Welcome to Gaia! ::

Shattered Past: Rise of the Lost

Back to Guilds

A Story of Personal Conquest and Rediscovery 

Tags: Fantasy, Science Fiction, Magic, Stats, Literate 

Reply Fundamentals :: Application Approval ||→ {3}
⇨ Custom Abilities Goto Page: [] [<] 1 2 3 ... 4 5 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Arrow35

PostPosted: Fri Apr 19, 2019 11:55 am
For Guild Use: Y

Character: Kokuei (intended as a Nara Clan Jutsu)
Technique Name: Kage Shunshin no Jutsu
Rank: D
Element: Shadow Release
Description: As with the Maruton, Kage Shunshin allows the user to wrap themselves in shadow and move as a shadow across any surfaces till they reach their destination and appear from the shadows there. Usable thrice per battle, including other Shunshin

Lanfaer
 
PostPosted: Sat Apr 20, 2019 8:06 pm
Arrow35
For Guild Use: Y

Character: Kokuei (intended as a Nara Clan Jutsu)
Technique Name: Kage Shunshin no Jutsu
Rank: D
Element: Shadow Release
Description: As with the Maruton, Kage Shunshin allows the user to wrap themselves in shadow and move as a shadow across any surfaces till they reach their destination and appear from the shadows there. Usable thrice per battle, including other Shunshin

Lanfaer


tab As per our discussion, be aware that it's about speed, not teleportation. Approved.  

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50
PostPosted: Mon Jul 08, 2019 5:16 pm
For Guild Use: Y

Technique Name: Sand Creation
Rank: X
Element: Earth
Description: The user pumps their chakra onto the area around them, transforming the earth and stone around them into sand. The user transforms a five [5] foot radius around them into sand, increasing by five [5] every rank.

Technique Name: Crystal Revenge
Rank: B
Element: Crystal
Description: After selecting a target, will hold a single hand sign and send his chakra around him targetting the crystals left behind by past Crystal techniques. These crystals break apart into shards which fly toward the user's intended target. Each crystal from jutsu used break up into shards based on rank at 5 per rank, capping at 30 by S rank.


For Guild Use: N

Technique Name: Crystal Style: King’s Army
Rank: X [learned as C]
Element: Crystal
Description: The user makes a single hand sign and summons forth warriors made of crystal. All of the warriors are six-foot-tall and come equipped with one weapon or can be unarmed and instead are able to manipulate the shape of their arms to better fit combat. The max number of soldiers created is dictated by the rank at which the technique is casted. At E rank, the user is only able to create one [1] soldier, up to two [2] at D, up to four [4] at C, up to six [6] at B, up to eight [8] at A and up to ten [10] at S rank. Each soldier created must have at least one [1] strength and [1] speed, increased to at least [2] strength and [1] speed at D, [3] power and [2] agility at C, [4] power and [2] agility at B, [5] power and [3] agility at A and [6] power and [4] agility at S. At E rank, the user gets 5 stat points to spread around, at D, they get 10, at C they get 20, at B they get 36, at A they get 64 and at S they get 100. The highest power spread any single crystal soldier can get is any spread of power/agility where the cumulative number is not greater than fourteen [14]. The crystal soldiers last for five [5] posts. At the end of the 5th post, the caster can pay half of the original cost to a minimum of five [5] chakra to maintain the soldiers for another five [5] posts. The user can cast any known crystal jutsu from the soldiers, but if the jutsu cast is B rank or higher, the crystal soldier is destroyed.

Technique Name: Crystal Style: Siren’s Song
Rank: B
Element: Crystal
Description: The user slams their hands onto the ground, sending a rapid shock of chakra into a square around the user’s intended target(s). Following this, four crystal monoliths are erected from the fifteen feet from the point where the target it. Once the crystal monoliths are in place, the user’s chakra resonates with the crystals, releasing a steady stream of loud sounds. While enemies are within the four crystals, or ten [10] feet from them, when the user uses either a crystal element jutsu or a non-elemental technique, the sound of the crystals becomes amplified, releasing a loud blast of sound doing a B-Rank equivalent of damage and consuming one [1] of the target’s activations. If the target is outside of that ten [10] foot range, but within a thirty [30] foot range, they receive a C-Rank equivalent of damage.




Lanfaer
 
PostPosted: Wed Nov 27, 2019 5:57 pm
For Guild Use: N

Character: Finn
Spell Name: Total Darkness
Rank: X [Learned as D]
Element: Shadow/Void? [He has the Shadowborn Evo]
Description: Casting this spell causes the immediate area surrounding the user to become devoid of all light. This darkness is impenetrable by normal sight, although alternative forms of sight can see through it, such as those given by Blindsight, Divine Gaze, and Mana Trace. It covers an area of five [5] meters per rank, and lasts for five [5] posts before an upkeep of half the original cost must be paid to maintain it.

Lanfaer
 

Aritaryn



magcookie


Sarcastic Heckler

8,925 Points
  • Perfect Attendance 400
  • Peoplewatcher 100
  • Punk Patrol 250
PostPosted: Thu Jan 09, 2020 1:19 am
For Guild Use: No, I am redeeming the two customs for Liliya's PA "Spirit Healer"

Character: Liliya Yuliovna Volkov
Technique Name: Travelers Respite [Ryokō-sha no kyūsoku]
Rank: A or S idk whatever fits better
College: Merciful
Duration // Upkeep: The entirety of the users post turn and the receivers post turn // None
Element: Spiritual
Description: The act of cleansing ones soul. When evil weighs down on ones mind like a shackle or corrupts like that of the plague it warps and changes the afflicted in unimaginable ways. This technique works as a systematic purge of negativity. The user, after summoning mana within their arms, places a hand on the targets head while the other is held in prayer to whatever spiritual being they heed guidance. After [1] action passes the user's chakra encloses the target in a thin veil. This veil beings weighing down on them as if it was a weighted blanket. Within this veil the users chakra beings to target and erode unnatural emotions such as genjutsu and curses. It takes [2] actions to preform this cleanse for a total of [3] actions.

All effects of a curse will be removed from the targets system, positive and negative. This curse cleansing effects things such as Corruption and Curse Seals. Genjutsu of equal or lesser rank will be treated as if it was Kai'd, those of greater rank will require supplemental mana of half the cleansed spell's rank. Forced emotions such as that of Taunt or the Wild Hunt are subject to being purged from the targets system.

