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 tier of power has higher quality expectations and is seen as a reward for exceptional play through the jounral system: https://chronicles-of-esshar.com/forum/showthread.php?tid=3709&pid=19219#pid19219

Here is an archive of journals as a reference: https://chronicles-of-esshar.com/forum/forumdisplay.php?fid=21

Public Mastery Spells are obtainable through one Hidden Token each and can be purchased from the in-game spell list without the need of a journal or application. Once a player reaches 200 RPL, they will receive one Hidden Token and is the only way to acquire such.

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

Contents

Combat Styles

See the combat styles page for details of this category of abilities and an overview of tiers.

Profession

These spells typically have a cost of 0 RPP unless otherwise stated.

Masterwork - Artificing

An achieved blacksmith or rune-writer is capable of crafting a masterpiece, a weapon above their normal skill once every decade and a half. It is the pinnacle of crafting, and these weapons are rarely outclassed. THIS IS CURRENTLY NOT BEING GRANTED PENDING POSSIBLE REWORK 4/5/2021.

Medic

The ability to heal temporary wounds through first aid or other methods, and apply trauma kits to permanent injuries via surgery, with aftercare included. While the requirements for this ability aren't as intensive as the other hiddens (as medics are needed!), we're mostly after quality rather than quantity. Your character should meet the following:

  • A background as a healer/doctor, experience in anatomy, surgical procedures, first aid, etc.
  • Be creative. Not every injury is the same, and they'll need to be handled differently!
  • When healing someone's injury it should be a good scene of RP rather than a quick post.
  • Remember that medical treatment is more involved than waving your hand and throwing some holy magic at it. You should be cleansing wounds, applying stiches and bandages as much as you use magic!

Fleshcrafting

  • Beginner: Fluff stance, beginning knowledge to assist in EC Creation, Fleshcrafting Dev Item creation
  • Intermediate: Skeletal Uprising (15 RPP), ability to create a single EC depending on items used
  • Master: Upgraded stance, ability to create ECs
  • Mythic: True Necromancy

Public

Tremor - Earth

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, applies mud slow.
  • 16 Power
  • 30 CD

Water Dragon's Roar - Water

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.

  • 15 RPP
  • 4 Power
  • 25 CD

Arc of Devastation - Lightning

A rolling arc of lightning that moves forward in a wave.

  • 15 RPP
  • 15 Power
  • 30 CD

Scorch - Fire

Sets the surrounding area on fire, dealing fire-based area of effect damage.

  • 15 RPP
  • 5 Power
  • 40 CD

Cinderflare - Explosion

A rush that sends you onto your opponent instantly, unleashing your magic upon them.

  • 15 RPP
  • 10 Power
  • 30 CD

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.

  • 15 RPP
  • 16 Power, causes multiple 1 Power ticks
  • 30 CD

Prismatic Pillars - Crystal

An ultimate assault of jagged crystals that pursue the enemy and twists around them, knocking them about.

  • 15 RPP
  • 3 Pow, each hit of the pillars
  • 46 CD

Ivory Rupture - Bone

A rupturing blast of jagged bones that grow rapidly and splindle out in an instant damaging AoE.

  • 15 RPP
  • 14 Pow
  • 32 CD

Glacier - Ice

A show of mastery over ice magic, freezing the terrain as structures of ice pursues your enemies.

  • 15 RPP
  • 4 Power
  • 40 CD

Severance - Blood

An explosion of blood, lacerating everything in its proximity and shoving it away.

  • 15 RPP
  • 14 Power, 3 Ticks of Bleed
  • 30 CD

Stardust Explosion - Cosmic

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

  • 15 RPP
  • 11 Power, with multiple ticks of 1.5 Power afterwards
  • 25 CD

Telekinesis - Gravity

A crushing wave of psionic energy that tears at all matter in its way, splitting and condensing, dealing heavy damage.

  • 15 RPP
  • 25 CD

Deflecting Palm - Energy

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.

  • 15 RPP
  • Immunity that reflects 50% of damage taken, back to the attacker.

Shadow Cannon - Occult

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.

  • 15 RPP
  • Large Insta-Fire Beam
  • 5 Power
  • 40 CD

Holy Cannon - Holy

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.

  • 15 RPP
  • Large Insta-Fire Beam
  • 5 Power
  • 40 CD

Shadow Dive Rush - Shadow

Blitz your opponent with a series of shadowy strikes, displaying ultimate mastery over the black art.

