 1 | Mana
The electromancer fires a scaled level thunderbolt at a target. This bolt of lightning will destroy any technique or spell that is lower in level than it is. Additionally, on contact the lightning bolt will drain an amount of resource that is one level lower than the thunderbolt at a minimum of level one.

☾ Lightning Storm | Level 2 | Tier 1 | Mana
The electromancer fires a bolt of lightning into the sky and creates a lightning storm. Another bolt of lightning will strike down at the opponent once per post for five posts. This bolt of lightning requires level three to dodge. Also, the lightning bolt will drain a level one amount of resource from enemies.

☾ Richochet Bolt | Level 3 | Tier 2 | Mana
A level three thunderbolt is fired from the fingertips and drains a level two amount of resource from the target on contact. If the lightning misses then it bounces off a solid surface that it collides with and attempts to strike the target. The lightning bolt becomes one level harder to dodge when it richochets.

☾ Lightning Whip | Level 4 | Tier 2 | Mana
A thirty-foot long whip made of lightning magic that lasts for five posts and can ensnare a target. On the initial lash, the lightning whip will drain a level three amount of resource from the target. For every post after the initial post that the target is ensnared the whip will continue to drain a level three amount of resource for every post.

☾ Heaven Shaking Thunder Cannon | Level 5 | Tier 3 | Mana
The electromancer extends both arms and releases a one hundred foot long blast of lightning. The initial blast is extremely loud and even shakes the ground of the area (topic) so violently that it destroys the surrounding area. On contact, the thunder cannon drains a level five amount of resource. This mighty spell can only be used once per battle.
 
PostPosted: Fri Jul 30, 2021 4:35 pm


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⇨☾⇨ Werewolf Magic Tree ⇦☽⇦

Werewolves are a race of Witches who are able to transform into massive wolf-like creatures. Werewolves naturally have a canine sense of smell, claws, and great physical prowess as well as never aging. As such, the werewolf is the vanguard of the Witch's army. Werewolves use brute strength in their fighting style but also are the only witches who are able to control the esoteric element of wind magic. This is a Strength skill. Must be Witch class and Occultist path. Cannot select with Bloodsucker magic. Must be selected upon character creation and cannot be unlocked later.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Howling Winds ↯
The werewolf is able to use all of the wind spells without being in werewolf form.
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↯ Brute Strength ↯
Spells that use fangs and claws are half a level lower in mana cost.
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↯ Team Jacob ↯
The wind spells gain a one-level advantage against pyromancy spells by dispersing the flames. This has a five post cooldown.
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↯ Teen Wolf ↯
The Wind Wolf Fist technique can be slashed in the air and released as a gust of wind. The gale of claws will travel up to fifty feet before dispersing.
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↯ Lycanthropy ↯
The Lycanthropic Transformation spell can be used as a scaled level. By applying different levels of mana to the initial transformation, an armor of wind covers the werewolf's body that must be destroyed by an equal level spell.
⇩
↯ Doggy Style ↯
The werewolf now has the same lycanthropic fangs and claws in human form as they do in the werewolf transformation.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Unleash the Beast ↯
Spells that use fangs and claws are one level lower in mana cost. Requires the Brute Strength perk.
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↯ Big Bad Wolf ↯
The Huff, Puff, Blow Your House Down spell may be used up to level three.
⇩
↯ Hungry Like The Wolf ↯
The wind spells gain a two-level advantage against pyromancy spells by dispersing the flames. This has a five post cooldown. Requires the Team Jacob perk.
⇩
↯ Hircine ↯
The werewolf is able to unleash a level three amount of wind from their back to greatly enhanced their speed. The following spell or technique that the werewolf performs will be one level harder to dodge.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ The Beast Within ↯
The werewolf has mastered the beast within and as such has mastered the Wind Wolf Fist style. Spells that use fangs and claws are two levels lower in mana cost once per battle. Requires the Unleash the Beast perk.
⇩
↯ Harvest Moon ↯
The fully evolved werewolf has mastered their howl. As such, they can perform the Howl at the Moon spell twice per battle rather than once.

⇨☾⇨ Spells ⇦☽⇦


☾ Lycanthropic Transformation | Level 1 | Tier 1 | Mana
This spell allows the werewolf to transform into their wolf form at will. This transformation is unique from standard transformation magic because the transformation turns the werewolf into a wolfman or wolfwoman hybrid rather than an actual wolf. This form gives the werewolf monstrous strength, long claws, and sharp fangs and serves as the basis for all of the following spells.

☾ Huff, Puff, Blow Your House Down | Level 2 | Tier 1 | Mana
The werewolf inhales deeply before releasing a massive gust of wind from their gullet. You can hear the werewolf's howl as he releases the wind magic. This wind will knock opponents off their feet if undefended. Requires Lycanthropic Transformation.

☾ Wind Wolf Fist | Level 3 | Tier 2 | Mana
The werewolf creates swirling wind around their claws and makes them one foot long and made of wind magic. This swirling wind looks like miniature claw tornados that can rip into an enemy with ease. The wind claws are as hard as steel. Requires Lycanthropic Transformation.

☾ Rip n' Tear | Level 4 | Tier 2 | Mana
The werewolf floats in the air before revealing their claws and fangs and spinning clockwise rapidly. The werewolf then becomes a swirling tornado of wind magic-enhanced claws and fangs. They then propel themselves forward and rip and tear into any enemy that they come into contact with. Because of the incredible speed of the tornado form, this spell requires a level five effort to dodge. Requires Lycanthropic Transformation.

☾ Wolf Vint | Level 4 | Tier 2 | Mana
The werewolf spings their arms rapidly before throwing them forward to release a massive gust of wind. When this gust of wind gets within five feet of the target, it begins to swirl around them and trap them in a tornado. This tornado requires a level five-technique to break out of once it takes form. This tornado lasts for five posts. Requires Lycanthropic Transformation.

☾ Howl at the Moon | Level 5 | Tier 3 | Mana
The werewolf stands in place and howls at the sky before generating a massive amount of mana. All of the wind in the area begins to swirl rapidly and create a twister that is over one hundred feet wide. This twister is then able to completely destroy the area (topic) if undefended against. The tornado will break the ground and uproot even the strongest trees. Additionally, the tornado is swirling with wind fangs and claws making it even more lethal by giving it a sharpness element. This spell may be used once per battle. Requires Lycanthropic Transformation.
 

Ephemeral Ozymandias
Crew

Obsessive Prophet


Ephemeral Ozymandias
Crew

Obsessive Prophet

PostPosted: Fri Jul 30, 2021 4:38 pm


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⇨☾⇨ Bloodsucker Magic Tree ⇦☽⇦