This purge can be used on more natural emotions such as doubt or depression, such emotions however often have another source beyond the target itself and will return if not worked out properly. Natural negative emotions will return after [10] posts. In the mean time the target will feel genuine happiness or peace to allow them the chance to look or work through the source of the underlying issue with unclouded eyes. Whether this is enough to curb them of negativity once the effect has warn off is reliant on the targets willpower.

◇ This can be used on both a physical human and a specter/fade as it effects the target's soul and not the body.
◇ If the target contains within them all of the above negative effects they will all be cleansed at once with this technique in their response post.
◇ Those being cleansed need only move away from the healers hand to end this spell. if they do not want the aid. However if the target is bound and unable to move it is unlikely to be avoided without aid.




Character: Liliya Yuliovna Volkov
Technique Name: Purging the Mind [Kokoro no Jōka]
Rank: X, learned as A.
College: Merciful
Duration // Upkeep: Momentary // None
Element: Spiritual
Description: In the previous world it was common place for humans in implant themselves or others with creatures from beyond the Veil of human understanding. Some of these implanted spirits or demons had beneficial effects that served to elevate the host to legends. Others served as an eternal punishment for those who would dare strike out against the powers be. Traditional healers would have no way of aiding those hosting such horribly powerful beasts. Only able to ease the pain as that energy eventually consumed them or they consumed it. This however was seen as cursed way of empowerment, it harmed not only host but hosted in many cases. These souls had not given consent to begin rend into the mortal plane and into some flesh suit. As such a devoted few had begun researching a way of separating these two beings from one another without harming either permanently. This is how priest of the Elements had come into the understanding of cleaving through these chains.

Following prayer filled chant to the powers be the priest would summon forth a fragment of their very life force and rest it within one of their palms and other fragment into the tips of their pointer and middle finger of the opposite hand. Stepping to their intended target they would shove their palm into the target's gut. They would then place the pair of fingers upon the targets forehead. This connected the priest two both sources of the bodies centers. Following this connection they jolted the target's body with the priest's own life force severing whatever bond had held the two spirits together within one body. The rejected hosted spirit would find themselves exiting the target's back as if being thrown back. It can be preformed on only living beings as it requires two sets of energy centers and a bound weapon for example has none to rely on. This spell will cost whatever the current rank of the bound/possessing spirit is in both mana and stamina. This cost however effects the target as well and cannot be preformed if the target does not have enough of either energy pools.

◇ This only effects bound or imprisoned spirits. Natural souls and those melded together cannot be effected by this technique.



Lanfaer
 
PostPosted: Fri Jan 10, 2020 5:43 pm
For Guild Use: Negotiable
Character: Kaileer

Magnetize/Demagnetize
Rank: X
Element: Magnetic
Description:
By touching an object, the user is able to magnetize or demagnetize it. This spell includes materials that are not normally affected by magnetism, or that normally are in the case of demagnetization. This object can then be manipulated with other spells, or made immune to other spells for the duration. Both magnetization and demagnetization of an object lasts for four [4] posts, with the rank being determined by the size of the object, based on the scale for the Attraction/Repulsion spell.
• Requires knowing Magnetic Manipulation.


Magnetic Field
Rank: X
Element: Magnetic
Description:
Using magnetic manipulation, the user creates a pulse of electromagnetic energy from a centered location either where they stand, where they strike, or created independently. The result is a magnetic field that pulls metal objects within the range in a single direction of choice, although ‘down’ is usually selected. It is stationary, and does not move with the user; it would have to be recast to change the location. The pulse is strong enough to disrupt small electronics within its range, and anyone wearing or wielding any amount of metal will find their speed reduced by one [1] rank, or two [2] ranks if they are wearing heavy armor. It has a radius of five [5] meters per rank. For an upkeep of half the original cost it can be maintained.
• Requires knowing Magnetic Manipulation.
• The user maintains an opposing charge when using the technique, leaving them more or less unaffected by the field.


Demagnetization Field
Rank: X
Element: Magnetic
Description:
Using magnetic manipulation, the user sense out a pulse of mana that, when it comes in contact with magnetized objects, demagnetizes them. This pulse of energy spreads from a centered location either where they stand, where they strike, or created independently. This results in things such as magnets or even Iron Sand to lose their magnetism and fall. It is stationary, and does not move with the user; it would have to be recast to change location. While this could have an effect on devices that utilize a magnet for functionality, unlike Electronic Disruption, this has no lasting effects. In order to demagnetize Iron Sand, the Demagnetization Field must be one [1] rank higher than the Iron Sand being manipulated. It has a radius of five [5] meters per rank. For an upkeep of half the original cost it can be maintained.
• Requires knowing Magnetic Manipulation.


Attraction/Repulsion Field
Rank: X
Element: Magnetic
Description:
The user can create a field that draws in or pushes away magnetic or magnetized objects within a certain range. Unlike Magnetic Field, the field provides little to no precise control over what direction objects are sent. Instead, they push or pull things within a certain radius from the center of the field with size and mass being more of a factor. The user can affect where and when the field is active. The user is typically at the center of the field, but it can also be made independent from the user. Rank determines both range and maximum object size, with maximum object size being two [2] ranks lower than specified in the Magnetic Manipulation spell (to a minimum of E-rank). The range is five [5] meters per rank. Requires an upkeep of half the original cost to maintain.
• Requires knowing Magnetic Manipulation.


Aversion Field
Rank: X
Element: Magnetic
Description: Branching off of the idea of Attraction/Repulsion, the user has the ability to project a special field around them that repels magnetic or magnetized objects away from them, preventing them from being hit by certain attacks, such as metal bullets or weapons. Due to its nature, the field has a chance of deflecting projectiles and weapons back at the opponent, depending on the angle it is struck. The user is typically at the center of the field, but it can also be made independent from the user. Rank determines the strength of the field, as an attack normally stopped by it of one [1] rank higher than the field can push through it, albeit at a speed reduced by one [1] rank. Requires an upkeep of half the original cost to maintain.
• Requires knowing Magnetic Manipulation.


