Mastery Magic

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These are rare, high level abilities that characters obtain by influencing the world and the people within it in a way that justifies a power boost. This is not intermediate magic (poison, bone, magma, sand, etc), which can be taught in-game or learned with consistent play. This tier of power has higher quality expectations and is seen as a reward for exceptional actions. This might mean a well written in-game journal, or an approved application in the ability section of the forums.

Characters with a hidden spell are less likely to progress beyond that point unless they show exceptional proactive storytelling.

Contents

Intermediate[edit]

Armed Stances[edit]

Armed bladestyle stances, in alternative to the public options of Garuda, Ifrit, and Fomorian. These can be applied for with any element if not listed and are very free-form with lore.

Astral Blade - Armed[edit]

The Astral Blade technique funnels the power of the stars into the blade itself. Starlight- or starfire, accents every strike that the swordsman makes through the infusion of Cosmic magic. Also known as the Starfire's Edge and the Blade of the Cosmos.

  • Stance
  • Converts physical damage to Cosmic Power
  • +10% AP
  • Cost: 5 RPP

Burning Blade - Armed[edit]

The Burning Blade technique is unrelenting and fierce. Coating the blade in a stream of fire, every strike made is meant to sear the opponent. Also known as the Infernal style and the Searing Sword

  • Stance
  • Converts physical damage to Fire Power
  • +10% AP
  • Cost: 5 RPP

Gentle Blade - Armed[edit]

The Gentle Blade technique was designed to blunt the weapon and prevent blows that might have otherwise been fatal, by warding the metal in a controlled measure of holy magic. Also known as the Burning Edge and the Sword of Light. Lightbringer Elijah Soleis of the 1600s specialized in this style.

  • Stance
  • Converts physical damage to Holy Power
  • +10% AP
  • Cost: 5 RPP

Patient Blade - Armed[edit]

The Patient Blade style is said to channel the flow of time through the user's weapon. The use of Chronomancy in this style is meant to wear at the enemy's stamina, slowing them down in combat before defeating them.

  • +5% AP, +10 Agility.
  • Special - Sets the target's GCD to 2.5s.
  • Cost: 5 RPP

Storm's Wrath - Armed[edit]

Through the infusion of lightning magic, the Storm's Wrath is unforgiving and powerful. First debuted by Teodor Hargrave in the 1600s, it was said that every strike he made was like a strike of lightning as his blade met its match.

  • Stance
  • Converts physical damage to Lightning Power
  • +10% AP
  • Cost: 5 RPP

Sword of Darkness - Armed[edit]

The Occult counterpart to the Gentle Blade, the Sword of Darkness is the opposite- where the gentle blade strikes blunt, incapable of dealing fatal blows, the Sword of Darkness steels the edge with the power of the occult as every blow, even the most minimal, is capable of being fatal in the wrong hands.

  • Stance
  • Converts physical damage to Occult Power
  • +10% AP
  • Cost: 5 RPP

Way of the Wild Boar - Armed[edit]

Physical attacks have a 15% chance to inflict 3s of bleed, cooldown of 15s. When HP drops to 1, caster becomes immune to damage for 8s, gains a speed buff, and spells are GCDE.

  • Stance
  • +10 Power, +10 Agility
  • Cost: 5 RPP

Winter's Edge - Armed[edit]

Like the cold bite of the blizzard, the Winter's Edge is a style meant for the ice magi. The blade itself is brought to temperatures close to zero, allowing every strike to freeze their opponent and cause devastating damage.

  • Stance
  • Converts physical damage to Ice Power
  • Cost: 5 RPP

Assassin's Fist - Unarmed[edit]

The Assassin Fist is focused around the illusionary arts and deadly blows that target the opponent's vital areas.

  • Cost: 5 RPP

Inferno Style - Unarmed[edit]

By generating heat beneath the opponent's skin on contact, the Inferno Style generates fire magic with each crack of the knuckles, bubbling and boiling their target's internals.

  • Cost: 5 RPP

Way of Willpower - Unarmed[edit]

Way of Willpower applies Energy Magic to martial arts in order to dissuade foes, targeting mana circuitry sometimes directly. Rumored to be the signature style of an old master of the dojo within Osrona's walls.