Bloodsuckers, also known as vampires, are a race of Witches who are able to siphon blood out of living beings and transform into bats. Bloodsuckers do not age and have powerful, ancient blood with unique abilities. The vampire race has blood magic that allows them to empower and weaponize their own blood. A vampire's blood can harden when mana is applied to deadly effect. The blood magic manipulation also allows the bloodsucker to move at high speeds. This is a Dexterity skill. Must be Witch class and Occultist path. Cannot select with Werewolf magic. Must be selected upon character creation and cannot be unlocked later.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Blood Magic ↯
By manipulating the circulation of blood in the body, the bloodsucker is able to move faster and their spells or techniques are one level harder to dodge. This ability has a three post cooldown.
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↯ Full Veins ↯
By applying mana to the blood vessels, the bloodsucker is able to defend against incoming attacks up to the level of mana applied to the blood vessels. This ability has a three post cooldown.
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↯ Team Edward ↯
The vampire is able to use blood to form any weapon they desire by hardening the blood. The amount of mana applied to the blood weapon determines how powerful it is against enemy techniques or spells.
⇩
↯ Edgelord ↯
The bloodsucker opens a cloak or extends the hand and a torrent of bats is released while an enemy is performing a spell or technique. This throws them off their rhythm and can interrupt a spell or technique. This ability has an eight post cooldown.
⇩
↯ Vampires Suck ↯
When using a blood spell, the bloodsucker is able to ensnare opponents by making the leftover blood extremely adhesive. This requires a technique or spell at least one level below the original blood spell to break the adhesion. This ability has a three post cooldown.
⇩
↯ Bloodsucking Bastards ↯
The bloodsucker performs a bloodletting ritual by slicing their hand open. Then blood spells cost half a level less to cast. This ability has a five post cooldown.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Blood from a Stone ↯
By manipulating the circulation of blood in the body, the bloodsucker is able to move faster and their spells or techniques are two levels harder to dodge. This ability has a five post cooldown. Requires the Blood Magic perk.
⇩
↯ Count Chocula ↯
When using a blood spell, the bloodsucker is able to ensnare opponents by making the leftover blood extremely adhesive. This requires a technique or spell at least the same level as the original blood spell to break the adhesion. This ability has a three post cooldown. Requires the Vampires Suck perk.
⇩
↯ Nightwing ↯
The bloodsucker is able to use the Vampire Bats spell to dodge techniques for one level lower than the technique or spell being dodged.
⇩
↯ Nosferatuuuuuuu ↯
By applying mana to the blood vessels, the bloodsucker is able to defend against incoming attacks up to one level above the level of mana applied to the blood vessels. This ability has a five post cooldown.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Flight from Death ↯
Once per battle, if a killing/fight-ending blow strikes the bloodsucker then they dissolve into a cloud of bats and reform wherever the vampire chooses. This does not consume an action or a mana cost and once the bloodsucker reappears they are healed from the major injury but all other injuries remain.
⇩
↯ Blood Moon ↯
The nightmaster vampire is so powerful that they are able to use the Vampiric Siphoning spell twice in a battle. The duration of the spell also increases by two posts.

⇨☾⇨ Spells ⇦☽⇦


☾ Vampire Bats | Level 1 | Tier 1 | Mana
The vampire channels mana throughout their body to transform into a cloud of two dozen bats. As a cloud of bats, the bloodsucker can fly quickly for travel purposes. In combat, dissipating into a cloud of bats lasts for five posts.

☾ Bloody Slicer | Level 2 | Tier 1 | Mana
This spell is executed by cutting the wrist and exposing their blood before flicking their wrist and/or arm. This causes blood to be spilled in the air and harden as a projectile blade towards an opponent. There is also a close-range variant of the attack in which instead of sending a projectile, a blade is created from the blood capable of skewing the opponent and liquifying to added into a different spell such as Bloody Needle.

☾ Bloody Needles | Level 3 | Tier 2 | Mana
The bloodsucker takes any of their blood which has been previously spilled and hardens the droplets, turning them into needles that extend towards the enemy intending to pierce them. Due to how quickly and easily the vampire's blood can be spread during an intense battle, this spell is adept at surrounding an opponent, exploiting any available opening.

☾ Bloody Lance | Level 4 | Tier 2 | Mana
Utilizing a considerable quantity of the blood, the bloodsucker fabricates a substantial and hollow cone that tapers into a single sharpened point, which is subsequently launched towards an adversary with tremendous velocity. Despite its center being entirely devoid of a single drop of blood, due to the hardening capabilities of the dark substance that it is constructed from, this "lance" still poses a significant threat to its intended target.

☾ Bloody Wing | Level 4 | Tier 2 | Mana
Utilizing one of the wing-like projections composed entirely from a significant quantity of blood, the bloodsucker wraps one of their wings around their body to form a rather thin physical barrier between themselves and an adversary's attack. Despite the relative fragility displayed by the appearance of this barricade, due to the hardening capabilities of the dark material that it is constructed from, it is in fact able to block even powerful blows that connect with it. The defensive barrier appears as a bloody batwing.

☾ Vampiric Siphoning | Level 5 | Tier 3 | Mana
The bloodsucker inhales deeply as small amounts of blood are drawn from all humans in the area (topic). The trace amounts of blood that are drained do not harm the targets in any way. As the blood is absorbed by the bloodsucker's fangs all of their wounds are instantly healed before two full batwings made of blood are grown from the back. The bloodsucker is then one level harder to dodge for the five posts that this spell is active. This spell may be used only once per battle.
 
PostPosted: Fri Jul 30, 2021 4:43 pm


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⇨☾⇨ Scythe Skill Tree ⇦☽⇦

A staple weapon of some of the greatest Meisters, the scythe is a polearm weapon focused on slashing. The scythe is favored by Lord Death and the greatest Demon Weapons go on to become Death Scythes. This is a Strength skill and a Heavy Weapon skill. Must be Weapon class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Scyther ↯
The Sickle Slash technique will slice through equal level and lower defensive techniques or spells once per five posts.
⇩
↯ Slasher Flick ↯
Once per five posts, the Rapid Twirl technique will defend against same level techniques and spells.
⇩
↯ Dead Like Me ↯
A slash delivered by the scythe is able to release an additional crescent blade of energy that is one level lower than the original technique at a minimum of level one. This perk has a five post cooldown.
⇩
↯ All Hallows Eve 2 ↯
The range of all scythe techniques is doubled.
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↯ This Is Holloween ↯
As scythes are known for Witch hunting, once per five posts the scythe technique has a one level advantage against a magic spell.
⇩
↯ The Tell Tale Heart ↯
If a scythe technique is used along with a polearm technique then they can combine to create a one level stronger version at a maximum of level five. This has a five post cooldown.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Phantom Slice ↯
The Sickle Slash technique will slice through one level higher defensive techniques or spells at a maximum of level five once per five posts. Requires the Scyther perk.
⇩
↯ Hidan ↯
The range of all scythe techniques is tripled. Requires the All Hallows Eve 2 perk.
⇩
↯ Jashin ↯
If the scythe is able to harvest blood from a target on contact then half the cost of the scythe technique in stamina is refunded to the scythe.
⇩
↯ Sice ↯
If a scythe technique is used along with a polearm technique then they can combine to create a two level stronger version at a maximum of level five. This has a five post cooldown. This requires The Tell Tale Heart perk.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Crescent Blade ↯
The legendary scythe is now able to perform the Crescent Slash technique at level five rather than level four with no additional cost once per battle.
⇩
↯ Witch Hunter ↯
The master scythe is able to perform the Witch Hunt Slash twice per battle. Additionally, this technique will always destroy a same level or lower defensive-based technique or spell.

⇨☾⇨ Techniques ⇦☽⇦


⇨ Sickle Slash | Scaled Level | Tier 1 | Stamina
The basic sickle slash allows the scythe to be swung at a target with a leveled amount of stamina applied to it. The scythe will slash through enemy techniques or spells that are lower in level. This slash has a range of ten feet per level.

⇨ Rapid Twirl | Scaled Level | Tier 1 | Stamina
The scythe is twirled rapidly three hundred and sixty degrees in all directions. This is a defensive technique that will protect the wielder from lower-level techniques or spells.

⇨ Reaper's Hook | Level 3 | Tier 2 | Stamina
The wielder swings the scythe at the enemy while channeling a level three amount of energy. This creates a hook of energy that is thirty feet wide and travels toward the enemy. This slash has a range of thirty feet.

⇨ Crescent Slash | Level 4 | Tier 2 | Stamina
The user channels a level four amount of energy into the scythe's hook and swings it at an opponent. The scythe travels with intense speed and power before colliding and destroying any and all techniques or spells that are lower level. Additionally, this slash is particularly difficult to defend against as it has a one level advantage against defensive spells and techniques. This slash has a range of forty feet.