Void Field
Rank: X
Element: Magnetic
Description:
The user creates an electromagnetic disturbance that essentially generates a void around them, providing several benefits. Firstly, within this void, they are virtually immune to mental intrusion, able to resist Enchantments up to the rank of the spell--although this also prevents the user from using Enchantments. Secondly, objects or creatures that enter this field immediately lose any sort of magnetization and negates electric and magnetic attacks up to the rank of the spell, disabling the user from manipulating any form of either as well. Finally, it scrambles neural impulses, causing anyone who enters it to become disoriented. The user or one [1] target of choice are immune to the final effect so long as they are in the field when it is created. The user is typically at the center of the field, but it can also be made independent from the user. The range is three [3] meters per rank. Requires an upkeep of half the original cost to maintain.
• Requires knowing Aversion Field.


Electronic Disruption
Rank: X
Element: Magnetic/Lightning
Description:
Effectively an electromagnetic pulse (EMP), the user emits electrical or electromagnetic energy in an outward burst, either centered on them or at an origin of choice within reasonable distance. While at lower ranks, the effects are quite minor, causing noise and disturbances, higher ranks can be incredibly damaging. As the rank goes up, the range of the burst gets smaller but more devastating.
    E - Causes noise and interference, affecting the operation of small to medium devices. For example, can cause crackling in radios. Has the widest range at [500] meters, and disturbance lasts three [3] posts following.
    D - Like the E-rank version, but affects larger devices and machines as well. May rarely cause a power surge in smaller devices but causes no permanent damage. Has a range of [250] meters, and disturbance lasts four [4] posts following.
    C - Can induce high voltage in electronics within range, temporarily disrupting their functions and possibly causing permanent damage in then. Has a range of [125] meters, and disturbance lasts five [5] posts following.
    B - Can directly affect magnetic materials and corrupt data stored on devices such as hard drives. Causes permanent damage in most electronic devices. Has a range of [60] meters.
    A - Induces a spark from electrostatic discharge that can cause explosions in electronic devices and flammable gases. Has a range of [10] meters (with the shockwave reaching [30] meters).
    S - Equivalent to a lightning strike, it is also capable of damaging the environment directly, usually through electrical heat and concussive force. Has the shortest range at [5] meters (with the shockwave reaching [15] meters), but causes permanent damage in that area.
• Requires knowing Magnetic Field.


Electromagnetic Sight [Not for guild use at all]
Rank: B
Element: Magnetic
Description:
The user can perceive the world around themselves based solely on the patterns of magnetic and electrical energy, including that of living beings. Allows the user to ‘tune’ their vision to interpret various ranges of energy along the electromagnetic spectrum, including radio waves (specifically FM; unable to access AM), radar, infrared, ultraviolet, x-rays, and gamma rays. They may also choose to see energy flowing through power lines and technological objects (can tell if they are active or not). They can tell if a radio transmitter is ‘on’ and if it is sending signals, as an example. The type of sight must be chosen upon activation, and can be maintained for an upkeep of half the original cost. This technique cannot stack with itself or any other active form of vision.


Electroreception
Rank: C
Element: Lightning
Description:
While active, the user is able to perceive electrical stimuli in the world around them. This can be used to locate objects around them, which is useful in places the user cannot depend on their vision. By reserving a C-rank cost of mana, the user can passively sense the weak bioelectric fields generated by all living things and use it to locate them. Likewise, by actively spending mana, with an upkeep of half the original cost to maintain, the user generates a weak electrical field that can detect distortions caused by non-living objects. Likewise, while this spell is active, the user always knows what direction is north.


Electric Conductivity
Rank: X
Element: Lightning
Description:
The user is effectively immune to electricity up to the rank of the spell, becoming completely invulnerable to direct and indirect effects, no matter the voltage. This is done by conducting electricity through their body. Any electricity they are hit by while it is active can be discharged through conductive media (metal, water, etc.) at one [1] rank lower than the original spell. Requires an upkeep of half the original cost to maintain.


Pulse Heal
Rank: X
Element: Lightning/Healing
Description:
The user can heal themselves or others through electricity by absorbing electrons and using them to stimulate molecules, renewing damaged cells. However, in exchange, this drains the person being healed of stamina equal to the rank of the spell per post of healing, due to the body essentially speeding up the healing process. The spell heals at a rate of damage one [1] rank lower than the rank of the spell per post.


Lightning Rod
Rank: X
Element: Lightning
Description:
The user can absorb electricity up to the rank of this spell, removing it from the source (if taken from an object) or absorbing a lightning-based attack, into their body and use it in various ways without taking damage. All lightning-based attacks for three [3] posts following have their cost reduced by one [1] rank (to a minimum of E-rank) and receive a half rank [.5] increase to their magical strength and speed. These bonuses double if the electricity absorbed is of A-rank or higher.


Shocking Grasp
Rank: X
Element: Lightning
Description:
After absorbing electricity through the Lightning Rod spell, or by another means, the user is then able to release the absorbed energy back into a target by physically touching them. On top of dealing damage, the electricity can paralyze the opponent, causing one [1] tier of paralysis per two [2] ranks discharged, starting at D-rank. Using this spell immediately ends the buffs provided by Lightning Rod.


Lightning Mimicry
Rank: S [Augment]
Element:
Description:
An extended and much more powerful version of Lightning Transformation, the user takes on a form made completely of electricity, without anything truly left from their physical form. While in this state, not only can the user move incredibly fast--to the point of being hard to follow--but they can also actively manipulate their shape and size, within reason. Likewise, they can freely manipulate lightning and electricity as if using Lightning Manipulation, and use the electricity from their body as a source for other lightning spells, reducing their cost by one [1] rank. Physical attacks made by the user in this state inflict C-rank lightning damage, and striking the user with a physical attack causes similar damage. The user is virtually immune to physical attacks while in this form, but is vulnerable to magical attacks, taking damage one [1] rank greater from them. Requires an upkeep of half the original cost.
• Requires knowing Lightning Transformation.
• Despite being an augment, due to this spell’s strength, it still requires its own slot.


Lanfaer
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500


magcookie


Sarcastic Heckler

8,925 Points
  • Perfect Attendance 400
  • Peoplewatcher 100
  • Punk Patrol 250
PostPosted: Mon Jan 13, 2020 1:47 am
For Guild Use: Yeah I guess


Technique Name: Harvest Festival
Rank: D
Element: n/a
Description: This spell causes the entirety of the hive to go the the search for an organic resource the host might find useful. Able to locate specific flora such as flowers, fruits, or herbs. Rolling a die from [1-10] should the die land on an even number they will locate the wanted material, should it land odd then they will return fruitless. Once located a fraction of the hive will begin disassembling the targets flora before carrying it back to the host. Granting the host [3] units of a certain material they otherwise would not be able to locate. Should the flora be too large for the hive to carry such as a certain type of tree for example they will instead act as a beacon for the host. They will swarm around the object while sending signals back to the hive as guidance. Should another person or animal attempt to take when the swarm is guarding at the time they will go on the offensive doing E ranked damage per post until their host arrives on the scene or they are destroyed.
• Requires Hiveborn evo trait.


