Masteries

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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.

Intermediate

Wild Boar Style - Armed

A berserker-like style.

  • Cost: 15 RPP

Patient Blade - Armed

The Patient Blade style is said to channel the flow of time through the user's weapon.

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

Gentle Blade - Armed

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.

  • Cost: 5 RPP

Assassin's Fist - Unarmed

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

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

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 RPL added as +Power
  • E Special: Blue-fist projectile that has fireball speed, silences for 3 seconds
  • Cost: 5 RPP

Lion Fire Barrage - Fire

Upgrade to Sear. A series of explosive Sear-like Projectiles that damage once and deal a light knockback.

Water Dragon's Roar - Water

Piercing Strike - Lightning

Arc of Devastation - Lightning

Spiral Bomb - Energy

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

Ethereal Wings - Energy

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

Deflecting Palm - Energy

Stardust Explosion - Cosmic

Melodic Repose - Sound

An AoE that heals the caster for 1 every 1s and reduces the enemy's AP by 10%, applying a light slow.

Withcraft - Occult

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'.

  • Costs 5 RPP for Spectral Eyes
  • Witchcraft Abilities

Witchcraft requires Essence to cast.

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

Spectral Sight: Glowing spirit eyes.

  • Toggle Buff
  • 5% AP

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

A druid can be noted as a person with fae-like features, often having pointed ears and soft traits. It is a metamorphis of sorts as the nature mage 'becomes one' with the woodlands themselves. They're said to be long-lived.

Master

Primordial Flame - Fire

The very essence of fire, pure and unrefined.

  • Aura
  • 15% AP
  • 3x3 Fire Trail

Volcanic Eruption - Magma

Spring's Bloom - Nature

Cruel Thesis - Nature

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

Sapphire Shards - Crystal

Tremor - Earth

The land roars and splits at your call with absolute mastery over the aspect of Earth Magic. Knockbacks. (AOE Rockslide)

Storm - Lightning

Glacier - Ice

A projectile that homes in on the target in a Sear-like pattern, leaving a trail of faded Glaciers behind.

  • Cost: 15 RPP

Crimson Vapor - Blood

Omega Overdrive - Energy

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

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

Cosmic Overdrive - Cosmic

Crimson Overdrive - Cosmic

Barrier - Holy

Faeroum Arcana - Light

Lightspeed Rush - Light

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

Spatial Rush - Time

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

Chronos - Time

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

Exalted

UltraSMASH - Armed / Unarmed

Thunder King - Lightning

Godspeed - Lightning

Blast Rush - Explosion

Winter Crown - Ice

Water Prison - Water

Tsunami - Water

Wintermute - Ice

  • Cost: 15 RPP

Great Spiral Bomb - Energy

Celestial Ascension - Cosmic

Galaxy Explosion - Cosmic

World of Nightmares - Illusion

Dark Guardian - Occult

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).

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

Devil's Eye - Occult

Death Magic - Occult

Executioner's Beam - Occult

Holy Cannon - Holy

Titan of Light - Holy

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

Eye of The Blood Moon - Blood

Vacuum Vortex - Air

Supreme Fire - Fire

UltraSMASH - Physical