  • 15 RPP
  • 5 Power
  • 22 CD

Blade Storm - Armed

Sends a cascade of slashes in front of you, a clear showing of speed.

  • 15 RPP
  • 8 Power, 1 Power Ticks afterwards
  • 16 CD

Master

Lion Fire Barrage - Fire

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 upgrade technique to the skill, Sear.

  • 5 RPP; upgrade to Sear. You must own Sear.
  • 5.5x3 Power
  • 28 CD

Ifrit's Claw - Fire / Wind

The caster surrounds their arm in a protective veil of wind as they ignite a brilliant coat of flame around it, creating a burning claw of fire. Such a deadly force can be powerful when wielded by a skilled martial magi as this technique favors those attuned to melee combat. However, such flames can only be held at bay by the strong exertion of mana, along with the lingering drain of the Ifrit Style.

  • Aura
  • 40 power, 20 crit

Azure Sword - Fire

  • Aura
  • 10% AP
  • Makes fire attacks blue
  • E Active has powersmash like effect. Does 0 damage, but slows and spawns a small AoE that does damage

Energy Cannon - Energy

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.

  • 15 RPP
  • Strengthens below 50% Health
  • 4 Power
  • 25 CD

Fireblooded - Religion

https://chronicles-of-esshar.com/lore/index.php/Theria#Reckoning_of_the_Great_Dragon_Garljing

Blessed Flames: Blesses the target with +3 Fire Power & Defense for 3 years (15 OOC days), as well as a temporary nerf of -10 vit that lasts for 24 hours (to represent the burns). Costs 1000 Energy & -10 vitality for 24 hours (unhealable).

Greater Dragon Half Shift - Drakanites

Embrace your dragonic heritage, bolstering battle power significantly. Wings enlarge to an incredibly imposing size and offer much more grander capabilities.

  • 5RPP; upgrade to Dragon Half Shift.
  • Aura
  • +15% AP
  • 10 Vit
  • Speed boost on dash.

Witchcraft - 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. 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.

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.

Blessing - Holy

This is the earliest, or initiate level form of White Magic, and is considered the first step into the path itself. Grants the target a temporary boon and inflicts a temporary nerf on the user. Also makes the user capable of purging occult magic from an individual.

Harmonic Attunement - Holy

The art of harmonizing with the Lifestream. While using this ability, the world around seems to awaken. Faint senses to all living beings extend, and the user is able to fight to the pinnacle of their design in the world. Every life becomes audible, depravity becomes a horrible cacophony and a wretched sensation, and the pangs of every action resonate as the Lifestream becomes visible around the user while they are in sync.

  • 15 RPP (or 5 RPP as an upgrade to another aura)
  • 40 Pow
  • Heals for 350 every 3s.

Fist of Justice - Holy

An Exorcist technique, hailing from blessings from the Divine. It requires significant training in body and mind to sustain the energy in the user's palm long enough, and powerful enough, to pull off such a feat as to make the technique usable in combat. Though the power can be granted from any Holy-Inclined Divine, the Urayan Pantheon has always been more giving in their blessings, and as such, most who acquire this ability come from the ranks of their followers. Through it's use, the Magi is capable of better sensing the dark energies of Occult magic, and it's influence on others. This enhanced sense comes with the price that the user feels the polarity of their magics much harsher than normal, requiring significant training to overcome. By striking with this ability in combat, the user can break through their opponent's defenses, and deliver a powerful stunning blow, aided by their Force of Will.

  • Piercing attack

Primordial Flame - Fire

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.

  • 15 RPP
  • Aura.
  • +15% AP
  • 1x3 Fire Tiles, deals 1 Power per tick

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.

  • 15 RPP
  • Aura
  • Requires heavy investment in Nature.
  • Immortal vines.
  • +10% AP and 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.

  • 15 RPP
  • Aura
  • Requires heavy investment in nature.
  • +10% AP
  • Makes summoned vines immortal. E spell similar to Blizzard.

Ruby Bloodstones - Crystal

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.

  • 5 RPP, upgrade to Shardform
  • +10% AP
  • +10% Lifesteal

Sapphire Shards - Crystal

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.

  • 5 RPP, upgrade to Shardform
  • +10% AP
  • +10% Lifesteal

Emerald Crystals - Crystal

They're green.