Technique Name: A Bountiful Harvest
Rank: C
Element: n/a
Description: The ability to have the hive act as a production line while out gathering materials through the technique "Harvest Festival." As this technique is a combination technique it requires the mentioned technique active as well as [2] actions to cast. Doing so will empower the hive with the direct thoughts and guidance of the host. Through this spell the items being returned to the host will have the queer property of already being further processed. For example herbs would arrive back to the host already in salve form or flowers would return back as honey.
• Requires Hiveborn evo trait.
• Requires Twice Minded evo trait.
• Requires Harvest Festival technique.

Technique Name: Beefuddle
Rank: C
Senses: Sound // Visual
Type: Enchantment
Duration & Upkeep: 5 Posts || 15 Mana
Description: The host has the hive swarm around them creating a cloud of insects around their face. Summoning mana into their chest cavity and vocal cords they let out a low whistle. This mana infused whistle begins ricocheting within the swarm infusing the note into the movements of the insects. Causing an alarming loud buzzing from each bug at the exact same frequency. Anyone within range to hear the buzzing will be instilled with a debuff of fear. Causing them to immediately become fearful towards the specific insect being hosted by the caster. Putting them on edge fighting against the caster and unlikely to allow for themselves to come in contact with the insects. While under this debuff any technique being cast or preformed by the afflicted will result in a [1] rank weaker version of the technique.
• Requires Hiveborn evo trait.


Technique Name: Defense Order
Rank: X - rank
Element: n/a
Description: Summoning mana into their fingertips the host circles the air in front of them. This act starts to cause the mental functions of the insects to warp and enter into a solitary mode. This adjustment is forced onto [2/3] of the hive. The afflicted members of the hive swarm in front of the host in the shape of a hexagonal shield. The adjustment itself causes the hive to act as a replant of sorts. While they don't strictly block techniques what they instead do is redirect them or lessen the impact on their host. While this spell is active the host will have to spend [2] rank less in energy to dodge or block attacks. The dodge or block cost can not be negated if the cost is lowered below E rank it will still cost E rank. Any techniques above the rank this spell is cast at will still break through the defense unhindered. Additionally, while this spell is active all other Hiveborn spells will find themselves [1] rank weaker as a majority of the insects are acting to perform this.

• Requires Hiveborn evo trait.
• Requires Twice Minded evo trait.

Technique Name: Offense Order
Rank: B
Element: n/a
Description: The host calls each of their bonded insects back into the tunnel system within their flesh. Once the swarm has been contained inside of them they allow for their mana to flow freely through their muscles. This flowing mana is the starter signal for the insects to burrow further into the host's body, taking residence within their muscles. This action causes major pain to the host costing them an additional [1] activation to cast this spell. For the following [10] posts the insects will remain inside of the muscles acting as a reinforcement system. The host will now find that their body feels as if gravity isn't affecting them as much. They feel stronger, lighter, and faster. Their pain now numbed thanks to the hive. This is because they indeed are and it shows when using this to augment physical techniques. While the spell is active the host will find any of their physical-based techniques will receive a full [1] rank increase to speed and a one and a half rank [1.5] increase to strength. The host is unable to use any other Hiveborn spells while this technique is active as all insects are working in unison to augment the body beyond its limits. Once the spell fades the insects will burrow out of the muscles costing the host to lose [1] activation for their turn, again this process is very painful as these tunnels are not natural. These new tunnels will heal over time but for the following [5] posts the host will experience pain with every action.
• Requires Hiveborn Evo trait.
• Requires Twice Minded Evo trait.


For Guild Use: Nope

Character: Noémi Clementine Lelièvre
Technique Name: Noémi's Buzztacular Beennanza
Rank: B
Type: Spiritual
Methodology: Supplementary
Frame Required: Any
Element: n/a
Description: During a fight, or just before, Noémi relies on the one thing she can do without a second thought to boaster her own strength without the need of a set of hand signs. She uses the familiarity of puns to channel her chakra into her muscles. Each pun offers her stats an [0.5] increase going up to a max of six increases, giving her a [3] point boost to her stats. Additionally, the Strength and speed of any physical-based technique will be boosted by [1] rank. Once she reaches her maximum increase, her chakra will begin overflowing from her muscles and skin to envelop her entire frame in her now visible honey yellow chakra. It wraps around her body to form a Mana Cloak. This cloak of pure energy takes the form of four bee wings spread from her upper back and a pair of antenna out of her forehead. The chakra cloak in a way is purely cosmetic, doing nothing more than signifying how boosted she. A visual flag if you will. This cloak will stay active so long as she continues to say at least [1] pun per post. Failure to think up a pun will lead to her channeled mana being disrupted and blown back on her own body. Conferring a stat decrease of what it was previously increased; in other words, if she was at a positive [3] she would now be at a negative [3]. This decrease in stats will stick around for an equal amount of posts she used the technique... unless she happened to channel longer than [8] posts in which case it would be doubled in length. The technique can be canceled early if she stops at [4] puns, at which point she would lose the ability to perform the technique for [5] posts and the stat increases would vanish safely.


Lanfaer
 
PostPosted: Sun Jan 19, 2020 9:52 am
_____________________Official Judgment...||
tab The names of the individuals below have all of their customs apprved on this page.

magcookie

Royal Taorito

Aritaryn
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Rexnov

Alien Abductee

1,350 Points
  • Unfortunate Abductee 175
  • Hygienic 200
  • Gaian 50
PostPosted: Fri Apr 17, 2020 9:21 pm

Guild Use Y
Character: Rajan
Technique Name: Lightning Method
Rank: X [Trained as C]
Element: Storm
Description: The Stormborn are known to be able to change the color of their lightning as the color of their mana. What few Stormborn know is that they have the ability to change the color of their lightning at will, regardless of the color of their mana. Each different-colored lightning has a corresponding effect and in some cases, drawbacks. Changing between types of lightning does not consume an activation, but it consumes five [5] mana. Each different form of lightning must be trained by itself, except for the first time the ability is learned, in which case the user learns the desired color & effect, as well as unlocking the bonus for blue lightning, which is the standard. The different effects are:

:: Blue Lightning - Upon Casting a Lightning spell, the user is refunded five [5] mana starting at D Rank.
:: Black Lightning - Lightning spells cast are overcharged with the user's mana; upon making contact with something, the user's mana sticks to the surface the lightning spell made contact with and after a brief delay, one [1] post, the mana erupts in a blast of lightning that deals one [1] rank lower lightning damage than the original spell cast. When using black lightning, spells cost an extra fifteen [15] chakra.
:: White Lightning - Lightning spells have increased piercing damage, causing them to cut through physical objects with much ease, increasing their damage versus the durability of defensive objects by 1.5x.
:: Red Lightning - Lightning spells tap into the user's rage, increasing the spell's power by half a rank while decreasing their speed by half a rank.
:: Yellow Lightning - Lightning spells become increasingly conductive; when they hit a living target or a metal-based target, the spell sends more electric currents that extend up to three [3] feet from the area they hit. If the lightning finds an additional target, it deals one [1] rank reduced damage than the original spell, and so on, until the lightning's power is lowered to E rank. Yellow lightning will not jump back to a target that was already hit originating from the particular source of the electricity. Yellow lightning techniques cost ten [10] more mana.
:: Gold Lightning: Lightning spells receive a half rank increase to speed, but a half rank reduction to strength.


Guild Use N
Technique Name: Ignition Spark
Rank: B
Element: Lightning
Description: The user releases their mana at any point within a fifty-foot radius around them where they have vision and simultaneously focuses mana onto one hand. After a brief delay, the user's lightning mana manifests as electric sparks in a five-foot circle, significantly slowing those inside and marking them with the caster's mana. At any point after the initial sparks manifest, the caster can close his fist and activate the electric mana that marked those hit with the first spark erupts, releasing a powerful bolt of electricity originating from inside those marked. The first part of Ignition Spark deals the equivalent of an E ranked lightning technique worth of damage and applies the mark. The mark lasts for five [5] posts and slows all those afflicted for a rank and a half for the duration of the mark plus an additional two [2] posts. The second portion of the technique can be activated up to two [2] posts after the mark is placed on the target. If the second portion of the spell is cast, it automatically consumes the mark and deals the equivalent of a B Rank worth of lightning damage. The mark can be cleansed with an appropriate healing spell C rank or above. The slow can last anywhere between three [3] posts [if the mark is consumed right away] and seven [7] posts (the mark is never consumed. This technique is on cooldown for three [3] posts after the slow duration elapses.

Guild Use N
Technique Name: Overcharge
Rank: B
Element: Lightning
Description: The user claps their hands together focusing their lightning mana onto their hands. Once the palms are charged, the user can either touch themselves, to throw the lightning at an ally. Once the lightning makes contact with either the user or an ally, it begins to course through the body, increasing the person's physical strength, speed and reflexes by 1 rank for five [5] posts. It is described as being an exhilarating experience that grants clarity while Overcharge is active. It is often described as being an addictive experience for the body high it causes. After the five [5] posts are up, those that received the benefits of Overcharge have their senses dulled for three [3] posts, lowering all the buffed states by one [1] rank.




Lanfaer
 
PostPosted: Sat Apr 18, 2020 10:10 pm
For Guild Use: Y

Character: Kira yamata
Technique Name: Caged Devastation
Rank: B
Element: Void
Description: Generating Mana in ones dominant hand, Devastation is formed in a cage using the fingers as a barrier. Mana circulates along the nerves of the inner finger to create a miniature vortex feeding into a sphere like shape. All five fingers are used to create the initial vortex and barrier, condensing it in a small space before expanding it to around 9cm in circumference. The Caged Devastation is then formed in a tightly wound sphere with multiple strands of mana swirling within like a miniature vortex. When used in close combat the Spellcaster can thrust the Devastation into the opponent picking them up there feet a few inches above the ground before twirling them away from the caster. The spell is immediately dispelled when focus is loss or it hits a physical target. This spell has a 2||25 mana upkeep when not inflicting direct damage.

Lanfaer


For Guild Use: N

Character: Kira Yamata
Technique Name: Caged Devastation: Tempestas
Rank: A
Element: Storm
Description: Tempestas is a Storm Release Extension of the Void spell, Caged Devastation. Combining the overwhelming power of the Stormborn Tempestas is formed when the initial Devastation is formed and then topped and contained with Storm Mana. using the same technique to circulate mana through your fingers the less dominate hand starts circulating Storm Mana at a slightly lower speed than the Devastation. Once both barriers merge to Create Tempestas the result is a Pinnacle of Stormborn Magic. Excess energy from the mana starts to create electric arcs within outside a condensed 'Core' expelling numerous amounts of tiny plasma bolts. This Plasma circulates until the Initial 9 cm orb turns into a meter length Sphere with Plasma running all over the surface of the sphere creating tiny plasma 'teeth' that circulates as quickly as a chainsaw. This can be used as either a on hand weapon or as a throwing projectile that, when hit with a solid object, shoots out the plasma teeth with incredible velocity over a 3 meter area. The Upkeep of the spell is 1||40 per post. in order to keep it as a hand held weapon.

Lanfaer
 

Kirra Yamata
Crew

Devoted Guildsman

9,325 Points
  • Entrepreneur 150
  • Guildmember 100
  • Happy 13th, Gaia Online! 50

Ergo War

Enduring Guildsman

PostPosted: Sun Jun 21, 2020 4:51 pm
For Guild Use: N

Character: Meissa
Technique Name: Overflowing Chain: Offensive Weave
Rank: X
Element: Void
Description: A repurposing of some or all of the jewels contained in the Overflowing Chain, typically for offensive purposes. When this technique is activated, the specified jewels will energize and begin to move with a force that makes them useful as weapons. The exact form this attack takes is left up to the user, but the most basic form is reminiscent of a whip, with the individual jewels serving as waypoints along the length of the chain. Jewels embedded in objects can be used as part of this attack, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Movement of the jewels is limited to the standard range that the user can manipulate them in. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything struck by one of the jewels used in this attack is analyzed as though the jewel had been embedded in it.