  • Stance
  • 30% of base power added as +Power
  • E Special: Blue-fist projectile that has fireball speed, silences for 3 seconds, minor spell-damage.
  • Cost: 5 RPP

Lion Fire Barrage - Fire[edit]

The Signature ability of Radiant Atrosus Vandigan in the 1600s, the Lion Fire Barrage is a series of powerful blasts of fire, shaped like a fierce lion charging forward. With every strike, the target is knocked back and takes fire-based damage. The technique requires immense control over fire magic, and is said to be an alternate technique to the skill, Sear.

  • Cost: 15 RPP
  • Alternate ability of Sear. Cannot have both.

Sear - Fire[edit]

A powerful, gigantic arrow of flame. Said to be the counterpart to the Lion Fire Barrage, this spell takes the shape of a giant arrow pointed forward instead of the lion itself. It requires immense control over fire magic and burns the target as it sends them flying back, leaving a trail of fire in their wake. It is an alternative technique to the skill Lion Fire Barrage.

  • Cost: 15 RPP
  • Alternate ability of Lion Fire Barrage. Cannot have both.

Water Dragon's Roar - Water[edit]

Rushing forward like a geyser, the Water Dragon's Roar is unrelenting and unforgiving like the tide itself. Requiring immense control over water magic, the skill takes the shape of a great dragon rushing forward, taking anything in it's wake and pushing it to the end of it's path, dealing water damage every step of the way.

Piercing Strike - Lightning[edit]

A powerful strike of lightning magic in which the user charges the magic in their palm- and strikes through their target in the same instant, moving at the speed of the thunder they possess. It deals immense lightning damage and takes a powerful lightning mage to harness.

  • 20 RPP

Arc of Devastation - Lightning[edit]

A spell of absolute.. devastation. Lightning surges forth, arcing and sparking in a burning wave, destroying everything in it's wake. It is a spell of destruction, harnessing a storm's worth of thunder into one single blast.

  • 20 RPP

Spiral Bomb - Energy[edit]

Rather than release energy projectiles like the magic is known for, the Spiral Bomb focuses the mana at a single point and keeps it connected during to the palm, continuing to control and empower the sphere until they release it in a close-ranged strike.

Energy Cannon - Energy[edit]

Where energy magic is melding anything with their mana to throw at the opponent, the Energy Cannon is the overflow, the excess of mana condensed into a beam sent at the target. It sacrifices the concussive blasts for pure offense, and requires mastery over basic energy magic to perform.

Ethereal Wings - Energy[edit]

Overflowing with energy in the same way that the strongest of Cosmic magi are able to become one with their star, the mastery of mana allows an energy magi to form wings of their own power and augment their abilities- and defend from attacks in the perfect mix of offense and defense, while granting flight.

  • 10% AP and DR for 20 seconds on cast.
  • Cost: 15 RPP

Deflecting Palm - Energy[edit]

Redirecting the flow of mana- the flow of energy, is a skill that not all energy magi are all capable of. For most, it is a test of patience- creating a barrier of energy around the user to collect the power of a strike and send it back to the caster. For some, it is merely precision, and others, a gamble.

Stardust Explosion - Cosmic[edit]

Like a shooting star, the stardust explosion is a swathe of cosmic magic that sears with starfire.

Witchcraft - Occult[edit]

An eternal contract with the netherworld. An ancient pact with demons. The entire tree costs 5RPP. However, certain spells (Hex and Dream Walk) must be mentored by more experienced witches and serve as progression milestones. You begin with 'Coven's Sabbath', ' Essence Steal', and 'Spectral Sight'.

Witchcraft requires Essence to cast. Witchcraft does not require the occult tree, but is still occultic in nature and cannot be learned by Holy magi.

Essence Steal - (Passive): With the conclusion of a dangerous battle, gain 1 Essence.

Spectral Sight: Glowing spirit eyes. Makes spirits visible.

  • Toggle
  • 5% AP
  • Cost: 5 RPP

Coven’s Sabbath: A ritual that enacts a night of debauchery and increases all participating Witch Essence by 1.

Telepathy: Speak directly into someone's mind. Target them and use the spell to send a message.

Dreamwalk: Asks for a character's name. If the target accepts the scene, both them and the caster fall into a deep sleep, entering the Dreamworld for a time. Requires 1 Essence.