⇨ Witch Hunt Slash | Level 5 | Tier 3 | Stamina
An immense amount of energy is poured into the scythe and a two hundred foot scythe hook is formed from the weapon. This allows for a gargantuan slash that destroys the ground and cuts through all obstacles. The scythe slash easily destroys the general area (topic) by tearing through the earth. The slash will destroy lower-level spells and techniques. This technique can be performed once per battle.
 

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Obsessive Prophet


Ephemeral Ozymandias
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Obsessive Prophet

PostPosted: Fri Jul 30, 2021 4:46 pm


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⇨☾⇨ Arcane Magic Tree ⇦☽⇦

Arcane is the heart of all sorcery. Using the magic contained within a Demon Tool or a Demon Book, the sorcerer is able to manifest magic circles of eldritch power. Magic circles have cosmic powers that sorcerer witches spend a lifetime studying to fully unlock. They have the ability to defend against hostile spells or techniques, create massive bursts of magic, and channel other spells through. Every magic circle has a different color or design based on the soul of the sorcerer magically imbued within a Demon Tool. This is a Wisdom skill. Must be Witch class and Sorcerer path.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Incantation ↯
The sorcerer is able to create two more maximum eldritch circles per character level.
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↯ Doctor Strange ↯
The magic circles are an additional five feet wide per level. Fifteen feet at one and seventy-five feet at level five.
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↯ What Is This Sorcery?! ↯
Once per five posts, the sorcerer is able to fire a spell through the Sorcery Gateway spell and have all of the mana cost of that spell refunded.
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↯ Return of Jafar ↯
While the magic circles are active, they enchant the sorcerer for no mana cost and allow them to fly.
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↯ The Sorcerer's Stone ↯
The sorcerer's demon tool can have scaled mana flow into it to manifest an attribute that allows it to become a weapon. For example, channeling mana into a magical cube that fires arcane rays of light.
⇩
↯ Mystic Arts ↯
The sorcerer is able to perform the Sorcery Gateway spell twice in a post instead of once. This perk can be used once per battle.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Gandalf ↯
The sorcerer is able to fire a spell through the Sorcery Gateway spell and have an identical spell that is one level lower than the original cloned when it is fired through the circle. The cloned spell is level one at minimum. This has a five-post cooldown.
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↯ Eldritch Power ↯
The sorcerer is able to perform the Sorcery Gateway spell twice in a post instead of once. This perk can be used twice per battle. Requires the Mystic Arts perk.
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↯ Cosmic Study ↯
When a spell travels through the Circle of Egress, it is two levels harder to dodge at a maximum of level five. This perk can be used once per battle.
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↯ Grand Arcana ↯
Once every five posts, the sorcerer is able to use the Enchanted Mirror spell to reflect a spell as well as a second reflection that is one level lower than the level of the reflected spell for free. The after image is at a minimum of level one.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Grand Divination ↯
The sorcerer is able to perform the Sorcery Gateway spell three in a post instead of once. This perk can be used thrice per battle. Requires the Eldritch Power perk.
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↯ Sorcerer Supreme ↯
The sorcerer has obtained pure cosmic, eldritch power. As a result, they are able to use the Final Incantation twice per battle. Additionally, the Final Incantation cannon can be used twice before the circle is destroyed.

⇨☾⇨ Spells ⇦☽⇦


☾ Eldritch Circles | Scaled Level | Tier 1 | Mana
The sorcerer generates magic circles by flowing mana into their demon tool. The sorcerer is able to create up to twelve magic circles that float in the air and are freely manipulated by the sorcerer. The color and design of the circles are at the discretion of the user. The edges of the circles are as sharp as blades and the faces of the circles are as hard as steel. The circles can be grasped in the center by the sorcerer and able to be wielded by hand. Depending on the level of this spell, the circles can be up to 10 feet wide per level (10 feet at level 1 and 50 feet at level 5). The magic circles can defend against lower-level spells and techniques. This technique has a ten post duration.

☾ Sorcery Gateway | Scaled Level | Tier 1 | Mana
The Witch channels a scaled level of mana through a magic circle and causes it to glow. The sorcerer is able to cast a spell through a magic circle and use it as a gateway for the spell. A spell cast through a magic circle cannot be higher level than the magic circle itself. The spell will often change color to match the color of the magic circle. When a spell is fired through a sorcery gateway it does not cost a combat action. Additionally, this spell does not cost an action and will refund half of the mana cost of the spell fired through it. This spell can only be used once per post. Requires Eldritch Circles.

☾ Enchanted Mirror | Scaled Level | Tier 2 | Mana
The sorcerer channels a scaled amount of mana into one magic circle and uses it to reflect an incoming enemy magic spell back to its source upon collision. The amount of mana channeled into the circle must be equal to the level used by the enemy to create the opposing spell. Requires Eldritch Circles.

☾ Circle of Egress | Level 3 | Tier 2 | Mana
The sorcerer applies mana to two magic circles and causes them to glow. If the sorcerer casts one spell through one magic circle then the spell will be taken through a portal and instantly reappear out of the second circle. Additionally, the sorcerer and allies can jump through the circle and reappear out of a different circle. In so doing, the spell or person becomes one level harder to dodge when they go through the second portal. Requires Eldritch Circles.

☾ Incantation Cannon | Level 3 | Tier 2 | Mana
Using at least one magic circle, the sorcerer fires a magical beam from the circle. The cannon blast is the same color as the magic circle and once it hits a target it creates a potent blast of arcane magic. The magical beams are able to reach up to fifty feet in range and the radius of the explosion is twenty feet. Requires Eldritch Circles.

☾ Eldritch Whips | Level 4 | Tier 2 | Mana
Using at least five magic circles to surround the target, the sorcerer channels mana into them, and dozens of magical whips extend from the circles to ensnare a target. Requires a level five spell or technique to break free once gripped by the whips. Requires Eldritch Circles.

☾ Final Incantation | Level 5 | Tier 3 | Mana
The sorcerer channels an immense amount of mana into their demon tool and creates a massive eldritch circle on the ground. This magic circle covers the ground of the entire area (topic). For the following five posts, all of the previous spells may be used through this incantation circle to devastating effect as they may have the ability to increase their range over the entire area. Additionally, a giant beam of arcane magic can be fired up from this circle and either target a specific enemy or destroy the entire area. Doing this destroys the circle. This spell may only be used once per battle.
 
PostPosted: Fri Jul 30, 2021 4:49 pm


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⇨☾⇨ Regeneration Magic Tree ⇦☽⇦

Regeneration magic is used by Witches to heal injuries, reverse madness, strengthen defenses, buff teammates, and more. It is a highly versatile school of magic designed for support. This is a Guts skill. Must be Witch class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Healz ↯
The healer is able to heal damage on an ally up to one level higher than the amount of mana applied to the Healing spell. This perk has a five post cooldown.
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↯ Orihime ↯
The strengthening effect of the Bolster spell are doubled to a two level strengthening for an additional level added to the barrier. This has a five post cooldown.
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↯ Sakura ↯
The Healing spell will also restore the ally's resources up to one level below the level of the spell. This ability has a three-post cooldown.
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↯ Deadpool ↯
The Healing spell is automatically performed on the regeneration witch without them having to cast it up to two levels below the Witch's level at a minimum of level one. This is the only way that the Healing spell can be used on oneself and it does not cost an action or any mana. This ability can only be used twice per battle.
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↯ Hydra ↯
The Witch gains access to one additional custom spell for the regeneration skill tree that may focus on self-regeneration.
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↯ Dr. Feelgood ↯
After performing a regeneration spell, the Witch has a more sound mind and becomes resistant to madness techniques that are up to one level lower than the Witch's level at a minimum of level one. This ability has a five-post cooldown.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Chi ↯
The Reversal technique can now reduce the cooldown of a perk ability by three posts instead of two.
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↯ Witch Doctor ↯
Able to use the Madness Therapy spell to reduce a higher tier of madness than the level of the spell once per five posts.
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↯ House ↯
The healer is able to heal damage on an ally up to two levels higher than the amount of mana applied to the Healing spell. This perk has a five post cooldown. Requires the Healz perk.
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↯ Doctor Love ↯
The Healing spell is automatically performed on the regeneration witch without them having to cast it up to one level below the Witch's level at a minimum of level one. This ability can only be used twice per battle. This is the only way that the Healing spell can be used on oneself and it does not cost an action or any mana. Requires the Deadpool perk.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Panacea ↯
The master regeneration Witch is able to use the Area of Denial perk twice per battle rather than once. Additionally, it will initially heal all three tiers of madness.
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↯ Immortal ↯
The Healing spell is automatically performed on the master regeneration witch without them having to cast it up to the same level as the Witch. This ability can only be used twice per battle. This is the only way that the Healing spell can be used on oneself and it does not cost an action or any mana. Requires the Doctor Love perk.

