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The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
Posts : 3563 Points : 5028 Reputation : 0 Join date : 2014-11-04
| Subject: Omnipedia; PIC List Tue Nov 04, 2014 7:58 am | |
| The Omnipedia; Book of the Veritas IndexThe Omnipedia; single-handedly the most potent, powerful and expansive Grimoire that has ever been created within the Veritas. There is only one true Omnipedia (which has been absorbed and embedded into the Veritas itself, becoming its 'Storybook' of sorts), however there are pieces of this book that are gifted to those who wish to actively partake in the Story of the Veritas, known as an 'Omnidex.' An Omnidex is one's blank book that is meant for pure documentation. It will analyze, record, establish and realize data that it has collected from its wielder, its Chomao and the Veritas, itself. It has a multitude of functions, though because it is meant to extend the Omnipedia's already vast information bank, each one given to each person starts off completely blank. The 'New Energy' that lingers around the Veritas is complete and has not yet been observed; it is different from the Old Energy that circulates in all other dimensions and instead of being unstable and destructive, it mingles and interacts with other New Energy circulating through the Veritas and creates new forms of energy, creation and things of the like that have never before been seen, experienced or even established in any other dimension. That is why the Omnipedia needs to record this information. It harbors the information of all other dimensions except for the new things that appeared in the Veritas. This is where the 'Omnidex' users come in to help record findings and manipulate this 'New Energy' themselves in order to create other forms of 'New Energy.' This is their task from accepting the 'Omnidex.' Personal Image CreatorThe most primary and readily available function of each 'Omnidex' is access to the 'Personal Image Creator,' or 'P.I.C.' for short. Within the Omnidex's P.I.C., there will be a list of 'Classes' you can obtain to fit your 'Personal Image.' Each 'Class' has a specific 'Teaching' for one to learn and master (if they so choose) whilst they have access to the Omnidex, in order to help further learn about the 'New Energy' as well as to create more functions from the 'New Energy' based on the information listed and stored within the Omnidex. For example, if you are a Warrior, you will have access to Warrior-like abilities, which can be used in tandem with your own. It is also suggested that ones who decide on a 'Class' do things that would help strengthen their 'Class,' such as perhaps, if one were a Bishop, to become the head of a Church, or overseer of a Cemetary, just to name a few suggestions. Though this is not required, nor is establishing a 'P.I.C.' or even accessing any of its powers, it remains as an option to those who wish to use it as long as they have access to an Omnidex. Class InfoClasses are the art that you specialize in, and what dictates your abilities and your specialties from your selection. There are many types that you can choose from, so pick which every one you feel is best for you and your 'Personal Image'. Though it is suggested that one chooses a Class that is helpful to building their Character, it is not a requirement, but merely a recommendation in order to help others mold their Character into what they wish to be, hence the 'Personal Image Creator's' main function. To obtain these Classes, one must access their Chomao, which is the Security System of each Omnidex to prevent access to too much information. ChomaoChomao are Technology Sprites; a race of being that were on the verge of extinction after having their Data haphazardly absorbed and destroyed. They flourish now from the last of their kind, spawning from the Omnipedia as the children. They are like Fae that are born of Data rather than of Manna. They could be considered a mixture of Chao, Moogles, NetNavi, Pokemon, Digimon, Mamono, Medabots and all sorts of other helpful partners merged into a single classification of entity with the sole purpose of helping out their Omnidex user. Combining all of the information of each of these beings into one, they, in and of themselves, have a plethora of functions that are independent of the Omnidex's own personal functions. They will be listed in the 'Chomao' section for further info. They serve as the personal Security System of each Omnidex, and are completely customizable down to their very shape and form. They are also capable of obtaining Classes, as well, in order to help support the user. The more powerful they get, the more access to information they are capable of granting to the user. In order to learn more techniques of a higher level, one must power up their Chomao, first. *NOTE: Chomao are ONLY capable of using abilities that are of their classes. However, they have the SPECIAL ability to be able to create NEW abilities from the old ones, which are then recorded in the Omnidex and become available for all to use, including the user. They may only create abilities based on the level that they are at, however. Accessing InformationTo learn the abilities, you will need experience, just like anything else. This being a fact, you AND your Chomao will be required to be of a certain level, have mastered the ability prior to the first, completed the requirements, and have endured the Testing procedures to see if you have truly mastered the use of your abilities. To test mastery, either a higher up or an official of that specific class will be a proctor, sent on a special mission, or one can be sent to the Colosseum. Whatever is necessary to prove that one has mastered the ability. *NOTE: The names of the abilities as well as how you choose to use them are completely and fully up to your own interpretation. For example, if Tensei learns basic Fire spell, then I can choose how I want to use the fire (mouth, eyes, hands, etc.) also, how it is used (ball, stream, spark, etc.) and also the name of it (Flare, Flame, Burst, etc.) It is completely up to you how you choose to name and use these abilities, however it is IMPERATIVE That you keep the original name in the description, as not to get confused (Ex. Flame Burst (Fire; Level 1): Weak flames shot from the mouth.) Levels of LearningNaturally, not everyone can learn everything all at once. There are several specific levels of practice one must obtain to achieve the next level of mastery. The first indicates the level of the technique as well as the Chomao, in parenthesis is the level that your character must be in order to have access to it. Basic Level (Spirit): Basic foundation level of learning. Gotta start off with the basics. Normally very few requirements, gets people in the gist of learning their Class. Novice Level (Anima): The next step up from the Basics, usually requiring a little bit more of a challenge to learn and maintain. Some requirements here or there sometimes, but more or less just a tiny step up from the Basic level of learning. Intermediate Level (Wraith): The midway point of the low class stuff to the higher class stuff, usually requiring more patience, more time and possibly even an advance on some other things, such as the weapon of choice for the Class or even outside elements that work hand in hand with said Class. Advanced Level (Spectre/Phantom): Playing with the big boys now. This is where things really get intense and the learning is just as strenuous as doing missions, however for a very good reason and a very good reward. May require a lot of time and patience, but it always ends up worth it. This is the highest level that can be achieved on your own. Master Level (Essentia): The real top dog level of learning. Since not everyone can become a Sannin, these must be learned directly from a Sannin level member (or higher) who has learned such techniques, normally involving them taking up pupils or students. After the abilities are taught to the lower level Jounin and specialized ANBU, the lower level Jounin are able to then teach it to other Jounin. No one under Jounin should know these abilities, however, unless special notice has been taken beforehand. Forbidden Level (Deus): Things that no one except a Kage should know. Normally, the highest and most powerful level abilities, which would then be only taught to the most trusted of trusted people with said abilities. Though these types of abilities can only be taught by Kages, it doesn't mean that other means of learning cannot be met (such as, learning from Monsters, Guardians, Summons, etc.) however, they can only be taught with the supervision of a Kage-level member, to avoid misuse. Regarding Summoners and SummonsFor a Summoner, a Summon is the most important aspect you can have. You obtain your Summon through meeting the requirements of its nature, and doing what it wishes of you to obtain its trust and loyalty. That is to say, anyone can Summon, however Summoners are able to keep their Summons readily available, and in the multitudes. Those that are not Summoners are limited, usually required to have a special summoning item. If you lose that item, you will not be able to Summon them anymore, unless you are a Summoner. Now, when you find said Summoning Item, you cannot just Summon something right off the bat. No, you must return to the Summon, ask of its power, and see what it wishes you to do. If the Summon feels that you are right for it, or if you defeat the Summon, it will become yours to control as long as you have the Summoning Item. Summoners do not need a Summoning item, however they still do need to appease the Summon to have it under their control. Summons also cost magic to call upon, so you cannot just spam summons. The more powerful the Summon, the more chakra you expend. The more you Summon, the more magic you use. Just a reminder. The Summoner List will be in the 'Summoner's Circle' section.
Last edited by The Omnipedia on Fri Nov 28, 2014 6:20 am; edited 1 time in total | |
| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
Posts : 3563 Points : 5028 Reputation : 0 Join date : 2014-11-04
| Subject: Re: Omnipedia; PIC List Tue Nov 04, 2014 8:00 am | |
| Chapter 1: Rhapsodist - Spoiler:
Name: Rhapsodist Natural: Music, Song Required Items: Instrument (Any Kind) Special Ability: Rhapsody Forte: Status Enhancements
Description: "Please others with love, please your heart with song" is the motto of the Rhapsodist. A bright tune to soothe a party's wounds, a brisk march to raise a party's spirits, a forbidden chant to weaken a party's foes... The rhapsodists use music as their weapon. They are musicians whose dulcet tones soothe savage beasts... or kill them.