Hex: Anonymously spike a target with visceral, sinful emotions for a time. Grants them a small buff while they carry out the witch's desire (custom message). Requires 1 Essence.

Druid - Nature[edit]

A druid can be noted as a person with fae-like features, often having pointed ears and soft traits. It is a metamorphosis of sorts as the nature mage 'becomes one' with the woodlands themselves. They're said to be long-lived. Druids incorporate a form of bloodletting to provide sustenance to the good-natured spirits (known as wisps) in the area, willing them to act as aids. Blood is by far the most personal, magically dense substance a person has on hand, and that's why it is a common choice; it also shows that the druid is willing to sacrifice in return for the act.

Spectral Sight: Glowing spirit eyes. Makes spirits visible.

  • Toggle
  • 5% AP
  • Cost: 5 RPP

Growth: The crop directly in front of the druid receives a burst of life energy that causes rapid growth in an instant.

Mandrake: A mandrake is a lesser spirit given form as a nature familiar, a creature that often aids the druid when they're engaging in battle.

  • Temporary summon of a Mandrake mob, high contact damage and weak ranged attack. Up to 3 can be summoned at the same time. Each last 15-20 seconds. Can be used in tandem with other summon abilities.
  • Cost: 20 RPP

Master[edit]

Primordial Flame - Fire[edit]

The very essence of fire, pure and unrefined. Surrounding the caster, their flame- and overall magic, is immensely augmented and fire follows in the wake of their steps. It is a mark of true pyromancy, and considered to be a pinnacle of mastery for the school of magic.

  • Aura
  • 15% AP
  • 3x3 Fire Trail

Volcanic Eruption - Magma[edit]

By imbuing the power of magma magic directly into the earth, and causing an eruption, a magma magi is capable of causing an immense earthquake- stronger than that of an Earth Magi, while vents in the earth open up, spilling outward with molten rock in random spots. This technique is the pinnacle of mastery of magma magic.

  • ? RPP
  • Creates an earthquake AoE that does more damage and spawns randomized lava tiles throughout the area.

Spring's Bloom - Nature[edit]

The antithesis to another, more cruel nature spell, Spring's Bloom is the personification of being one with nature, ultimately wielding its forces with such high level of mastery. In the face of danger, a practitioner of this art summons forth vines capable of taking on even the strongest foes. Furthermore, flowers bloom wherever they go, signifying their high immersion in nature and life.

  • Aura
  • Requires heavy investment in Nature.
  • Immortal vines. 5% DR.
  • On E, creates 5 Deadly Bloom flowers for 6 seconds.

Cruel Thesis - Nature[edit]

An ability for those truly attuned with nature and its more viscous aspects; the tearing of thorns, the piercing of brambles and the false allure of the blue rose. Blue, poisonous petals fall around the caster gently, a subtle and beautiful effect that can be thrown into a deadly storm at a moment's notice.

A magi must fully attune to the 'cruelty' of nature to unlock this ability.

  • Aura
  • Requires heavy investment in nature.
  • Increases AP. Makes summoned vines immortal. E spell similar to Blizzard.

Ruby Bloodstones - Crystal[edit]

The ruby itself is power. As one gives in to such a feeling, and harmonizes with the ruby, they tap into a new power- different from the Shardform skill, that allows them to sap at the opponent's lifeforce as their crystals connect. Ruby Bloodstones augments the power of the caster, and allows them to regain lost stamina in battle.

  • 15 RPP
  • AP, Lifesteal.

Sapphire Shards - Crystal[edit]

Where the ruby is power, the sapphire is warding, and protection. As a user harmonizes with this technique, their ability to protect themselves is augmented in the same vein as the Ruby Bloodstones... As their magic strikes, conserved power makes its way back to the caster, rejuvenating their reserves and allowing them to press on.

  • 15 RPP
  • AP, Lifesteal.

Tremor - Earth[edit]

The land roars and splits at your call with absolute mastery over the aspect of Earth Magic. As the earth trembles and splits apart, anyone caught in it's path is sent flying backward in the wake of this spell.

  • 15 RPP
  • An AoE version of the spell Rockslide, with knockbacks.

Storm - Lightning[edit]

Storm magic is the mastery of lightning, water and wind. By forming clouds around the user and saturating them with lightning, the user turns the air about them into a thick enough fog to touch, a constant conductor and amplifier for magic and bursts of their associated elements.

Storm's Wrath - Lighting[edit]

Harnessing the power of a thunderstorm, the caster can surround themselves in clouds and winds alike to harness the true power of their lightning magic. It requires immense magical power to sustain and harness a thunderstorm in itself, as the user is able to traverse the field like a bolt of lightning itself- and create powerful bursts of wind from the same storm they draw power from.

  • Aura
  • 20 Crit, 10% MD
  • 15 Agility
  • On Q Launches a Homing Tornado that does 5 MD
  • Click TP, Space TP

Glacier - Ice[edit]

A powerful ice magic spell that creates a glacier, hurling it at the opponent and creating more in its wake. It follows the target until it meets its mark, dealing immense ice damage on impact.

  • A spell that homes in on the target in a sear-like pattern, leaving faded copies of it in it's path.
  • Cost: 15 RPP

Crimson Vapor - Blood[edit]

A fell spell that requires powerful control over blood magic. By mixing and saturating their own blood into the air, the caster can create a vortex of their lifeblood, spinning and causing immense damage to anyone caught in it's path. It is unconventional- but powerful, in it's own right.

  • 15 RPP
  • A cannon of blood that does high impact damage and light damage following on hit, like Vacuum Vortex.

Omega Overdrive - Energy[edit]

Above 50% HP it gives: 30 Power, + Silence chance on all physical strikes, +AOE attacks when facing more than 1 opponent

Below 50% HP it gives: 30 Power, additional 20% total AP, +silence on all physical strikes, +AOE damage when facing more than 1 opponent

  • Cost: 15 RPP

Starlight Overdrive - Cosmic[edit]

The practitioner of this ability develops a harmonious relationship with a star within Leonaus's blue branch, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.

  • Aura
  • 10% AP and 10% DR
  • Cost: 5 RPP

Rosegold Overdrive - Cosmic[edit]

The practitioner of this ability develops a harmonious relationship with a star within Leonaus's yellow branch, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.

  • Aura
  • +15% AP and 5% DR
  • Cost: 5 RPP

Crimson Overdrive - Cosmic[edit]

The practitioner of this ability develops a harmonious relationship with a star within Leonaus's red branch, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.

  • Aura
  • +12% AP
  • Special: +10% AP for 12s. 40s cooldown

Barrier - Holy[edit]

Where death magic is considered to be the pinnacle of the occult, and the perfect offense, barrier magic is meant to be the perfect defense. By creating barriers of pure light magic and harnessing the desire, and power to protect, a holy magi is able to create barriers of light to come to their aid and triumph over evil...

Faeroum Arcana - Light[edit]

A blessing rarely given to anyone- It is the ultimate sign of friendship and trust between the user and a clan of Fairies. Wielding it can cause the user's hair to turn into a plethora of colours resembling a rainbow, representing the individual Fairies' colours that took part in giving the blessing. The only known variation of this power is closely tied to Holy magic, making some historians believe that an 'evil' version of it could exist.

  • Aura
  • +10% DR
  • Passive self heal
  • Special: Fires out a rainbow-coloured shockwave that hits everyone up to 3 tiles away

Lightspeed Rush - Light[edit]

A secret technique among light magi, this spell utilizes the power of light- and harnesses with the speed of it, allowing them to whip around their target and strike them as many times as they wish.

  • Caster fades white and teleports around the target, dealing a series of rapid blows (10 in 1 second).

Spatial Rush - Time[edit]

Similar to the Lightspeed rush, practitioners of this technique tap into a deeper understanding of Chronomancy to teleport around their target, striking them as many times as they can as time flows in their hand and theirs alone.

  • Caster fades white and teleports around the target, dealing a series of rapid blows (10 in 1 second).

Chronos - Time[edit]

The mastery of time magic, this technique allows the caster to bend time to their will, using it to augment their magic and speed to their will. Considered to be a step above the Transcendence technique, they are even capable of feats like stopping attacks from reaching them entirely for a short time.

  • Grants 10% AP & 10 Agility, on E grants 3 second immunity.
  • Aura
  • Cost: 10 RPP

Exalted[edit]

Crescent Moon - Armed / Bladestyle[edit]

Giant Form - Armed / Unarmed[edit]

Requiring an immeasurable amount of brute strength, this art subjects the user's body to a temporary transformation. Their muscles swell up from magical impulses as their entire form would grow to an incredibly large size. While enlarged, the user is much stronger and more durable than their normal form. Thick fat and muscles dull blows as enlarged and heavy fists deal extremely deadly blunt damage.

  • Toggle-buff
  • Requires 200 base melee
  • Increases size and power
  • Drains mana heavily

UltraSMASH - Armed / Unarmed[edit]

The caster jumps toward the target, slamming down and delivering an ultra-sized powersmash that generates enough kinetic energy to conjure tornadoes.

  • Requires Powersmash
  • Leap towards the target, hitting them hard enough to make tornadoes, slowing the opponent on impact
  • The user is inflicted with -10% DR for 10 seconds

The ability to move so fast that it doesn't appear like you're moving at all; sacrificing strength for speed, the practitioner must be a master of the blade and possess an indomitable will that can sustain the overwhelming flow of mana within a single arm for the brief (but deadly) strikes forward.

Flashsword - Armed[edit]

For 10 seconds, strike's range is increased to 3x3 and the character's total agility is added to the damage. Cooldown of 60s.

  • Requires 200 base agility.

Pandemonium Drive[edit]

Pandemonium Drive is drawing in the essences of the Black Wolf Spirit; Saekanis into your being. Through dedicated ritual-cannibalism of humanoid creatures and harnessing of the Chaos Wolf's destructive essence, one can access a portion of his mana to amplify their physical combat abilities. However this does not come without a price. As Saekanis is considered the Devouring God, using his ability devours your life-force while active as tribute.

  • Toggle
  • +Power, Agi and Crit
  • Self Health Drain
  • Increased movement Speed when 6 or more tiles away from your 'Prey'

Thunder King - Lightning[edit]

Harness Lightning to the true pinnacle of mastery, surrounding yourself in a light blue haze of pure static electricity. Power is augmented immensely and short-range teleportation is easily achieved once a lightning magi has his this point in their journey.

Godspeed - Lightning[edit]

Where the Thunder King is about power, Godspeed is what true speed is about. Moving faster than lightning rather than at lightning's speed, this technique harnesses power and agility as equals.

Blast Rush - Explosion[edit]

A barrage of explosions through the air, destroying everything in their wake. The mastery of explosion magic and considered to be the strongest technique of the school of magic, this blanket of explosive flames typically leaves nothing in the wake of destruction but ash.

Winter Crown - Ice[edit]

Every king needs a crown, and mastery over the aspects of winter surely deserves one. An ice magi of this tier is able to augment and harness their power to the point of absolute zero, allowing every spell to creep in with the aspects of winter's true killer; frostbite.

Water Prison - Water[edit]

While standard users of water magic are capable of manifesting and controlling water to astonishing degrees, the users of Water Prison are capable of taking such skill to the next level. This spell creates a torrential shell of water around the immediate area of the caster, effectively imprisoning them within its boundaries. Such mastery doesn't come easy however, as only the most dedicated of water magi manage to muster the magic necessary.

Creates an AoE of water like flood, but instead of healing it does more damage and applies a slow.

  • Requires heavy investment in water magic.

Tsunami - Water[edit]

A massive wave, like one of the sea, that crashes and washes away those who oppose you. Its strength oppressing and devastating.

Upgrade to Tidal Wave, requires heavy investment in Water Magic

  • 5 RPP

Wintermute - Ice[edit]

The frigid wastes has been home to practitioners of magic attuned to its icy winds. Those who can already muster of such icy influences can further master their abilities, leading to an almost perfected use of Ice magic. Wherever a practitioner of this magic goes, the temperature itself drops, causing snowflakes to fall regardless of the area's temperature.

Toggle-buff

  • Requires heavy investment in Ice
  • 30 power and gives 30 crit
  • When the user Mist Forms, a small blizzard is generated
  • Cost: 15 RPP

Great Spiral Bomb - Energy[edit]

A large ball of energy magic, spiraling in one's palm. It propels the user forth.