For Guild Use: N

Character: Meissa
Technique Name: Overflowing Chain: Defensive Weave
Rank: X
Element: Void
Description: A repurposing of some or all of the jewels contained in the Overflowing Chain, typically for defensive purposes. When this technique is activated, the specified jewels will emit mana, forming a solid surface sturdy enough to block incoming attacks of this technique's rank or lower. If multiple jewels are used, a solid barrier can be created that runs between them. Jewels embedded in objects can be used as part of this defense, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything blocked by this technique is analyzed as though the jewel had been embedded in it.


For Guild Use: N

Character: Meissa
Technique Name: Jewelcraft
Rank: X
Element: Void
Description: Generates a number of jewels of the Overflowing Chain based on how much Mana is used. It takes a minimum of 5 Mana to create a jewel. These jewels contain however much Mana was used to create them by default, but can be filled by paying more Mana later as normal. These jewels do not count against the maximum number of jewels that the Overflowing Chain can contain, but they only last 4 posts.


For Guild Use: N

Character: Meissa
Technique Name: Heavenly Transformation
Rank: D
Element: Void
Description: The user instructs an entity constructed from Mana to take on a specific form, turning it into an item the user is intimately familiar with. This can be used to generate weapons, armor, tools, or other items that behave as normal. Lasts 4 posts, after which the affected Mana object returns to its normal state.


For Guild Use: N

Character: Meissa
Technique Name: Hollow Gem
Rank: X
Element: Void
Description: Generates a jewel similar to the ones in the Overflowing Chain, but completely empty. This jewel does not count toward the maximum number of jewels that the Overflowing Chain can contain. It will passively absorb mana within 10 meters of itself, though not at a rate high enough to affect mana that has been properly shaped into a technique. If two Mana-containing techniques clash within 10 meters of this jewel, any imbalance in the Mana contained in each technique is absorbed by it (i.e. if a 40 mana technique hits a 30 mana technique, the remaining 10 mana is absorbed). The jewel can only store an amount of Mana equal to the amount used to create it; any more, and it will shatter. If more than one of these jewels is in range, the excess Mana is split amongst them. After 1 post, this mana is automatically used to refuel other jewels in the Overflowing Chain. Any Mana contained in a jewel created by Jewelcraft is absorbed at the end of that jewel's lifespan.

She's not an Adventurer, but y'all said I could
For Guild Use: Y

Character: Meissa
Talent Name: Secret Signal
Rank: E
Association: Adventurer
Duration // Upkeep: [3] posts
Element: N/A
Requirement(s): Adventurer Class
Description: By giving a secret signal of some sort (be it a code word, hand signal, or something else), the user alerts their allies that something is amiss. For three [3] posts following, allies able to perceive the warning spend five [5] less stamina to evade per two [2] experience ranks of the user, starting at E-Rank.

For Guild Use: Y

Character: Meissa
Talent Name: Hidden Glyph
Rank: E
Association: Adventurer
Duration // Upkeep: Lasts until the glyph is removed
Element: N/A
Requirement(s): Adventurer Class
Description: The user folds their mana into a special glyph on a nearby surface. This glyph, along with any text written next to it, disappears when the user is more than 10 meters from it. Those of the Adventurer class can detect the placement of another's glyph if they are within 2 meters of it. Glyphs can be willed to disappear across any distance and will disappear naturally if exposed to the elements or if the surface they're on is moved.

For Guild Use: Y

Character: Meissa
Talent Name: Backtrack
Rank: D
Association: Adventurer
Duration // Upkeep: [8] posts // [5] mana or stamina
Element: N/A
Requirement(s): Adventurer Class
Description: The user marks the path they've taken somehow, such as marking objects with chalk, breaking branches, or leaving behind a small amount of mana in certain spots. Later, they can follow these markers back without getting lost. These markers are difficult for anyone not of the Adventurer or Tracker classes to discover. Can be paid for with either stamina or mana.

For Guild Use: Y

Character: Meissa
Talent Name: Rope Latch
Rank: X [Learned as D]
Association: Adventurer
Duration // Upkeep: None
Element: N/A
Requirement(s): Adventurer Class
Description: The user tosses a length of rope at something. If it hits, a portion of the rope will snake around the object and grip it tightly. Can be used to bind creatures. This binding is strong enough to hold the user's weight starting at D-Rank.

For Guild Use: Y

Character: Meissa
Talent Name: Homecoming
Rank: C
Association: Adventurer
Duration // Upkeep: None
Element: N/A
Requirement(s): Adventurer Class
Description: The user warps to a spot they marked with a Hidden Glyph within 1 mile. Any allies within 2 meters can come with the user for 5 addtional mana per extra person. The chosen glyph will glow visibly for several seconds prior to transportation, warning even those who would normally not be able to see it. Cannot be used in battle.

For Guild Use: Y

Character: Meissa
Talent Name: Traversal
Rank: C
Association: Adventurer
Duration // Upkeep: [2] posts // [10] Stamina
Element: N/A
Requirement(s): Adventurer Class
Description: The user crosses treacherous terrain and scales obstacles with ease, suffering no movement penalties for doing so. As long as they remain within 3 meters of the user or someone else following the user, any allies can follow with the same benefit without paying a cost to do so.


Lanfaer
 
PostPosted: Fri Jun 26, 2020 2:14 pm
__________________Meissa|
• Overflowing Chain: Offense Weave
tab Denied, pending response. In this case the only issue I have is the Analyzing just from contact. Part of the Analyzing is that you're effectively spending time learning what it is. To learn that all in one go in an instant is asking a lot. If you want to retain that you'll need to strike something multiple times, perhaps 1-3 times based on one level of "crafting" it would fall under. Example, tier 0 would be immediate. Even Tier 1, perhaps. Tier 2-3 would need more time. Tier 4 would need 3. Tier 5 wouldn't work for this, as their powers are legendary level and far, far more complicated. Furthermore, evey technique comes with a Base Duration/Upkeep cost. What I might suggest is that in this case the Base Duration of 3 Posts, meaning the first casting keeps it around for 3 posts, but then Upkeep of half cost paid, meaning if you paid 80 mana to use it, you'd need to pay 40 mana for each additional post after the base duration runs out. Also, ignore this if you are saying it's a 1x use per casting, which I just realized is what you might have meant to have happen...

