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.

Contents

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'.

Witchcraft requires Essence to cast.

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

Spectral Sight: Glowing spirit eyes. Makes spirits visible.

  • Toggle Buff
  • 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

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 Buff
  • 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 for whatever purpose.

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

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

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

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.

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

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

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 Drawing mana from the beast-kami, Saekanis/Ixchel. One can harness their prowess and tap into a technique derived from the hunters who seek an end to the immortal or those who cannibalize others in offering to the deities.

  • Grants Power and Agi/Crit
  • Health Drain
  • Accelerates towards opponents

Thunder King - Lightning

Godspeed - Lightning

Blast Rush - Explosion

Winter Crown - Ice

Water Prison - Water

Tsunami - Water

Wintermute - Ice

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

Celestial Ascension - Cosmic

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.

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

Comes with Aesthetic Fly. They're wings!

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

Shadow Cannon - Occult

Executioner's Beam - Occult

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

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

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

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
  • 5% Fire Power