  • 5 RPP, upgrade to Shardform
  • +10% AP
  • +10% Lifesteal

Desert's Fury - Sand

To combine the aspects of the Sarab itself, the power of the Desert's Fury stems from the heat of the beating sun, the ferocity of the howling winds, the destruction of the raging sands... And the mercy of the Oasis. Rumored to be Sarradian in origin, the power reveals itself as they learn more and more of the elements, immersing themselves in the aspects of fire, wind, earth and water. It seems to grow quicker when the one in question is descended from the Exiliar. Though there have been cases where that has not been so.

A deadly pilgrimage into the Desert and attuning one's self to the elements are considered two of the keys of unlocking its Fury. The mage in question must as well have extraordinary inner wells of magic, in order for the 'Sands' to be commanded.

  • 15 RPP
  • Aura, 15 RPP
  • Requires either investment in Sand or three elemental openers (Wind, Earth, Fire, Water).
  • 10% AP
  • Fire trail and a heal every 5 seconds. Miniature sandstorm on Q.

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.

  • 15 RPP
  • 5 Power, AoE, up to 5 ticks
  • 60 CD

Storm's Wrath - Lightning

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.

  • 15 RPP
  • Aura
  • +15% AP
  • +20 Crit
  • On Q Launches a Homing Tornado that does 5 MD, short range
  • 15 CD Click TP, Space TP

Omega Overdrive - Energy

The user shrouds themselves in vibrant blue, almost fiery mana as they pull more strength than they could before from themselves or an external source of raw energy. It's said this brilliant blue aura allows the user to grow stronger when the odds are put against their favor.

  • 5 RPP, upgrade to Energy Shroud.
  • Above 50% HP it gives: 30 Power, +AOE attacks when facing more than 1 opponent
  • Below 50% HP it gives: 30 Power, additional 20% total AP, +AOE damage when facing more than 1 opponent

Super Magi - Energy

The epitome of using ones energy to enhance your entire form, a constant and explosive power.

  • 15 RPP
  • Aura
  • +10% AP/DR
  • Has Holy/Occult aesthetic variants

Starlight Overdrive - Cosmic

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. Blue stars are known to be calm, insightful, and calculated, reflecting the personalities of their spirit denizens in the netherworld.

  • 5 RPP; upgrade to Astral Ambience.
  • Aura
  • +10% AP and 10% DR

Rosegold Overdrive - Cosmic

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. Gold stars are known to be heroic, honorable, and brave, reflecting the personalities of their spirit denizens in the netherworld.

  • 5 RPP; upgrade to Astral Ambience.
  • Aura
  • +15% AP and 5% DR

Crimson Overdrive - Cosmic

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. Red stars are known to be passionate (and sometimes cursed), reflecting the personalities of their spirit denizens in the netherworld.

  • 5 RPP; upgrade to Astral Ambience.
  • Aura
  • +15% AP
  • E Special: +10% AP for 12s. 40s cooldown

Barrier - Holy

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...

  • Two different spells
  • Aura, +10% DR, +30 Pow. 5 RPP; upgrade to Righteous Aura.
  • Barrier AoE, +10% DR AoE that traps the opponent within for 10 seconds, 30 CD. 15 RPP.

Faeroum Arcana - Light

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.

  • 15 RPP
  • Aura
  • +30 Power
  • +10 Vitality
  • Passive self heal based on user's RPL
  • Q Special: Fires out a rainbow-coloured shockwave that damages everyone up to 3 tiles away and heals the user and any allies within range. Allies are healed for double the amount compared to the user. Amounts are based on user's RPL.

Assassin's Shroud - Illusion

Mastering stealth and deception, a shadowy silhouette of illusionary magic shrouds the caster. Its form can shift and turn, like a second body, aiding in the wielder's to feint and confuse their opponent. The caster will slip through the shadows and conjures illusions to aid in their assault.

  • 5 RPP; upgrade to Camouflage.
  • Aura
  • +15% AP, +20 Agi
  • Space teleport that slows the target.

Chronos - Time

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.

  • 5 RPP; upgrade to Transcendence.
  • +10% AP
  • +40 Crit
  • E Special: Immunity for 3 seconds
  • Space Teleport

Runecasting - Artficing

The written language of the divine, otherwise known as runes, is the code of all matter and even existence itself. While humanity's overall knowledge in runes is only a small fraction of the overall picture, it is nonetheless a potent tool.