Celestial Ascension - Cosmic[edit]

An augmented art derived from the cosmos above, Celestial Ascension calls the user to channel their connection with their star in a strong, yet dangerous way. The caster would overcharge their mana circuits to the point of overflowing it with cosmic power, causing the excess to protrude behind the user, creating two glittering wings. Such an act is a detriment to the caster's health and well-being, however, their martial and magical capabilities are greatly enhanced by the overflow of magical energies.

  • Toggle-buff
  • Requires cosmic.
  • Increases MD and Agi/Crit
  • Special - %AP Increase

Comes with Aesthetic Fly. They're wings!

Galaxy Explosion - Cosmic[edit]

Where the Stardust Explosion is a shooting star, the Galaxy Explosion is a meteor shower, as thousands of blasts of astral mana surge forth to strike their target. Starfire flies forward, searing and destructive in it's wake. It is a mastery of the Stardust Explosion technique, and mastery of cosmic magic.

World of Nightmares - Illusion[edit]

It is the light fog of the night, or the fall straight into the dark. As the pinnacle, and mastery of illusion magic, this spell brings on a phantasmal assault of the caster's wish as they overwhelm the target in a blanket of illusions. Horrors are meant to come alive, and everything comes to light except the target in the wake of an illusionist's true power.

Dark Guardian - Occult[edit]

One of the aspects of advanced Occult magic, this summons forth a guardian to stand protectively over the user while also strengthening their magic.

  • Toggle
  • +8% AP and passive heal ticks.
  • Cost: 10 RPP

Devil's Eye - Occult[edit]

Death Magic - Occult[edit]

It is the darkest magic known to Esshar, and feared by many. Where Barrier Magic is meant to be the perfect defense, Death Magic is the perfect offense- meant to sap at the life force, and in tales long past, the souls, of those the caster wishes to inflict death upon. It is the true mastery of Occultism's destruction, and leaves nothing in it's wake. Forbidden in every city, and kingdom, the magic itself is an atrocity to practice- and yet, the perfect technique for those wishing to inflict nothing but pain and death on the world.

Shadow Cannon - Occult[edit]

A pure, condensed, charged blast of occult magic, wide and powerful enough to bring destruction on anything in its path. It turns the caster into the ultimate weapon and requires mastery of the occult- and one's own willpower to harness.

Executioner's Beam - Occult[edit]

A mastered version of the Shadow Cannon spell, this allows the user to give their beam a powerful push, causing the width size of the beam to grow by a large scale, dealing the same powerful blow.

  • Requires Shadow Cannon
  • Bigger Shadow Cannon

Holy Cannon - Holy[edit]

A pure, condensed, charged blast of holy magic, wide and powerful enough to bring judgement on anything in its path. It turns the caster into the ultimate weapon and requires mastery of the light- and one's own willpower to harness.

Titan of Light - Holy[edit]

One of the aspects of advanced Holy magic, this summons forth a guardian to stand protectively over the user while also strengthening their magic. (Toggle).

  • Gives 8% AP and an occasional heal.
  • Toggle
  • Cost: 10 RPP

Valor's Light - Holy/Light[edit]

Where barrier magic focuses on the protective and defensive nature of holy magic, Valor's Light focuses on the strength of a purely resolute will. Holy magic is said to manifest from one's desire to protect, yet how does one protect? Valor's light is the refinement of holy and or light mana in one's will to never give in and fight for what they believe in; courage and righteousness shine through.

  • +15% AP
  • +15 Vit
  • Holy AOE on Powersmash
  • Cost: 15 RPP

Eye of The Blood Moon - Blood[edit]

  • Cast Buff
  • 20 Second Duration
  • 5-tile Space Tele

Vacuum Vortex - Air[edit]

Utilizing the magic of the winds in a unique way to form a vortex that shoots out towards the opponent. The act itself requires extreme control over the magic of the winds, spinning the vortex in either the palm of their hand or around their weapon throughout the battle, before unleashing it upon their opponent in a devastating manner.

Supreme Blazing Wave - Fire[edit]

Manifesting in the soul of the users of those who have attuned themselves to the flame, complete mastery and control over their craft displayed through one powerful explosive ability. Achieving this technique requires unique, empowering methods of magical technique. It is never as simple as raw fire.

  • Requires GFW