⇨☾⇨ Spells ⇦☽⇦


☾ Healing | Scaled Level | Tier 1 | Mana
The Witch channels a scaled level of mana over a wound or injury on the body of an ally. This spell cannot be performed on oneself. Level one healing repairs injuries on the level of headaches, breakage of skin, and superficial cuts. Level two healing repairs pulled muscles and dislocation tier injuries. Level three healing repairs injuries such as deep slash wounds, second degree burns, and deep brusing level injuries. Level four healing will relieve broken bones, deep weapon impalement, third-degree burns, and severe blunt force trauma level injuries. Finally, level five healing will regenerate missing limbs, life-threatening visceral injuries, and any other type of serious injury that does not immediately kill the patient. These levels are a rough outline and ultimately it is up to the reasonable discretion of the Witch.

☾ Reversal | Level 3 | Tier 2 | Mana
This spell allows the Witch to reduce the cooldown for one perk ability of an ally by two posts. This spell cannot be performed on oneself. This spell also has a five post cooldown itself that cannot be reversed.

☾ Bolster | Scaled Level | Tier 2 | Mana
If a defensive spell is damaged then this spell can be used to repair it or make it even stronger. The amount of mana applied to this spell must be at least one level lower to repair or at least one level higher to empower the barrier. Can be applied to one's own defenses as well as allies.

☾ Madness Therapy | Scaled Level | Tier 2 | Mana
By applying mana to an ally, the Witch is able to relieve them of madness depending on the amount of mana used. Cannot be applied to oneself. This spell will relieve first-tier madness at level one or two. At level three or four, second-tier madness is reversed. Finally, at level five, third-tier madness is relieved.

☾ Strenghten | Level 4 | Tier 2 | Mana
By applying a cloak of regeneration chakra to an ally, they are able to perform one technique or spell at one level higher once per post for five posts. This spell cannot be cast on oneself. This spell can only be used on the same target once per battle.

☾ Area of Denial | Level 5 | Tier 3 | Mana
The master Regeneration Witch forms a massive rune of magic on the ground that covers the entire area (topic). This rune makes it so that madness of tier two or lower is instantly relieved on all allies and oneself. This spell also prevents all madness techniques that are of level four or lower from being performed at all. This spell lasts for five posts and can only be performed once per battle.
 

Ephemeral Ozymandias
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Obsessive Prophet


Ephemeral Ozymandias
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Obsessive Prophet

PostPosted: Fri Jul 30, 2021 5:38 pm


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⇨☾⇨ Greatsword Skill Tree ⇦☽⇦

Greatswords involve the use of any sword that is so large that it requires two hands to wield effectively. This includes claymores, longswords, buster swords, and more. The Demon Great Sword is considered to be the sharpest type of blade in the world. So sharp that it is able to cut the air itself and create massive wind blasts. This is a Strength skill and a Heavy Weapon skill. Must be Weapon class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Conan the Barbarian ↯
When a greatsword technique is performed, an additional slicing wave of wind will be dispatched from the sword that is one level lower than the original technique for no stamina or action cost. This perk has a five post cooldown.
⇩
↯ King Arthur ↯
After a greatsword technique is performed, the greatsword can be stabbed into the ground to shake it violently and make the greatsword technique one level harder to dodge. This perk has a five post cooldown.
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↯ Talos ↯
Once per five posts, while performing a greatsword technique the winds make the blade sharper and increase the level of the greatsword technique by one. The maximum is level five.
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↯ Getsuga Tensho ↯
If the greatsword wielder slashes the air with Great Swing, half of the stamina cost of the technique is refunded back as a result of the wind amplifying the swing. This perk has a three post cooldown.
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↯ Zabuza ↯
The range of the air slashes generated by the Great Swing technique are doubled.
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↯ Stormfang ↯
The Storm Gale technique can be boosted by one level once per five posts. This perk can be stacked with other greatsword perks.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Dragonslayer ↯
When a greatsword technique is performed, an additional slicing wave of wind will be dispatched from the sword that is the same level as the original technique for no stamina or action cost. This perk has a five post cooldown. Requires the Conan the Barbarian perk.
⇩
↯ Sanosuke ↯
If the greatsword wielder slashes the air with Great Swing, all of the stamina cost of the technique is refunded back as a result of the wind amplifying the swing. This perk has a three post cooldown. Requires the Getsuga Tensho perk.
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↯ Cloud ↯
Once per five posts, the Great Spin Defense can defend against one level higher enemy techniques and spells.
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↯ Executioner ↯
The duration of the Great Slashing Tornado technique is doubled.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Rise of the Champion ↯
When a greatsword technique is performed, an additional slicing wave of wind will be dispatched from the sword that is one level higher than the original technique for no stamina or action cost up to level five. This perk has a five post cooldown. Requires the Dragonslayer perk.
⇩
↯ Master of War ↯
The Earth Severing Blade technique can be used twice per battle and the one hundred foot range of the final slash is doubled.

⇨☾⇨ Techniques⇦☽⇦


⇨ Great Swing | Scaled Level | Tier 1 | Stamina
The wielder swings the greatsword with a scaled level of stamina behind the swing at an opponent. The higher the level of stamina applied the more powerful the swing will be against enemy techniques and spells. The greatsword is swung with so much force that it cuts the air and increases the range of the slice five feet per level.

⇨ Sharp Gale | Level 2 | Tier 1 | Stamina
The user swings the greatsword with so much force that it cuts through the air and generates a gust of wind. This gale takes the shape of the sword and travels forty feet, cutting down all in its path.

⇨ Great Spin Defense | Scaled Level | Tier 2 | Stamina
The greatsword is slashed in a three hundred and sixty degree spin. This whips up a sharp tornado of greatsword slashes that will cut down any weaker enemy techniques or spells. This is primarily used as a defensive technique.

⇨ Great Slashing Tornado | Level 4 | Tier 2 | Stamina
The greatsword performs a great slashing arc that generates a fifty foot tornado that is thrown at the target. If the tornado envelops them then they are stuck in the entrapment for five posts. Any weaker attempts to leave the tornado trap are cut down by the gale slashes if the attempts are lower in level.

⇨ Earth Severing Blade | Level 5 | Tier 3 | Stamina
The greatsword is stabbed into the ground and causes the ground of the entire area (topic) to be destroyed as sharpened gusts leave the ground. The sharp gusts all appear to be copies of the blade as wind slashes. The greatsword is then ripped from the ground and is swung to create a one hundred foot tall greatsword gust slash. This technique can only be used once per battle.
 