Spell-writing involves the design of battle-runes that can be conjured in battle to cast different abilities, with the mana manifested as spinning discs of magical energy that is typically wielded by the hands. The magi activates the different runes on the spell circles mid-battle, channeling their mana (and the runic instruction) for an effect.

  • 15 RPP
  • Cast buff
  • 10% AP and 10% DR for 20 seconds
  • 5 dmg homing on a % chance per cast

Metal Aura - Metal

This is a rare, advanced cognitive and symbolic magic, with roots in both Energy magic and Earth magic. It is commonly characterized as the ability to manipulate and shift the form of metal around their body, similar to that of the technique to create an armor of earth, but much more durable. This allows the user to not only bear metal like skin to act as a natural armor to blows, but it also alleviates the user from the burden of the typical weight of metal.

  • Aura
  • 5 RPP upgrade to earth aura
  • 30 vit
  • 20 power

Afterimage - Speed

Using advanced techniques to accelerate to unprecedented speeds, a magi can zoom and move unnaturally fast. This allows the most experienced swordsmen to shift past enemy attacks and land a plethora of blows and phase out of reach before the enemy could even realize.

  • Aura
  • 30 power
  • 20 agi
  • Click TP
  • 3x melee space TP

Exalted

Mighty Blow - Armed/Unarmed

A thunderous blow, the opposing side of Blade Storm as this shows the sheer might in your hits.

  • 15 RPP
  • 12 Power
  • 10 Tile Knockback
  • 30 CD

Muscle Armor - Armed / Unarmed

Pushing one's body far beyond its limits can often lead to impressive results. Ribbing muscle and sinew that allows one to be at the pinnacle of fitness, often pursued by magi that go beyond their physical capabilities. Musles that become rock-hard, enabling one to push past dangerous strikes through merely flexing alone.

  • 15 RPP
  • Aura
  • 10 Vit, 30 Pow
  • Pressing E makes one immune to slows, knockback, and stuns for 10s, slight red fade during. Cooldown of 60s.

Mana Absorption

The ability through various means (the path is up to the user as always), to dampen physical and magical attacks against the user.

  • 10 RPP
  • Toggle-Buff
  • +8% DR
  • Rapidly saps mana at medium range from your opponent
  • Heals for Health/Mana in a modest amount at close range

Wildcard

At times, a magi may sometimes stare off into the night sky. The inky blackness above them almost unnervingly looking down upon them; as if they were staring back. The Void is an otherworldly locale barely talked about, moreso known, in many circles of research. Yet those few that glimpses into it can often draw energy from such a place, attuning themselves to such unspeakable power.

  • 15 RPP
  • Aura
  • 10 Vit, 40 Pow, 10 Agi, 20 Mana
  • Allows the user to survive going below 0 HP for a few more seconds.

Riftmancy/Wayfinding Magic

Rift magic is a rare depraved art. Not intended at all by the life stream, rift magic is the utilization of mana in order to rip open space at two locations based on the flow of the life stream, and temporarily 'knitting' the wound together to step through.

Meanwhile, the same idea can be provided to the art of Wayfinding. However, instead of sundering and ripping a tear into the life stream, the practitioner flowers through its veins. This version of the art requires quite an attunement to the leylines of the world just to traverse them safely.

This power takes a strong magi studied in advanced space-time magic theory. Intricate knowledge of the astral planes is expected. Given the danger this poses to novice users, it is nigh suicidal to attempt these magics without studying under the tome of a master or a mentor. The runes used to initiate the portal have been perfected over the generations, and are a necessary to begin with any hope of success.

Rift/Wayfinding Manipulation: 5 RPP. Allows a magi to teleport to places they've placed anchors to. These anchors can be teleported to at the cost of the magi's energy.

Riftstep/Wayfinding Stride: 10 RPP. After many years of extensive practice of the art of Riftmancy/Wayfinding, a magi is capable of perfecting the art in the use of combat.

Symphony - Sound

The user gets a surge of mana from their opponent being affected by their music / destructive melodies / etc. The surge of mana can be broad and expressed through the practitioner feeling satisfaction from the success of their songs, or gaining the upper hand through the disorientation of their opponent, or in other cases, pull mana from the stars to enhance their sound with cosmic energies from pleasing their star in battle. It is rather broad in possibilities, but at the very core it is about the fact sound magi do not merely fight, but perform. You lead the dance, this is your show.