• Overflowing Chain: Defensive Weave
tab Denied, but because it needs more information. Firstly, see above for needing the Base Duration and Upkeep costs, and I'd probably do it the same. Defenses are very specific, however, and it's something I'd suggest reading about in Battle Regulations. A Defense must be specified in some way, meaning it's either Simple, Complex, or Magical, because each reacts differently. Secondly, you have what's called Scale/Durability. If something has a Scale of, say, 3, then every 3 durability damage taken from an attack causes the rank of the defense to drop by 1 rank, until it's gone. This is to reflect that defenses aren't absolute, they can always be worn down. What I'd suggest doing is saying that it's a Magical or Complex shield, decided upon casting, and that the rank of defense is equal to the rank of the spell cast. But the Scale is 2 at A to S - rank, and 3 at E - B - rank. Given it's a defensive technique, you could say it has no speed because it doesn't move, instead using straight defense, and as such doesn't need to be lowered OR raised.


• Jewelcraft
tab Approved, though make sure to write how many are produced with each casting. I'd probably say between 1 and 5, though you divide the total between them as you desire.

• Heavenly Transformation
tab I'll approve this, but read about Base Duration and Upkeep above. If you want to use that process instead of just a solid 4 posts go ahead and apply it and consider it approved.

• Hollow Gem
tab Denied pending answer of question. How many posts does the empty jewel exist? Or is it that the jewel is permanent?

• Secret Signal
tab Simple. Accepted.

• Hidden Glyph
tab That's freaking cool. Accepted.

• Backtrack
tab I'm guessing the point is the spell basically helps the "track" be more difficult to understand unless you meet the requirements. Approved.

• Rope Latch
tab Denied. I need to know what higher ranked payments means. Is it just higher ranks needed to break the grapple? Or does it also, as it sounds, increase how much weight can be bound?

• Homecoming
tab I see no issue with this. Approved.

• Traversal
tab Simple, and will help in a way I don't think people realize is important. Approved.
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Ergo War

Enduring Guildsman

PostPosted: Fri Jun 26, 2020 3:19 pm
Edited techniques are spoilered.
Lanfaer
__________________Meissa|
• Overflowing Chain: Offense Weave
tab It's single use. The time delay makes sense. How about this:
Character: Meissa
Technique Name: Overflowing Chain: Offensive Weave
Rank: X
Element: Void
Description: An attack with some or all of the jewels contained in the Overflowing Chain. When this technique is activated, the specified jewels will energize and begin to move with a force that makes them useful as weapons. The exact form this attack takes is left up to the user, but the most basic form is reminiscent of a whip, with the individual jewels serving as waypoints along the length of the chain. Jewels embedded in objects can be used as part of this attack, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Movement of the jewels is limited to the standard range that the user can manipulate them in. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything struck by one of the jewels used in this attack is analyzed; full analysis takes 2 strikes per tier of complexity of the struck object, starting at a complexity of 1 (complexity 0 is instantaneous) and capping out at a complexity of 4.


• Overflowing Chain: Defensive Weave
tab I was under the impression that scale applied to things like armor and shields, since spells like Rock Shield don't list any and follow the rank stacking rules. I will get rid of the speed. Is the analysis part okay, in light of your suggestions for Offensive Weave?
For Guild Use: N

Character: Meissa
Technique Name: Overflowing Chain: Defensive Weave
Rank: X
Element: Void
Description: A defensive formation using some or all of the jewels contained in the Overflowing Chain. When this technique is activated, the specified jewels will emit mana, forming a solid surface sturdy enough to block incoming attacks of this technique's rank or lower. If multiple jewels are used, a solid barrier can be created that runs between them. By default this defense is magical. Jewels embedded in objects can be used as part of this defense, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Anything blocked by this technique is analyzed as though the jewel had been embedded in it; full analysis takes 2 blocks per tier of complexity of the blocked object, starting at a complexity of 1 (complexity 0 is instantaneous) and capping out at a complexity of 4.


• Jewelcraft
tab That works. Had originally intended it to be 1 jewel per 5 mana, but your suggestion works better.
For Guild Use: N

Character: Meissa
Technique Name: Jewelcraft
Rank: X
Element: Void
Description: Generates up to 5 jewels of the Overflowing Chain based on how much Mana is used. It takes a minimum of 5 Mana to create a jewel. These jewels contain however much Mana was used to create them by default, but can be filled by paying more mana later. Any extra mana can be split amongst the jewels as desired. These jewels do not count against the maximum number of jewels that the Overflowing Chain can contain, but they only last 4 posts.


• Heavenly Transformation
tab Gave it an upkeep of half cost per post.
For Guild Use: N

Character: Meissa
Technique Name: Heavenly Transformation
Rank: D
Element: Void
Description: The user instructs an entity constructed from Mana to take on a specific form, turning it into an item the user is intimately familiar with. This can be used to generate weapons, armor, tools, or other items that behave as normal. Lasts 4 posts, after which the affected Mana object returns to its normal state. This transformation can be maintained for half its cost per post afterward.


• Hollow Gem
tab Was thinking permanent. Sounds like that's a no go, so how's 4 posts (plus half cost per post upkeep afterward) sound?
For Guild Use: N

Character: Meissa
Technique Name: Hollow Gem
Rank: X
Element: Void
Description: Generates a jewel similar to the ones in the Overflowing Chain, but completely empty. This jewel does not count toward the maximum number of jewels that the Overflowing Chain can contain. It will passively absorb mana within 10 meters of itself, though not at a rate high enough to affect mana that has been properly shaped into a technique. If two Mana-containing techniques clash within 10 meters of this jewel, any imbalance in the Mana contained in each technique is absorbed by it (i.e. if a 40 mana technique hits a 30 mana technique, the remaining 10 mana is absorbed). The jewel can only store an amount of Mana equal to the amount used to create it; any more, and it will shatter. If more than one of these jewels is in range, the excess Mana is split amongst them. After 1 post, this mana is automatically used to refuel other jewels in the Overflowing Chain. Any Mana contained in a jewel created by Jewelcraft is absorbed at the end of that jewel's lifespan. Lasts 4 posts, but can be sustained past that point for half its cost per post.


• Backtrack
tab That is correct: the main benefit is the stealth.

• Rope Latch
tab Higher ranks to break the grapple are the main thing, but I was thinking about 50 lbs. per rank in holding strength.
For Guild Use: Y

Character: Meissa
Talent Name: Rope Latch
Rank: X [Learned as D]
Association: Adventurer
Duration // Upkeep: None
Element: N/A
Requirement(s): Adventurer Class
Description: The user tosses a length of rope at something. If it hits, a portion of the rope will snake around the object and grip it tightly. Can be used to bind creatures. This binding is strong enough to hold 50 lbs. per rank without slipping.