PostPosted: Fri Jul 30, 2021 5:40 pm


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⇨☾⇨ Martial Arts Skill Tree ⇦☽⇦

Martial arts is a skill that consists of a variety of styles of hand-to-hand combat. It is the rare skill that is used by Weapons, Witches, and Meisters alike. Emphasizing discipline and temperance, martial arts are the great transcendental art among all groups. This is a Strength skill. Can be Meister, Weapon, or Witch class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Enter The Dragon ↯
The martial artist is able to channel a spell or technique through their body. For instance, a Witch can cast a spell through a punch and a Weapon could use a weapon technique through the legs.
⇩
↯ Everybody Was Kung Fu Fighting ↯
When performing Punch or Kick, a copy of their fist or foot will appear as an after image. This allows them to perform the technique twice for only one action and resource cost. This copy is one level lower than the original technique at a minimum of level one.
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↯ Kung Fu Panda ↯
The martial artist is able to select one Kung Fu animal among the five that they most identify with. They are now able to make a custom technique based on that animal style.
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↯ Rock Lee ↯
The force generated by the Punch and Kick techniques doubles in range.
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↯ Crouching Tiger ↯
The energy cloaks from all the five animal style techniques will protect against techniques or spells one level above the level of the technique to a maximum of level five. This ability has a five post cooldown.
⇩
↯ Ka-Ra-Tay ↯
The punch technique can be substituted by Karate chops that then apply the cutting effect demonstrated by the kick technique.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Fists As Fast As Lightning ↯
When performing Punch or Kick, a copy of their fist or foot will appear as an after image. This allows them to perform the technique twice for only one action and resource cost. This copy is the same level as the original technique at a minimum of level one. This requires the Everybody Was Kung Fu Fighting perk.
⇩
↯ Hidden Dragon ↯
The energy cloaks from all the five animal style techniques will protect against techniques or spells two levels above the level of the technique to a maximum of level five. This ability has a five post cooldown. Requires the Crouching Tiger perk.
⇩
↯ Hitmonchan ↯
Once per five posts, the shockwave created by the Punch technique is one level above the level of the punch performed to a maximum of level five.
⇩
↯ Hitmonlee ↯
Once per five posts, the cutting air created by the Kick technique is one level above the level of the kick performed to a maximum of level five.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ The Way of the Dragon ↯
The master martial artist is now able to perform the Dragon technique twice per battle rather than once. This perk can only be used once per battle.
⇩
↯ Dragon Warrior ↯
The martial artist is able to maintain the Dragon technique for five posts rather than one post which allows them to make more use of the dragon energy armor until the punch is performed. This perk can only be used once per battle.

⇨☾⇨ Techniques ⇦☽⇦


⇨ Punch | Scaled Level | Tier 1 | Stamina, Mana, or Spirit
The martial artist throws a simple punch with a scaled level of force behind it. Upon contact, the fist will release a shockwave of force behind it and spread the damage to a five foot radius per level of the technique.

⇨ Kick | Scaled Level | Tier 1 | Stamina, Mana, or Spirit
The martial artist unleashes a simple kick with a scaled level of force behind it. When the kick lands, the force is such that it cuts through the air. The kick then applies cutting damage to all within five feet per level of the technique.

⇨ Tiger | Level 2 | Tier 1 | Stamina, Mana, or Spirit
The user channels the ferocity of the tiger and folds their knuckles in such a way to form tiger claws. Energy leaves the martial artist's body and forms a protective cloak around them resembling tiger stripes. The martial artist then charges at an opponent and strikes with energy claws on their hands. This cloak protects against all techniques and spells up to level three.

⇨ Crane | Level 3 | Tier 2 | Stamina, Mana, or Spirit
The martial artist stands on one foot and prepares themselves for an incoming technique or spell. They then leap over the incoming enemy attack and soar above it. This allows the martial artist to easily dodge all attacks at level three or lower.

⇨ Leopard | Level 4 | Tier 2 | Stamina, Mana, or Spirit
A leopard fist is formed by forming "claws" with the knuckles and turning the fist sideways. The martial artist releases energy from their body that resembles leopard print before running circles around their opponent. As they dash around the enemy at high speeds, they will look for an opening and strike with a massive claw made of energy. Dodging requires level five.

⇨ Snake | Level 4 | Tier 2 | Stamina, Mana, or Spirit
The martial artist flattens their hand horizontally and channels the energy of the viper. They dash forward as energy leaves the tips of the fingers before striking three pressure points in the body. If the strike lands then the pressure points will continuously release torturous pain throughout the body for five posts.

⇨ Dragon | Level 5 | Tier 3 | Stamina, Mana, or Spirit
The ultimate martial arts technique, the master martial artist extends three fingers to create a dragon claw fist. They then release an immense amount of energy from their body that forms a fifty foot dragon head around their body. This energy protects the martial artist from techniques and spells up to level five. When the dragon fist finally flies the dragon's maw opens up and clamps on the enemy before releasing such explosive force that it destroys all within a one hundred foot radius. This technique can only be used once per battle.
 

Ephemeral Ozymandias
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Obsessive Prophet


Ephemeral Ozymandias
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Obsessive Prophet

PostPosted: Fri Jul 30, 2021 5:42 pm


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⇨☾⇨ Madness Skill Tree ⇦☽⇦

A sound soul dwells within a sound mind and a sound body. Madness is the disturbance of the sound soul and leads to ruinous insanity. In summation, madness is a non-magical, enigmatic force possessed by every living being in the world. This is a Guts skill. Can be Meister, Weapon, or Witch class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Unsettling ↯
Regardless of the Madness tier of any opponents (or lack thereof), the user can generate abstract, incomprehensible visual-only illusions that confuse the opponent. This generation isn't an ability and doesn't cost an action, nor does it induce increased Madness, but it can cause confusion and distract opponents. These can be things like the untrackable 'eye squiggle' that some people get in the corner of their vision, but can also be things like vague doodles that can't be looked at directly or even visual glitches in the environment that fix themselves once the opponent(s) look at it.
⇩
↯ Raging ↯
The user is able to shoot their wavelength out at a ten foot radius for no action or cost, inflicting no damage but instilling one tier of Madness, once every three posts.
⇩
↯ Renaming ↯
Techniques of the user that take a form of some type, particularly magical summons but also including any visual alteration of themselves, can aesthetically change to some horrifying visage or fear. It also grants a resource discount of one level to techniques altered by this perk once every two posts, not stacking with any other discount.
⇩
↯ Reclaiming ↯
The user is able to brand their name or some symbol of their choosing on an opponent who is struck with one of their attacks directly (wavelength, physical attack, spell, etc.). This brand can appear anywhere on the opponent's body and, beyond its aesthetic value to the user, is also a mark that can be detected by the user so long as the marked one and the user are in the same topic. This knowledge of the user cannot be covered by any sensory or soul guarding technique, but the user can only mark one person at any given time; upon giving someone else a mark, the previous dissipates.
⇩
↯ Disordering ↯
The user emits a screech which disturbs the souls in the area prevents opponents from entering soul resonance for one post. This does not effect opponents already in soul resonance. This can be used once every three posts.
⇩
↯ Predicting ↯
The user is able to detect soul wavelength attacks just before they strike the user, allowing the user to defend against these attacks for one level lower in resource. The reduction doesn't stack with any other reductions, and this benefit is only applicable once every other post.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Hallucinogenic ↯
Regardless of the Madness tier of any opponents (or lack thereof), the user can generate horrifyingly violent illusions that harass the opponent. These are exclusively visual in nature and do not generate sound. This generation isn't an ability and doesn't cost an action, nor does it induce increased Madness, but it can cause great distress. Requires "Unsettling"
⇩
↯ Tantrum ↯
Requires "Raging"
The user emits their soul wavelength across the battlefield and prevents all techniques that heal Madness from functioning for one post. This ability has a five post cooldown.
⇩
↯ Chains ↯
If an attack from the user lands on the opponent, this ability can activate. The struck opponent will suddenly be surrounded by magical chains which holds them in place. This trap requires [ x ] resource to escape from. This ability is usable once every three posts, and only on a single opponent at a time.
⇩
↯ Amnesia ↯
If an attack from the user lands on the opponent, this ability can activate. The struck opponent will suddenly forget one of their skill trees. This only works for two posts before the opponent is able to recover their mind from the hold Madness held on it. This ability is usable once every five posts, and only on a single opponent at a time.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Unreality ↯
Regardless of the Madness tier of any opponents (or lack thereof), the user can generate horrifyingly violent illusions that harass the opponent. These can generate sound, smell, and even taste; if they appear to interact with the opponent, the opponent will feel a phantom sensation there and their hairs will likely rise. This generation isn't an ability and doesn't cost an action, but it induces one tier of Madness and causes great distress. If using the Phantom Play ability, the illusions will distort all Soul Perception information to be incorrect or non-existent. Requires "Hallucinogenic"
⇩
↯ Madness Resonance ↯
Typically, Resonance is impossible when one is indoctrinated into Madness. However, this perk gives the user the ability to Resonate despite it. The Madness level of the souls doesn't matter, because they'll all be punted to the user's tier. This is the most powerful perk for users who are able to and want to Resonate; of course, this perk is unusable for Witches. [details l8r]