  • 5 RPP; upgrade to Melody
  • Aura
  • Grants 10 Vitality & 20 Power
  • Passive 10% AP when the target is slowed
  • Special: Puts Cascade, Sound Strike, or Sonar Cacophony off of cooldown.

Blast Rush - Explosion

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.

  • 15 RPP
  • Knockback Effect
  • Applies Burn when it hits
  • 13 Power
  • 30 CD

Water Prison - Water

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.

  • 15 RPP
  • Requires heavy investment in water magic.
  • Lasts 45 seconds, causes a slow while within
  • 3 Power
  • 100 CD

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.

  • 10 RPP
  • Toggle-buff
  • Requires heavy investment in Ice
  • +30 Power/Crit
  • When the user Mist Forms, a small blizzard is generated

Nullification - Occult

Although it would be terribly challenging, an occultist must go under a rehabilitation of holding back their occultic magic and controlling their thoughts. This allows them to further get used to their magic’s inherited influences, giving them training for overcoming it. Upon mastery over pushing by the maddening occult thoughts, a magi would brandish a powerful set of mastery over the occult. With a sharp mind and powerful magic, the user gains heightened magical power, enhancing their spellcasting abilities. Along with that, at times of great need, a magi can seep the very color of the world around them as they channel their abilities to nullify the damage of incoming attacks.

  • 15 RPP
  • Aura
  • +15% AP
  • Damage soak-shield spell on E.

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.

  • 10 RPP
  • Toggle-Buff
  • +8% AP

Valor's Light - Holy / Light

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 RPP
  • +15 Vit
  • +15% AP
  • Holy AOE on Powersmash (Cosmetic, no damage.)

Ascended - Holy/Various

Many need to ascend past their limits While generally this has been seen as a holy ritual in order for exorcists to surpass their previous forms, there have been those who have tapped into this ability through other means.

  • Aura
  • 15% AP
  • 10 vit

The Gaze - Cosmic / Energy

A boon often rewarded to those that gaze far deeply into places that never see the light of day. In the far reaches of the cosmos or far deep into the spirit realm, the eldritch beings that dwell where no living being thrives often provides a magi incredible power by mere commune; what more with proper devotion to it?

  • 5 RPP; upgrade to Astral Ambience/Energy Shroud.
  • Aura
  • +10% AP and 10% DR
  • E Special: Non-Damaging Beam ( 3x3 ) that leaves an AOE trail and applies either Confusion, Constrict, or Wither on hit.

Ascended Energy Ripple - Energy / Light / Holy / Cosmic

The user learns how to harmonize with the sun. This empowers their body with the pure sunlight of the biggest star overhead, enabling them to perform tasks they weren't capable of doing so before.

  • 5 RPP; upgrade to energy/light/holy aura
  • Aura
  • 15% AP
  • 10 vit
  • Chance of silence with strike
  • AoE attacks when fighting more than 1 opponent

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.

  • 10 RPP
  • Toggle-buff
  • Requires Cosmic.
  • +10 Power/Crit/Agi
  • E Special - +10% AP Increase

Comes with Aesthetic Fly. They're wings!

Windows of Cupiditas

For the one who desires everything when they already have everything they could want. For the one who holds greed without comparison.

  • 15 RPP
  • Cast buff
  • 10% AP
  • Speed up
  • Slow immunity
  • Space TP

Hellstorm - Lightning / Occult

  • Aura
  • 5 RPP upgrade to Occult or lightning aura
  • 15% AP
  • Click teleport
  • Space teleport
  • Makes lightning attacks red!

Holy Flame - Fire/Holy

  • Aura
  • 5 RPP upgrade to fire or holy aura
  • 50 power
  • Heal regeneration 1:1 with power
  • Makes fire attacks gold

Insectomancy - Poison/Nature

Making use of nature's little carriers, this spell requires heavy attunement to nature's poisonous groups of insects. Those that master this can not only command a symphony of swarms, but it is said that a few of them even often mutate, garnering body parts that are bug-like in nature, such as thin insectoid wings, sharp pincers, and long slender antennae.

In combat, practitioners of this art tend to use the swarm to their advantage. Bugs tend to distract opponents, allowing the user to deal critical and precise blows better. Along with that, such insects can even go as far as completely catching an opponent in a wave of bugs, leading to the opponent to be dazzled and annoyed by the insects.