 
PostPosted: Fri Jun 26, 2020 8:08 pm
Rexnov

Guild Use Y
Character: Rajan
Technique Name: Lightning Method
Rank: X [Trained as C]
Element: Storm
Description: The Stormborn are known to be able to change the color of their lightning as the color of their mana. What few Stormborn know is that they have the ability to change the color of their lightning at will, regardless of the color of their mana. Each different-colored lightning has a corresponding effect and in some cases, drawbacks. Changing between types of lightning does not consume an activation, but it consumes five [5] mana. Each different form of lightning must be trained by itself, except for the first time the ability is learned, in which case the user learns the desired color & effect, as well as unlocking the bonus for blue lightning, which is the standard. The different effects are:

:: Blue Lightning - Upon Casting a Lightning spell, the user is refunded five [5] mana starting at D Rank. Sure. Seems like it won't do much.
:: Black Lightning - Lightning spells cast are overcharged with the user's mana; upon making contact with something, the user's mana sticks to the surface the lightning spell made contact with and after a brief delay, one [1] post, the mana erupts in a blast of lightning that deals one [1] rank lower lightning damage than the original spell cast. When using black lightning, spells cost an extra fifteen [15] chakra. Increase cost by 50% to match the damage you're doing. 15 mana doesn't mean much when you're spending S - rank damage and dealing an additional A - rank.
:: White Lightning - Lightning spells have increased piercing damage, causing them to cut through physical objects with much ease, increasing their damage versus the durability of defensive objects by 1.5x. Increase durability by 1 point. More than that and you're encroaching on Evo level ability effectively for free.
:: Red Lightning - Lightning spells tap into the user's rage, increasing the spell's power by half a rank while decreasing their speed by half a rank. Approved.
:: Yellow Lightning - Lightning spells become increasingly conductive; when they hit a living target or a metal-based target, the spell sends more electric currents that extend up to three [3] feet from the area they hit. If the lightning finds an additional target, it deals one [1] rank reduced damage than the original spell, and so on, until the lightning's power is lowered to E rank. Yellow lightning will not jump back to a target that was already hit originating from the particular source of the electricity. Yellow lightning techniques cost ten [10] more mana. ...Chain lightning for legit nothing. Well, I'd say 50% higher cost, and you can't control where it's going. Could hit you, too.
:: Gold Lightning: Lightning spells receive a half rank increase to speed, but a half rank reduction to strength. Approved.


Guild Use N
Technique Name: Ignition Spark
Rank: B
Element: Lightning
Description: The user releases their mana at any point within a fifty-foot radius around them where they have vision and simultaneously focuses mana onto one hand. After a brief delay, the user's lightning mana manifests as electric sparks in a five-foot circle, significantly slowing those inside and marking them with the caster's mana. At any point after the initial sparks manifest, the caster can close his fist and activate the electric mana that marked those hit with the first spark erupts, releasing a powerful bolt of electricity originating from inside those marked. The first part of Ignition Spark deals the equivalent of an E ranked lightning technique worth of damage and applies the mark. The mark lasts for five [5] posts and slows all those afflicted for a rank and a half for the duration of the mark plus an additional two [2] posts. The second portion of the technique can be activated up to two [2] posts after the mark is placed on the target. If the second portion of the spell is cast, it automatically consumes the mark and deals the equivalent of a B Rank worth of lightning damage. The mark can be cleansed with an appropriate healing spell or Wind Spell in Strength of at least C - rank. The slow can last anywhere between three [3] posts [if the mark is consumed right away] and seven [7] posts (the mark is never consumed. This technique is on cooldown for three [3] posts after the slow duration elapses. If what I'm getting from this is that you are effectively releasing a burst that slows people, or allows you to auto-hit them for B - rank damage. With the sheer power of these attacks and abilities this is an A - ranked spell, not a B - ranked one. Increase the rank, and accept the minor changes I've made, and it's approved.

Guild Use N
Technique Name: Overcharge
Rank: B
Element: Lightning
Description: The user claps their hands together focusing their lightning mana onto their hands. Once the palms are charged, the user can either touch themselves, to throw the lightning at an ally. Once the lightning makes contact with either the user or an ally, it begins to course through the body, increasing the person's physical strength, speed and reflexes by 1 rank for five [5] posts. It is described as being an exhilarating experience that grants clarity while Overcharge is active. It is often described as being an addictive experience for the body high it causes. After the five [5] posts are up, those that received the benefits of Overcharge have their senses dulled for three [3] posts, lowering all the buffed states by one [1] rank after returning to normal.. Accept the change, and I'm fine. Keep in mind there are maxes for boosts.




Lanfaer
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Druid Feldunost

Blessed Bunny

9,600 Points
  • Person of Interest 200
  • Ultimate Player 200
  • Risky Lifestyle 100
PostPosted: Sat Jun 27, 2020 6:59 pm
Application of Guardian-Specific Techniques

These are general notes, for the most part. Can be subject to change.


Barrier Buckler
Rank: E | Simple
Description: The user solidifies their mana into physical form, taking the form of a small shield, or a buckler, about 1 foot wide and across. This temporary shield has a durability of 5, and will burst upon breaking.

Barrier Kite
Rank: D | Simple
Description: The user solidifies their mana into physical form, taking the form of a diamond-shaped shield, about 3 foot wide and 2 ½ across. This temporary shield has a durability of 15, and will burst upon breaking. The user can imbue a type of magic of their choosing for elemental resistance for an additional mana cost.

Barrier Aegis
Rank: C | Simple
Description: The user solidifies their mana into physical form, taking the form of a circular-shaped shield, about 4 foot wide and 3 ½ across. This temporary shield has a durability of 25, and will burst upon breaking. The user can imbue a type of magic of their choosing for elemental resistance for an additional mana cost, or widen or enclose themselves or a target for an additional cost.

Barrier Room
Rank: B | Simple
Description: The user solidifies their mana into physical form, taking the form of a square box, about 5 foot wide and 6 2/4 across. This is made for not only defending, by sealing and enclosing. This temporary barrier has a durability of 35, and will burst upon breaking. The user can imbue a type of magic of their choosing for elemental resistance for an additional mana cost, or widen or enclose themselves or a target for an additional cost.

 
Reply
Fundamentals :: Application Approval ||→ {3}

Goto Page: [] [<] 1 2 3 ... 4 5 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum