PERSONAL
Relationship: Single
Team: N/A
EQUIPMENT
Weapon:
- God's Chosen one:
General Name: Punisher
Slot: Weapon
Type: Gun
Class: Legendary
Handling: Two-Handed
Quantity: Limited
Element: Arcane
Durability: 2x S-Rank
Details Description: The Punisher is a large cross-shaped gun. In the middle of cross, there is a handle to hold the weapon. It is incredibly heavy and must be held with the second hand underneath the long handle to aim it. In case The longer part of the cross contains a normal gun, while the lower part of the cross contains a rocket launcher. Other than that, it can also be used to hit people while wielded with the grip.
Measurements: Punisher is 2.5 meters. When holding onto it, the long part of Punisher is 1.9 meters, the smaller parts are 0.6 meters.
Extra Requirements:
Drawbacks:
Effect
- Rapid Fire: Spells attached to the Punisher with a cool-down of 0 maybe recast in the same post. Each recast causes the spell to increase in cool-down by 1 post.
Spells
- Name: Punisher Single Shot
Rank: D Mana Cost: 25 Requirements: Punisher Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 0 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Single Shot
Rank: C Mana Cost: 50 Requirements: Punisher Type: Offensive Element: Arcane Range: 15 Meters Cooldown: 1 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Single Shot
Rank: B Mana Cost: 100 Requirements: Puniser Type: Offensive Element: Light Range: 20 Meters Cooldown: 2 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Single Shot
Rank: A Mana Cost: 200 Requirements: Punisher Type: Offensive Element: Light Range: 25 Meters Cooldown: 3 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Rocket Launcher Explosion
Rank: A Mana Cost: 200 Requirements: Punisher Type: Offensive Element: Fire Range: 25 Meters Cooldown: 4 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a 10 cm by 10 cm rocket bullet that is formed from the users own mana at the aimed target. Upon impact, the rocket bullet turns into a 2 by 2 diameter explosion.
- Name: Punisher Single Shot
Rank: S Mana Cost: 500 Requirements: Punisher Type: Offensive Element: Light Range: 30 Meters Cooldown: 4 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a regular sized bullet that is formed from the users own mana at the aimed target.
- Name: Punisher Rocket Launcher Explosion
Rank: S Mana Cost: 500 Requirements: Punisher Type: Offensive Element: Fire Range: 30 Meters Cooldown: 5 Posts Duration: Instant Effect: The user aims the Punisher by holding it steadily with one hand placed beneath the barrel and another placed on the trigger. The user then shoots a 10 cm by 10 cm rocket bullet that is formed from the users own mana at the aimed target. Upon impact, the rocket bullet turns into a 4 by 4 diameter explosion.
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- Choppa:
General Name: The Dominator
Slot: Weapon
Handling: One-Handed
Type: Gun
Class: Mythic
Quantity: Unlimited
Element: Arcane
Durability: 3x S-Rank
Details Description: The Dominator is a recent introduction into the arsenal of the Rune Knights made possible through the combined efforts of the Ministry of Research & Development and the Ministry of Warfare. Utilizing technology from the Talaz recovery program, the ministries created a powerful yet portable gun that many Rune Knights wield to combat crime. Both professional and yet stylish, the Dominator comes in a variety of styles with the grip being commonly made out of wood or rubber, the remainder of the firearm is blued metal and is powered by a core said to come from the fractured sky but may also use the wielders own magical powers if needed. Bonded to the Rune Knight upon wielding their respective dominator for the first time, it becomes impossible for others to use if they fall into their possession.
Extra Requirements:
- The user must be a Sergeant in the Rune Knights to purchase and use this item.
- The user must reach the ranks of Major and Colonel to use the Lethal Eliminator and Destroy Decomposer effects.
Effects
- Identification: Whilst equipped the user is able to detect other people's reputations and if anyone has a fame to-infamy ratio below 50% they will be marked in red and become a target allowing for the use of Lethal Eliminator and Destroy Decomposer modes to be used on them.
- Concealed Carry: The Dominator does not count towards the weapon slot of the user.
- Lethal Eliminator: Upon detecting a target that meets the identification requirement, the Dominator may be transformed into the Lethal Eliminator mode gaining a more hostile appearance causing the shots from it to become enhanced causing them to penetrate through armor and deal damage to both the target and their equipment for one rank lower.
- Destroy Decomposer: Once a Rune Knight has enough access and encounters a target that meets the identification requirements the dominator may be transformed into the Destroy Decomposer Mode. When in this mode, it gains the properties of the Lethal Eliminator and can cause the shots from the dominator to become AoE upon hitting the target by paying the base cost of the spell, this effect however may only be done up to three times per turn.
Spells
- Name: Dominator Single Shot
Rank: D Mana Cost: 25 Requirements: The Dominator Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 1 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: C Mana Cost: 50 Requirements: The Dominator Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 2 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: B Mana Cost: 100 Requirements: The Dominator Type: Offensive Element: Arcane Range: 15 Meters Cooldown: 3 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: A Mana Cost: 200 Requirements: The Dominator Type: Offensive Element: Arcane Range: 20 Meters Cooldown: 4 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Single Shot
Rank: S Mana Cost: 500 Requirements: The Dominator Type: Offensive Element: Arcane Range: 25 Meters Cooldown: 5 Posts Duration: Instant Effect: The user aims the Dominator by holding it steadily with one hand. The user then shoots a regular-sized bullet that is formed from the users own mana at the aimed target.
- Name: Dominator Forced Activation
Rank: S Mana Cost: 10% of the user's total base mana pool Requirements: The Dominator Type: Supplementary Element: Arcane Range: Nil Cooldown: 5 Posts Duration: Sustain Effect: Once obtaining access to the Lethal Eliminator and Destroy Decomposer modes by ranking up in the Rune Knights, the user may override the limitations of the identification perk allowing them to use the Dominator against targets that do not meet the requirements. Doing so will cause the gun's glow to shift from blue to red denoting its improper usage, due to the destructive nature of the dominator, it only becomes accessible to Colonels within the Rune Knights.
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Head:
Body:
- Ace:
General Name: Hunter Symbiote Suit
Slot: Armor
Type: Full Body Suit
Class: Legendary
Weight: Light
Quantity: Limited
Element: Arcane
Durability: 2x S-rank
Details Description: The Hunter Symbiote suit is integrated within the user's person as a result it can be summoned at will, wearers of the Hunter Symbiote can choose to have the suit cover a portion of or the entirety of their body. Flamboyant in nature, the suit itself is black with purple accents and oozes a similar colour hue leaving behind a violet plume as the wearer moves about.
Lore: With the increased exploration and research into the void, various specimens have been taken and experimented upon after returning to the real world as is the case with the Hunter Symbiote Suit, a genetically modified variant that purely listens to the commands of the user as opposed to having its own form of sentinence.
Extra Requirements: None.
Bonus:
Effects
- Symbiotic Suit: The Suit is a living being that has bonded with the user on a cellular level. As such, the user can activate the armour at will without any motions, upon which the symbiote will wrap itself around the user's body, acting as a hardened second skin that provides defence. This ability cannot be used more than once per post to either put on or remove the armour.
- Magic from Flesh: Using the organic matter of the Hunter Symbiote Suit when the user is casting anything that is localized to themselves or originates from them, their spells will not possess a magic circle while also receiving a 10-meter range increase.
Spells
- Name: Internal Repairs
Rank: S Mana Cost: 1000 Requirements: Hunter Symbiote Suit Type: Healing Element: Arcane Range: Self Cooldown: 5 Posts Duration: Instant Effect: As the Symbiote has bonded with the user, it has an innate understanding of the user's physiology, allowing it to mend the user's injuries effortlessly. Whenever the user wills it, they can mentally command the Symbiote to heal their injuries, and automatically heal up to 2S-rank Constitution. The symbiote will prioritize life-threatening injuries. This spell requires no activation motions and doesn't produce any spell circles.
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Necklace:
- Heart in a necklace:
General Name: Second Life Amulet
Slot: Necklace
Type: Necklace
Class: Mythic
Quantity: Limited
Element: Arcane
Durability: 2x S-rank
Details Description: In a tradition almost entirely lost, warriors of an ancient practice used to participate in rituals that seals a piece of their heart into an amulet. Should the warrior fall in battle, or take a fatal wound that would usually down another, they would instead rise to meet the challenge further albeit still worse for wear. Such a tactic often put fear in many of their foes, leading the clan to go unmatched long enough to forget the old magic, making the Second Life Amulet a relic of the old times. Should one get their hands on such a necklace, pray that there is a piece of heart in it still.
Extra Requirements: None.
Effects
- Rebirth: If the Second Life Amulet is still in the users possession when they are knocked-out, killed or struck by a vital hit they will be revived with their durability being restored up to a maximum of 1x S-Rank and any limb-based damage will be retained.
- Enrichment: The user's total health, when they are revived, is increased by 1x S-Rank and their limbs are healed up to half of their durability.
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Companion:
- Sylvia:
General Name: Sylvia
Slot: Companion
Race: Cat
Class: Legendary
Quantity: Custom
Element: Arcane
Mana: 1,500
Statistics:
- Strength: 20
- Speed: 121
- Constitution: 39
Details Height: 10 inches Weight: 12 lbs
Appearance: Sylvia is a tuxedo cat of average size, with her white fur going from her belly to a smaller line going up from her chin to the forehead. Ittindi purchased a color that acts like a bib and looks like a tuxedo front with a bowtie.
Description: Ittindi found Sylvia when he was doing a tour of special interrogation rooms that belong to the Ministry of Communication. After to checking there was no owner he adopted her immediately. It was shortly after that he learned it was an escaped experiment from the Ministry of Research due to his new rank they allowed him to keep her.
Personality: A playful but quick to anger companion. They aren't afraid to rough house with Ittindi in public or private. In private enjoys attention, in public likes to pretend that Ittindi isn't important and barely exists.
Extra Requirements: None.
Abilities Skills:
- Skill #1: Advanced Innate Flight The companion can fly up to 10 meters.
Companion Perks:
Partner Perks:
- Partner Perk #1:Great General Item Cooldown Reduction:The user receives a cooldown reduction of 2 posts on item spells of all elements.
Spells
- Name: Catnip Beam V
Rank: S Mana Cost: 500 Requirements: Arcane Magic Type: Healing Element: Arcane Range: 25 Meters Cooldown: 5 Post Duration: Instant Effect: The user points a finger at their target creating a magic circle in the process. A 4 meter diameter beam will shoot forward from their finger towards their target, upon touching them, they will be healed for 1x S-Rank worth of damage.
- Name: Catnip Beam I
Rank: D Mana Cost: 50 Requirements: Arcane Magic Type: Healing Element: Arcane Range: 5 Meters Cooldown: 1 Post Duration: Instant Effect: The user points a finger at their target creating a magic circle in the process. A .25 meter diameter beam will shoot forward from their finger towards their target, upon touching them, they will be healed for 1x D-Rank worth of damage.
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Points Breakdown Please list Companion Points gained and lost for a faster approval process.
- Legendary
- Legendary Companion Coupon
- Effect: Level 4 Advanced Innate Flight 12 Points
- Effect: Level 5 Great General Item Cooldown Reduction 24 Points
- Spells 1 X S 10 Points, 1 D rank 2 points
Total points Acquired: 48 Total Points Spent: 48
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Mod:
- Divinities:
General Name: Divinitas.
Slot: Modification.
Type: Race.
Class: -
Quantity: Limited.
Element: -
Details Description: A highly uncommon occurrence, however, not entirely impossible. Through ceaseless training and constant self improvement, sometimes certain individuals can surpass their own limitations and transcend into a state of higher being. Some even refer to it as the first step towards an ascension into godhood. In history, the transcenders, those who unlocked their divine spark, were often considered Demigods in their own right, with the renewed clarity from their awakening allows them to use Ultra Instinct, a legendary technique even among the Gods. It wasn't only the power of the transcenders that resulted in this impression but also their lifespan. Upon acquiring their Divinitas, the transcenders started to age at a much slower pace as their lifespan extended (100 to 300 years, with longer exceptions) and kept them in their peak health, performance, and appearance much longer.
Extra Requirements:
- The user must purchase this item from the Mysterious Merchant.
- The user must be a Human or Demigod to purchase this item.
Notes:
- The user must select a color for the glow of their eyes and body when purchasing this item.
- The race of the user remains the same. They simply unlock their divine spark.
Effects
- Divinity: The user receives a Minor Physical Resistance. This becomes a Minor Magical Resistance if the user is an Adventurer.
- Lightning reflexes: The user's movement and spell speed is increased by 10m/s.
- Perfect Technique: The user recieves an additional 10 meters range to their spells and 1 post cooldown reduction.
Effects (Demigod)
- Autonomous Ultra Instinct: Said to be the pinnacle of martial arts, Autonomous Ultra Instinct allows the user to respond to threats without a conscious thought, but rather an instinctive awareness of their body, opponent and surroundings. The enhanced perception allows the user to foretell danger before it happens and warns the user of it in no time. The greater the danger or how close the danger increases the tingling sensation. The user boasts a greatly enhanced reaction time, coupled with an ability to feel impending danger happening to them within 20 meters while they are conscious, allowing them to pinpoint the source of the danger.
Spells
- Name: Ultra Instinct - Omen
Mana Cost: 2% of Total Base Mana Requirements: 50 RP posts as a Transcender after this has been purchased Type: Transformation Range: Self Cooldown: 3 Posts Duration: Sustain Effect: The user's eyes begin to glow. In addition, they emit a faint glow around their body as well. The color of the glow is the same for both the eyes and their body. While using Ultra Instinct, the attributes of the user are increased by 20% of their base amount. Additionally, the user's Improved Instincts now apply to their Spellcasting as well, making them resilient to Nullification: If their spells would be nullified, their potency is reduced by 2 Ranks instead. This transformation puts a massive strain on the user, therefore it can't be used for a long duration of time. This is a transformation and not a spell. Therefore, it can't be canceled by artifacts or magics that can cancel spells.
- Name: Perfected Ultra Instinct
Mana Cost: 5% of Total Base Mana Requirements: 100 RP posts as a Transcender after this has been purchased Type: Transformation Range: Self Cooldown: 3 Posts Duration: Sustain Effect: The user's eyes begin to glow intensely. In addition, they emit a bright glow around their body as well. The color of the glow is the same for both the eyes and their body, while their hair turns a silvery white color. While using Perfected Ultra Instinct, the attributes of the user are increased by 30% of their base amount. Additionally, the user's Perfected Instincts now apply to their Spellcasting as well, making them resilient to Nullification: If their spells would be Nullified, their potency is reduced by 1 Rank instead. This transformation puts a massive strain on the user, therefore it can't be used for a long duration of time. This is a transformation and not a spell. Therefore, it can't be canceled by artifacts or magics that can cancel spells.
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SPELLS
D-rank Spells:
- Name: Full Second Evasion I
Rank: D Mana Cost: 25 Requirements: Arcane Magic Type: Supplementary Element: Arcane Range: 5 Meters Cooldown: 1 Posts Duration: Instant Effect: The user stamps down causing a magic circle to appear directly under them, a burst of light will propel them, which allows them to dash in any direction up to 5 meters away at the users own lunge/dash speed.
- Name: Kusarigama I
Rank: D Mana Cost: 25 Requirements: Arcane Magic Type: Offensive Element: Arcane Range: 5 Meters Cooldown: 1 Posts Duration: Instant Effect: The user clenches their hand before releasing it creating a chain made of magic with a Kama at the end with a roughly 20 centimeters in length curved blade as well as a magic circle on the spot of the body where the chain will appear from. This chain will move at a target at spell speed. Upon hitting the target they will be damaged for 1x D-Rank damage, while the chain and Kama will melt and disappear.
- Name: Miasma Stream I
Rank: D Mana Cost: 25 Requirements: Arcane Magic Type: Debuff Element: Arcane Range: 5 Meters Cooldown: 1 Posts Duration: Sustain Effect: The user cheeks puff up visibly before spewing a grey stream of miasma creating roughly .25 meter in diameter as well as a magic circle. This stream moves at a target at spell speed. Upon hitting the target, they will be receive an D-Rank Speed debuff, while the miasma will melt and disappear. The user must continue to sustain this spell for the effect to be maintained.
- Name: Shield Mask I
Rank: D Mana Cost: 25 Requirements: Arcane Magic Type: Defensive Element: Arcane Range: 20 Meters Cooldown: 1 Posts Duration: Sustain Effect: Ittindi puts one arm across his chest diagonally and a grey magic seal appears in front of his chest. An Oni Masks appears to form a 1 x 1 meter shield on that arm.
C-rank Spells:
- Name: Full Second Evasion II
Rank: C Mana Cost: 50 Requirements: Arcane Magic Type: Supplementary Element: Arcane Range: 10 Meters Cooldown: 2 Posts Duration: Instant Effect: The user stamps down causing a magic circle to appear directly under them, a burst of light will propel them, which allows them to dash in any direction up to 10 meters away at the users own lunge/dash speed.
- Name: Miasma Stream II
Rank: C Mana Cost: 50 Requirements: Arcane Magic Type: Debuff Element: Arcane Range: 10 Meters Cooldown: 2 Posts Duration: Sustained Effect: The user cheeks puff up visibly before spewing a grey stream of miasma creating roughly .5 meter in diameter as well as a magic circle. This stream moves at a target at spell speed. Upon hitting the target, they will be receive an C-Rank Speed debuff, while the miasma will melt and disappear. The user must continue to sustain this spell for the effect to be maintained.
- Name: Kusarigama II
Rank: C Mana Cost: 50 Requirements: Arcane Magic Type: Offensive Element: Arcane Range: 10 Meters Cooldown: 2 Posts Duration: Instant Effect: The user clenches their hand before releasing it creating a chain made of magic with a Kama at the end with a roughly 20 centimeters in length curved blade as well as a magic circle on the spot of the body where the chain will appear from. This chain will move at a target at spell speed. Upon hitting the target they will be damaged for 1x C-Rank damage, while the chain and Kama will melt and disappear.
B-rank Spells:
- Name: Kusarigama III
Rank: B Mana Cost: 100 Requirements: Arcane Magic Type: Offensive Element: Arcane Range: 15 Meters Cooldown: 3 Posts Duration: Instant Effect: The user clenches their hand before releasing it creating a chain made of magic with a Kama at the end with a roughly 20 centimeters in length curved blade as well as a magic circle on the spot of the body where the chain will appear from. This chain will move at a target at spell speed. Upon hitting the target they will be damaged for 1x B-Rank damage, while the chain and Kama will melt and disappear.
- Name: Miasma Stream III
Rank: B Mana Cost: 100 Requirements: Arcane Magic Type: Debuff Element: Arcane Range: 15 Meters Cooldown: 3 Posts Duration: Sustained Effect: The user cheeks puff up visibly before spewing a grey stream of miasma creating roughly 1 meter in diameter as well as a magic circle. This stream moves at a target at spell speed. Upon hitting the target, they will be receive an B-Rank Speed debuff, while the miasma will melt and disappear. The user must continue to sustain this spell for the effect to be maintained.
- Name: Shield Mask II
Rank: B Mana Cost: 100 Requirements: Arcane Magic Type: Defensive Element: Nature Range: Self/Touch Cooldown: 3 Posts Duration: Sustain Effect: Ittindi puts one arm across his chest diagonally and a green magic seal appears in front of his chest. He can touch another to have a shield appear on them, Silk thread shoots out to form a 1 x 1 meter shield on that arm.
- Name: Multi-Kusarigama I
Rank: B Mana Cost: 100 Requirements: Arcane Magic Type: Offensive Element: Arcane Range: 15 Meters Cooldown: 3 Posts Duration: Instant Effect: The user clenches their hand before releasing it creating 4 chain made of magic with a Kama at the end with a roughly 20 centimeters in length curved blade as well as a magic circle on the spot of the body where the chain will appear from. This chain will move at a target at spell speed. Upon hitting the target they will be damaged for 1x D-Rank damage per chain, while the chain and Kama will melt and disappear.
- Name: Full Second Evasion III
Rank: B Mana Cost: 100 Requirements: Arcane Magic Type: Supplementary Element: Arcane Range: 15 Meters Cooldown: 3 Posts Duration: Instant Effect: Instant Effect: The user stamps down causing a magic circle to appear directly under them, a burst of light will propel them, which allows them to dash in any direction up to 15 meters away at the users own lunge/dash speed.
A-rank Spells:
- Name: Kusarigama IV
Rank: A Mana Cost: 200 Requirements: Arcane Magic Type: Offensive Element: Arcane Range: 20 Meters Cooldown: 4 Posts Duration: Instant Effect: The user clenches their hand before releasing it creating a chain made of magic with a Kama at the end with a roughly 20 centimeters in length curved blade as well as a magic circle on the spot of the body where the chain will appear from. This chain will move at a target at spell speed. Upon hitting the target they will be damaged for 1x A-Rank damage, while the chain and Kama will melt and disappear.
- Name: Wings I
Rank: A Mana Cost: 200 Requirements: Arcane Magic Type: Supplementary Element: Arcane Range: Self Cooldown: 4 Posts Duration: Sustain Effect: The user stomps on the ground and creates a magic circle. Magical decrepit black wings will sprout out the user's back and they will be able to fly up to 10 meters. Flight speed is based on your running speed.
- Name: Go Away You!
Rank: A Mana Cost: 200 Requirements: Arcane Magic Type: Supplementary Element: Arcane Range: 20 Meters Cooldown: 4 Posts Duration: Sustain Effect: The user may flick with their finger in any particular direction sending a projectile out that is 5 cm squared and creating a magic circle of the appropriate size on their hand, upon striking a target they will be sent the total distance of the spell after spell range modifiers at their lunging speed. This spell ignores terrain and will continue on until it hits a target or reaches the spell range limit.
- Name: Ancestral Defense I
Rank: A Mana Cost: 200 Requirements: Arcane Magic Type: Defensive Element: Arcane Range: 20 Meters Cooldown: 4 Posts Duration: Sustain Effect: The user thrusts down their arm activating the spell creating a magic circle beneath them, they can then apply the spell by touching a target covering them in a defensive spell with 2x A-Rank durability. The cover can be applied to either the user or to others and maybe manipulated by the caster for what it covers when first casting the spell. I.e whether it covers certain body parts, or certain pieces of equipment. The cover itself is transparent, creating no glare in the sunlight nor capable of impairing the vision of the recipient. The user must continue to sustain this spell for the effect to be maintained, paying for each person impacted by this spell.
S-rank Spells:
- Name: Split Second Evasion
Rank: S Mana Cost: 500 Requirements: Naki-dōji the Oni Spirit Type: Supplementary Element: Arcane Range: - Cooldown: 5 Posts Duration: Instant Effect: This spell does not require any actions to be activated. The user stops time for split-seconds multiple times in a row to avoid numerous attacks that are too close to avoid. The user may not engage in combat after using this spell in the same post. The spell can only be used for evasion purposes and not as a method to attack someone else. The split-second evasions can be used up to 8 times in a row within a time frame of 10 seconds to avoid hits. With each split-second evasion, the user may relocate themselves instantly up to 1 meter away from where they were standing before. It might appear as teleportation to others, but in reality, with time stopping briefly each time, the user simply moves around quickly to avoid all hits.
- Name: Transformation: Naki-dōji the Oni Spirit
Rank: S Mana Cost: 10% of Total Base Mana Requirements: Naki-dōji the Oni Spirit Type: Transformation Element: Arcane Range: - Cooldown: 5 Meters Duration: Sustain Effect: The user activates the Demon Soul and merges with Naki-dōji the Oni Spirit. The user oozes a deathly black cloud and increases in size by 50% while receiving moderate Arcane Resistance. This is a transformation and not a spell. Therefore, it can't be canceled by artifacts or magics that can cancel spells.
- Advanced Mibu Breathing Technique: The user's debuff spells become uncontrollable applying to everyone around them whilst ignoring spell range limits entirely.
- Breath of Life - Death: Upon being knocked out, the user may revive themselves with their base durability being restored to 2x S-Rank while retaining any limb-based damage they might have received. In this state, they can not be healed, however, any debuff or active negative effects will apply to the user's targets regardless of spell range.
ROLEPLAY
Topics Completed:
Current Rune Knight completed post count: 238 Current Divi completed post count: 86
Topics Ongoing: Main
Topics Ongoing: Out of Country
QUESTS
D-rank Quests Completed:
C-rank Quests Completed:
B-rank Quests Completed:
A-rank Quests Completed:
S-rank Quests Completed:
Spell Training
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