⇨☾⇨ Techniques ⇦☽⇦


⇨ Distortion | Level 1 | Tier 1 | Stamina, Mana, or Spirit
This ability allows the user to change their physical size. Techniques used scale to the user. This ability allows the user to make themselves the size of 3 feet tall to the size of a two story building. Efficacy of techniques are unaffected. This ability lasts for three posts.

⇨ Madness Sting | Level 1 | Tier 1 | Stamina, Mana, or Spirit
The user holds a hand out and shoots a condense beam of Madness out. The aesthetic appearance of the attack can change into anything the user desires. The sting inflicts a raised tier of Madness on the opponent.

⇨ Madness Construction | Level 3 | Tier 2 | Stamina, Mana, or Spirit
The user creates a construction out of pure Madness energy. This can be any form the user desires, but requires both hands for them to direct it. The construction can be anywhere from three feet to three stories tall and inflicts Madness with all of its strikes. This could be a large dragon or an army of feral dogs. The constructions must stay in the topic of the user.

⇨ Phantom Play | Level 3 | Tier 2 | Stamina, Mana, or Spirit
The user's illusions are so powerful that the opponents' senses, mind, body, and soul will treat them as real. This allows the user to generate tornados that don't physically suck the air out of the opponent yet stills their lungs anyways, or monsters that can't quite shred a Meister to pieces but can force their body into shock as if their guts are falling out. These illusions are up to the user's imagination, and get worse if the user is familiar with the Unreality perk line.

⇨ Soul Barrier | Level 3 | Tier 2 | Stamina, Mana, or Spirit
One of the user's more powerful techniques, this is a shield generated from a mix of soul energy and magic regardless of the user's type. Instilled with Madness, too, it is able to visually display grotesque or horrifying images in its form while also protecting the user. The images are transparent enough that the user is never obscured within their bubble. The barrier treats magic-based attacks one level lower in strength.

⇨ Dissonance | Level 5 | Tier 3 | Stamina, Mana, or Spirit
The user generates a storm of Madness over the topic. If undefended, the storm will destroy the topic. This storm lasts for three posts and requires each individual in the storm to pay resource to defend against it. If undefended, the opponents' Madness will increased by two tiers to a maximum of tier three. While this storm is active, the user's own techniques last for one post longer. This is only usable once per battle.
 
PostPosted: Fri Jul 30, 2021 5:44 pm


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⇨☾⇨ Big Guns Skill Tree ⇦☽⇦

Big guns include rifles, shotguns, submachine guns, cannons, bazookas, missile launchers, and more. Rather than using traditional ammunition, the soul wavelength is fired and replaces the need for ammunition. One big gun can perform multiple of these functions by merely using one's soul wavelength to change the ammo type. This is a Strength skill and a Heavy Weapon skill. Must be Weapon class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Ticket To The Gun Show ↯
Once per five posts, a big guns technique will destroy a same rank technique or spell.
⇩
↯ Rambo ↯
Big guns techniques are treated as one level higher up to level five once per five posts.
⇩
↯ Going Commando ↯
Once per five posts, the Buck Shot technique will be one level harder to dodge.
⇩
↯ Spray n' Pray ↯
The Spray technique can be learned in tier one and is also treated as a scaled rank technique.
⇩
↯ Heavy Gunner ↯
The amount of spread generated by the Buck Shot technique is doubled per rank.
⇩
↯ Rifleman ↯
The range of view from the Sniper technique is doubled.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ First Blood ↯
Big guns techniques are treated as two levels higher up to level five once per five posts. Requires the Rambo perk.
⇩
↯ Dunkirk ↯
Once per five posts, the Buck Shot technique will be two levels harder to dodge. Requires the Going Commando perk.
⇩
↯ Sniper ↯
The range of fire from the Sniper technique is doubled per level. Requires the Rifleman perk.
⇩
↯ Band of Brothers ↯
The range of the Bazooka Blast is doubled.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ Gatling Gunner ↯
The Spray technique can be used at level five once per battle. In doing so, the amount of spray is five hundred rounds in rapid-fire. Requires level five to dodge.
⇩
↯ Great Crusade ↯
The homing duration on the Homing Missile Explosion technique increases from five posts to eight posts. Additionally, the technique may be used twice in the same battle.

⇨☾⇨ Techniques ⇦☽⇦


⇨ Snipe | Scaled Level | Tier 1 | Stamina
A long-range scope forms on the long gun and allows the shooter to see from up to one hundred feet away. The scaled soul wavelength bullet will destroy lower level techniques and spells. The bullet will travel twenty feet per level of stamina applied to this technique.

⇨ Buck Shot | Scaled Level | Tier 1 | Stamina
One of the other basic shooting methods, this allows the long gun to turn its barrel into a double barrel. The soul wavelength round will spread over twenty feet wide per level applied to the round. This round will destroy lower leveled spells and techniques.

⇨ Spray | Level 3 | Tier 2 | Stamina
The shooter is able to pull the trigger and spray one hundred rounds at a single target. The rapid-fire nature of this technique makes it one level harder to dodge at level four. The spray of bullets will destroy lower-level techniques and spells.

⇨ Bazooka Blast | Level 4 | Tier 2 | Stamina
The gun is transformed so that it has a massive barrel and blasts a massive beam of soul wavelength energy. The blast will destroy all in its path that is level three or lower.

⇨ Homing Missile Explosion | Level 5 | Tier 3 | Stamina
The shooter fires a missile made of the soul wavelength at a target. The missile will track the target for five posts unless it is destroyed. Once the missile explodes it has a radius of two hundred feet and immediately destroys most of the surrounding area (topic). This technique can only be used once per battle.
 

Ephemeral Ozymandias
Crew

Obsessive Prophet


Ephemeral Ozymandias
Crew

Obsessive Prophet

PostPosted: Fri Jul 30, 2021 8:55 pm


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⇨☾⇨ Soul Resonance Skill Tree ⇦☽⇦

The Soul Resonance skill tree is one that requires two or more people to achieve, but only one member of the team needs to possess these skills for them to work. The Soul Resonance skill tree is all about utilizing the innate power in the balance of mind, body, and soul to reach new heights. Soul Resonance can make two weak fighters into formidable opponents, and can make formidable opponents into Meisters or Weapons that could fight Death himself. These skills require internal balance and the ability to communicate and match with others. This difficult balancing act is one that rewards dedicated disciples with power unlike anything else in the world. Because of the nature of these skills, they are only usable in Soul Resonance and, in reward for this limitation, the perks are powerful and can change the tide of battle. This is a Wisdom skill. Must be Meister class or Weapon class on the Dual Alterer and Team Player paths.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Soul Reaper ↯
The user is able to sustain one technique for an additional post without paying an additional resource cost once every three posts.
⇩
↯ Bipolar ↯
The user is able to split a single attack against two targets for one action, but each target only has to deal with the technique at half strength (requiring half resource of the base attack). This is possible once every other post.
⇩
↯ We're not Lovers, We're Soulmates ↯
Members of a Soul Resonance team with this perk are able to lend resource to another member of the Soul Resonance team. The limit is X amount of resource per post. This does not cost an action.
⇩
↯ Polyamory ↯
The user is able to borrow a technique from a member of the Soul Resonance technique and use it themselves. This technique is borrowed for three posts and usable only within that window. Another technique may not be borrowed in the same battle.
⇩
↯ Overreaction ↯
The user is able to use one technique twice in a post for the same action. Both costs are paid. This perk is usable once per Soul Resonance partner in the Soul Resonance team.
⇩
↯ Ghostbusters ↯
The user is able to pay an additional rank in resource during any kind of attack to stun the opponent from their soul perception abilities; the opponent is unable to use any soul perception for two posts.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Passive Aggression ↯
By focusing the mind on the body's physical tension, the Soul Resonance team's soul wavelength attacks and general attacks are treated as two ranks higher to dodge or block. Has a three post cooldown. Requires "Overreaction"
⇩
↯ Relax, Dude ↯
By focusing the mind on the body's physical relaxation, the Soul Resonance team's soul wavelength attacks and general attacks cost two ranks less resource to use. Has a three post cooldown. Requires "Soul Reaper"
⇩
↯ I'm Not Religious, I'm Spiritual ↯
By focusing on the body's breathing to protect the mind, the Soul Resonance team's able to recover from madness by two tiers to a minimum of tier one.
⇩
↯ Elementalist ↯
By focusing the body's physical shielding of the soul, the Soul Resonance team's is able to generate an elemental augment for their soul wavelength or basic attack from sheer focus and force of will. Elemental augment is the user's choice. Has a three post cooldown.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ The Spirit Within ↯
The user's ability to Soul Resonate is turned inwards, allowing them to charge themselves up. This charge enables the body, mind, and soul to reject stuns, status effects, and madness for three posts for all Soul Resonance team members. These effects are not applied after this period ends. Afterwards, all members are burned out from Soul Resonance for the rest of combat and experience Madness at tier one. If this is the only madness the user is afflicted by, it will dissipate naturally in four posts when balance adjusts from the high stress of going berserk. Alternatively, the members can be afflicted with new Madness which will stack with this first tier and none of it will dissipate.
⇩
↯ Bankai ↯
The user's ability to Soul Resonate is turned outward, allowing them to buff their Soul Resonance partners in an act of selflessness. This charge makes it so all teammates' techniques are treated one rank higher and cost one rank less in resource for three posts; this stacks with their own individual perks. Finally, the user is able to dedicate one of their tier one perks from this skill tree to all members of the Soul Resonance team. Afterwards, all members are burned out from Soul Resonance for the rest of combat and experience Madness at tier one. If this is the only madness the user is afflicted by, it will dissipate naturally in four posts when balance adjusts from the high stress of going berserk. Alternatively, the members can be afflicted with new Madness which will stack with this first tier and none of it will dissipate.

⇨☾⇨ Techniques ⇦☽⇦


⇨ Resonance Barrier | Scaled Level | Tier 1 | Spirit
The Meister channels the Soul Resonance energy outward, producing a visible barrier around their person and that of each other team member. The tier of this technique determines its strength, although the barrier will act one level higher in strength if the Soul Resonance includes three or more people.

⇨ Resonance Wavelength | Level 1 | Tier 1 | Spirit
Even if the Meister is uninitiated in the art of fighting with a wavelength directly, experienced Soul Resonance Meisters are capable of channeling their wavelength and their partners' wavelength easily, producing a radial blast from their person that is twenty feet wide.

⇨ Soul Piercer | Level 2 | Tier 1 | Spirit
The Meister weaponizes their resonating soul wavelength in a spear-like shape ahead of them. The spear of wavelength shoots out from their person up to fifty feet ahead.

⇨ Witch Hunter | Level 2 | Tier 1 | Spirit
Named after the famed scythe Meister technique, this skill uses the same principal of sharply channeling resonating soul wavelength energy through the weapon to grow it in size and strength. The Meister is able to produce a basic attack or swing with this technique active, which will treat magic-based defenses and techniques one level lower in strength. Weapon skills used while enhanced by this technique are treated one level higher in strength. Lasts for two posts.

⇨ Soul Warden | Level 4 | Tier 2 | Spirit
The Meister channels their resonating soul wavelength outward radially, but this time the wavelength is moving low, just above the ground. This wavelength goes out fifty feet. All persons within this field that are not a part of the Soul Resonance team are unable to use any non-stamina technique for one post.

⇨ Genie Hunter | Level 5 | Tier 3 | Spirit
Named after the famed scythe Meister technique, this skill uses the same principal of sharply channeling resonating soul wavelength energy through the weapon to grow it in size and strength. The Meister is able to produce a basic attack or swing with this technique active; this technique ignores magic-based defenses. Magic techniques are treated one rank lower when interacting with this technique, which lasts for two posts.

⇨ Kishin Hunter | Level 5 | Tier 3 | Spirit
Named after the famed scythe Meister technique, this skill uses the same principal of sharply channeling resonating soul wavelength energy through the weapon to grow it in size and strength. The Meister is able to produce a basic attack or swing with this technique active; all attacks produced by a weapon enhanced by this technique are treated one level higher in strength. While active, the Meister and their partner(s) are unable to descend into Madness. Lasts for two posts.
 
PostPosted: Sat Jul 31, 2021 10:50 am


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⇨☾⇨ Projectiles Skill Tree ⇦☽⇦

The Art of Marksmanship is embodied by the Projectiles Skill Tree. Throwing weapons including darts, knives, javelins, axes, shuriken, and needles are covered by this skill. As well as the art of archery are also covered by projectiles. Masters of this skill are able to deliver death from a distance at any angle. Projectiles are generated by the soul wavelength and therefore ammunition should not be a concern. This is a Dexterity skill and a Light Weapon skill. Must be Weapon class.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Ninja Stars! ↯
When a projectile is thrown at an enemy, a copy of it forms mid-air. This copy is one level lower than the original throwing technique at a minimum of level one. This ability has a three post cooldown.
⇩
↯ Katniss Everdeen ↯
Once an arrow is fired at an enemy, the archer is able to fire a second arrow right after the first one with a one level lower arrow technique at a minimum of level one. This ability has a three post cooldown.
⇩
↯ Robin Hood ↯
Once per five posts, if an arrow technique misses its desired target, the archer is able to control and redirect it telepathically. This allows the arrow to hit with a power that is one level lower than the original technique at a minimum of level one. This ability has a three post cooldown.
⇩
↯ Throwin' Sum D ↯
Once per five posts, if a throwing technique misses its desired target, the projectile is able to be controlled and redirected telepathically. This allows the arrow to hit with a power that is one level lower than the original technique at a minimum of level one. This ability has a three post cooldown.
⇩
↯ Brave ↯
The archer is able to fire an arrow technique can create a wire around it. This spool of wire will ensnare a target for one level lower than the level of the original technique at a minimum of level one.
⇩
↯ Long Shot ↯
The range in which a arrow can be fired or a throwing weapon can be thrown are doubled.

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Men In Tights ↯
Once per five posts, if an arrow technique misses its desired target, the archer is able to control and redirect it telepathically. This allows the arrow to hit with a power that is the same level as the original technique. This ability has a three post cooldown. Requires the Robin Hood perk.
⇩
↯ Blade: Trinity ↯
Once per five posts, if a throwing technique misses its desired target, the projectile is able to be controlled and redirected telepathically. This allows the arrow to hit with a power that is the same level as the original technique at a minimum of level one. This ability has a three post cooldown. Requires the Throwin' Sum D perk.
⇩
↯ Mockingjay ↯
Once an arrow is fired at an enemy, the archer is able to fire a second arrow right after the first one with a same level arrow technique at a minimum of level one. This ability has a three post cooldown. Requires Katniss Everdeen perk.
⇩
↯ The Kitchen Sink ↯
The range in which a arrow can be fired or a throwing weapon can be thrown are tripled. Requires the Long Shot perk.

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ One Hundred Falling Stars ↯
The masterful projectile weapon specialist is able to throw and multiply so many projectiles through the Centurion Stars technique that they will defeat a level five spell or technique. This ability can only be used once per post.
⇩
↯ Hunter x Hunter ↯
The masterful archer is able to fire so many arrows through the Rapid Fire technique that they will defeat a level five spell or technique. This ability can only be used once per post.

⇨☾⇨ Techniques ⇦☽⇦


⇨ Throw | Scaled Level | Tier 1 | Stamina
A throwing weapon is tossed at an enemy from a range. The range that it can travel is twenty feet per level applied to this technique. The amount of stamina applied also determines how powerful the throwing weapon will be in a collision against enemy spells or techniques.

⇨ Loose | Scaled Level | Tier 1 | Stamina
The projectile (usually an arrow) is drawn in the bow before being loosed at an enemy from a range. The range that the projectile can travel is twenty feet per level applied to this technique. The amount of stamina applied also determines how powerful the throwing weapon will be in a collision against enemy spells or techniques.

⇨ Sling | Level 3 | Tier 2 | Stamina
The projectile is thrown up to sixty feet ahead and will destroy enemy techniques or spells at level two or lower. Additionally, this technique will destroy defensive techniques or spells that are level three or lower.

⇨ Eagle Eye | Level 3 | Tier 2 | Stamina
The archer will fire an arrow into the sky before taking control of the arrow telepathically. This allows the arrow to be redirected toward a target mentally. This element of surprise makes the arrow one level harder to dodge.

⇨ Centurion Stars | Level 5 | Tier 3 | Stamina
The ultimate throwing weapon technique, the projectile is thrown before being multiplied one hundred times. The one hundred projectiles will pulverize any lower-level techniques or spells instantly given their numbers and level of force.

⇨ Rapid Fire | Level 5 | Tier 3 | Stamina
The user fires up to one hundred arrows with the speed and precision of a Gatling gun. The speed and power in which these arrows are fired causes this technique to destroy all lower level techniques or spells.
 

Ephemeral Ozymandias
Crew

Obsessive Prophet


Ephemeral Ozymandias
Crew

Obsessive Prophet

PostPosted: Sat Jul 31, 2021 10:53 am


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⇨☾⇨ Polearms Skill Tree ⇦☽⇦

Polearms encompass any melee weapon that has a long handle. Including spears, axes, scythes, tridents, and more. This is also a popular weapon among witches for magical staves, brooms, and wands. This is a Wisdom skill and a Heavy Weapon skill. Must be Weapon or Witch class. Weapon class perks and techniques are labeled "Weapon" and Witch class perks and techniques are labeled "Witch" and only the labeled class can obtain it.

⇨☾⇨ Tier One Perks ⇦☽⇦

↯ Spearman ↯
Once per five posts, the thrust technique can be used against an enemy technique or spell and will destroy it in a collision. Weapon
⇩
↯ Defying Gravity ↯
The Witch is able to fly by sitting on a broomstick or staff. Additionally, the broom or staff will fly back into the Witch's hand when disarmed. Witch
⇩
↯ This Is Sparta! ↯
The wielder can use their polearm to pole vault themselves over an incoming technique or spell. Doing so allows them to dodge for one level less in cost. This has a three post cooldown. Weapon
⇩
↯ Achilles Sans Heel ↯
The wielder is able to use the thrust technique through slashing if they are using an axe or other slashing-oriented polearm. The polearm will slice through an enemy technique or spell that is defensive in nature for one level less in cost. This has a five post cooldown. Weapon
⇩
↯ Double Penetration ↯
When the polearm is thrust, the tip of the spear is mirrored and a one level lower version of the thrust appears to double the attack at a minimum of level one. This ability has a five post cooldown. Weapon
⇩
↯ Hocus Pocus ↯
A spell cast from the polearm by a Witch through Casting Conduit will generate a free copy of the spell at the same time that is one level lower at a minimum of level one. This ability has a five post cooldown. Witch

⇨☾⇨ Tier Two Perks ⇦☽⇦

↯ Donatello ↯
The Mirrored Polearm technique can now be used by spinning the polearm rapidly. Using this whirlwind weapon, the mirrored technique will then boost the level of the mirrored technique by one rank. This perk has a five post cooldown. Weapon
⇩
↯ Quidditch ↯
The Witch is able to mount their broom, wand, or staff and take flight to dodge a technique or spell. Doing so makes the enemy technique or spell one level easier to dodge. This perk has a five post cooldown. Witch
⇩
↯ Joust ↯
When the polearm is thrust, the tip of the spear is mirrored and a same level version of the thrust appears to double the attack at a minimum of level one. This ability has a five post cooldown. Must have the Double Penetration perk. Weapon
⇩
↯ Bibbidi-Bobbidi-Boo ↯
A spell cast from the polearm by a Witch through Casting Conduit will generate a free copy of the spell at the same time that is the same level at a minimum of level one. This ability has a five post cooldown. Witch

⇨☾⇨ Tier Three Perks ⇦☽⇦

↯ God Killing Spear ↯
The ultimate polearm can now use the Spear of Apocalypse technique twice per battle. Additionally, the shockwave generated is doubled in range once per battle. Weapon
⇩
↯ You Shall Not Pass! ↯
Instead of channeling merely one free spell through the Greater Arcana technique, the Witch is now able to cast two free spells. Doing so combines the powers and effects of both casted spells. This can be done once per battle.

⇨☾⇨ Techniques ⇦☽⇦


⇨ Thrust | Scaled Level | Tier 1 | Stamina | Weapon
The wielder stabs their polearm at a target. The force behind this stabbing motion is so powerful that it breaks the air and causes a shockwave. The amount of stamina applied to this technique determines the power and potency of the stab.

⇨ Casting Conduit | Scaled Level | Tier 1 | Mana | Witch
The Witch uses their staff, broom, or wind for casting a spell. By applying a scaled amount of mana to the weapon it becomes the conduit for the spell. By applying half of the cost of the spell to the polearm. In so doing, the spell does not consume an action. This technique also does not consume an action. This technique can be used once per post.

⇨ Mirrored Counter | Level 3 | Tier 2 | Stamina | Weapon
The weapon performs a counterattack by catching an incoming weapon technique using a portion of the sharp part of the weapon. The force of the enemy weapon is then returned in kind. The enemy's technique must be level three, two, or level one to be countered. This can only be used against other weapon techniques.

⇨ Elemental Channeling | Level 3 | Tier 2 | Mana | Witch
The Witch channels mana into the staff, wand, or broom to combine pyromancy, cryomancy, or electromancy spells. The spells must be the same level and this technique requires a level three amount of mana. The combined spell will have the effects of both spells all in one. Fiery ice, electrified fire, etc. By using this technique one of the spells can be cast for no action or mana cost. This technique does not consume an action and can only be used once per post.

⇨ Spear of Apocalypse | Level 5 | Tier 3 | Stamina | Weapon
The polearm is thrown overhead and on collision releases a powerful shockwave that is so powerful that it destroys all within a one hundred foot radius. The spear is then returned to the wielder's hand instantly once the technique is complete. This technique can be used once per battle.

⇨ Greater Arcana | Level 5 | Tier 3 | Mana | Witch
The Witch channels a massive amount of mana into their staff, wand, or broom and slams it into the ground below while channeling a spell. The level of the spell is immediately boosted to level five by this technique and it is sent through the ground and potentially destroys the entire area (topic). By using this staff technique, the spell channeled is cast through the staff for free. This technique can be used once per battle.
 
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