  • Aura
  • 5 RPP Upgrade to poison aura
  • 40 power
  • 30 agi/crit
  • Confuse wave on E

Golemcraft - Artificing

Through excessent creation one would be able to craft such marvels of magitech. The designs of these machines may be different per person, after all their designs are not synonymous to a single one. One can easily control and bring these synthetic creatures’ bidding to the creator’s whims. Yet the purpose remains the same: an entourage of mechanical creatures, able to not just defend their creator, but provide aid to them as well.

  • 15 RPP
  • Summons three robots that resummon themselves when destroyed
  • Each robot shoots a projectile

Shinobi Surprise - Ninja

A technique derived by Shinobi Magi that have found carrying excess supplies unnecessary when magic is at their disposal. Bringing forth an arsenal of blinding smoke to hide beneath Shinobi surprise is a spell that aids the user with a simple trick. Those relying on hand to hand combat employ a strike from behind the smoke to slow the target, aiming for the weak points, the legs.

  • Toggle
  • 10 RPP
  • 20 agi/crit
  • Dash creates blind projectiles
  • Additional projectiles on Q

Mythic

A mythic ability is potentially awarded to a character at the peak of their story with high renown and plot potential, a shaker and mover.


UltraSMASH - Armed

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

  • 15 RPP
  • 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
  • 16 Power
  • 45 CD

Death Magic - Occult

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.

  • 15 RPP
  • +20% AP
  • Causes a constant close-range 1.5 Power AoE, has a trail that deals 1 Power


Pandemonium Drive

Pandemonium Drive is drawing on the essences of Chaos itself, often through the patron of winter and death, Saekanis. Through dedicated ritual-cannibalism of magical beings 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 this ability gradually devours your lifeforce while active as tribute and needs to be amply satisfied.

  • 10 RPP
  • Toggle-Buff
  • +10AP, -5DR
  • Cosmetic changes to Earth and Nature abilities
  • Adds damaging potential to Yggdrasil and Ingrain at a light reduction to their healing

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).

  • 10 RPP
  • Toggle-Buff
  • +10%FM and an occasional fixed 300 heal

Galaxy Explosion - Cosmic

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.

  • 15 RPP
  • 18 Power, does multiple ticks of 1 Mdam
  • 30 CD


Lightspeed Rush - Light

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.

  • 15 RPP
  • Caster fades white and teleports around the target, dealing a series of rapid blows (5 in 1 second).
  • 4x4 Power
  • 35 CD

Spatial Rush - Time

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.

  • 15 RPP
  • Caster fades white and teleports around the target, dealing a series of rapid blows (5 in 1 second).
  • 4x4 Power
  • 35 CD

Eye of The Blood Moon - Blood

The pinnacle of blood magic, the eyes of this magi are soaked in a veil of crimson.

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


Devil's Eye - Occult

A form of occult magic that manifests itself within the user's eyes as if the gateway to their soul reflects Hel itself.

  • 15 RPP
  • ???
  • Cast buff, 30s duration.
  • 100 CD

Godspeed - Lightning

  • 15 RPP
  • Cast buff, 15s duration.
  • Slow immunity & movement speed increase.
  • +10% AP, +5 Lightning Power
  • 45 CD

Thunder King - Lightning

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.

  • 15 RPP
  • Aura
  • +10% AP, +10% DR, +5 Lightning Pow
  • Adds a second dash that teleports you
  • Fires a 6 Power Bolt every 10 seconds


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.

  • 15 RPP
  • 20 Power
  • 40 CD

Supreme Magma Wave - Magma

A giant mass of rock and lava, symbolizing mastery over the volcanic magic.

  • 15 RPP
  • 17 Power
  • 35 CD

Tsunami - Water

Send forth a powerful and empowered tidal wave, gushing out the true strength and might of the sea.

  • 5 RPP; upgrade to Tidal Wave.
  • 16 Power
  • 40 CD

Advent of Naberius

A small golden (and sometimes darker, depending on the aspect) wing that manifests in magi that strive to 'do the right thing', typically those that possess holy magic. There are numerous theories as to why this happens, but no one can be completely sure. Some say that it's a direct blessing of the Angels who watch from afar, a manifestation of courage and selflessness, or a mutation that can spark within those that descend from the divine.

  • Aura
  • 10 vit
  • 30 power
  • Energy rapidfire like spell on E
  • Angel wings on E
  • Holy and Dark variant