Power of the Rhapsody
Basic Level (Genin) Anthem: A war based song that increases physical power.
Cantata: An invigorating song that increases speed and movement.
Chant: A chant that increases spiritual power.
Novice Level (Chuunin) Bolero: A hearty song that casts protection from physical harm (Protect.) (Requirements: Cantata)
Dirge: A bland, dry chant that casts protection from non-physical harm (Shell.) (Requirements: Anthem)
Refrain: A repetitious song to regenerate health and vitality gradually. (Regen.) (Requirements: Chant)
Elegy: A deep, dark song that causes severe disorientation. (Confusion.)
Intermediate Level (Sp. Jounin) Hymn: A heavenly tune that gradually restores spiritual power. (Requirements: Refrain; Instrument Upgrade)
Melody: A harmonic tune that heals large portions of health. (Requirements: Refrain)
Villanella (Impromptu): An unusual and unknown, mysterious song that grants random Status Enhancements. (Requirements: Elegy)
Nocturne: A silent tune that changes the user into an intangible state, becoming immune to the effects of any attacks. However, while in this state, no abilities can be used and no damage can be dealt to targets. (Requirements: Bolero, Dirge; Instrument Upgrade)
Aria: A spirited song that grants the power to fly, float or hover as long as it is sung. (Float) (Requirements: Refrain; Instrument Upgrade)
Advanced Level (Jounin) Fantasia (Grand Finale): The ultimate song that will increase all abilities temporarily. (Requirements: Vorspiel, Villanella; Instrument Upgrade)
Vorspiel (Perfect Pitch Prelude): A song sung only in the perfect pitch; the perfect song that raises your concentration, making the target that much easier to hit, locate or pay attention to. (Requirements: Aria, Nocturne)
Rondo: An elusive exotic tune that increases speed, movements, reflexes and evasion. (Requirements: Villanella)
Requiem: A dark elegy that destroys all undead who hear the song, putting their souls to rest. By using this ability, however, one does not collect the souls for themselves, as their souls have been sent beyond the grave for eternity. (Requirements: Nocturne, Melody, Elegy; Instrument Upgrade)
Serenade: A careening song that opens up the chakras and thereby increases the speed of spiritual restoration. (Requirements: Hymn; Instrument Upgrade)
Etude: A soulful song that removes any and all ailments. (Requirements: Hymn, Aria, Melody, Villanella.)
Minuet: A whispering chant that silences everything around (Silence.) (Requirements: Aria; Instrument Upgrade.)
Master Level (Anbu/Sannin) Lullaby: A soothing melody with a hypnotic power, which induces slumber. (Sleep) (Requirements: Minuet; Instrument Upgrade)
Sonata: A strong, powerful song that continuously raises physical strength as long as it is sung. (Requirements: Instrument Upgrade)
Paean: A song praising the power of magic itself, increasing the flow and the power of spiritual abilities as long as the song is sung. (Requirements: Instrument Upgrade)
Symphony: A powerful harmonic song with intense transformative power. Those who are overpowered by it are transformed into whatever the singer wishes, stripping them of their powers. (Transform) (Dice Roll) (Requirements: Sannin Teaching)
Cantabile: An invigorating song that speeds up time. (Haste)Â (Requirements: Sannin Teaching)
Forbidden Level (Kage) Fugue: An overpowering song that ceases all movement with a powerful verse for one turn. (Stop) (Requirements: Instrument Upgrade)
Death's Toll: A song that calls upon the power of Death itself, Dooming all who hear. (Doom) (Requirements: Instrument Upgrade)
Chapter 2; Rhythmist - Spoiler:
Name: Rhythmist Natural: Music, Dancing Required Item: Enchanted Accessory Special Ability: Performance Forte: Status Ailments
Description: "Don't forget to have a little fun." That is the motto of the elegant Rhythmist. The Rhythmists are graceful fighters whose smooth moves confuse enemies, leaving blood on the dance floor. With their aggressive steps, these thewy terpsichoreans weave forbidden magics upon themselves and their enemies, producing results rivaling those of even the most powerful sorcerous cants. The popularity of this profession reached its peak during the Great War, when dancers were common additions to allied army units fighting on the front lines. The counterpart of the Rhapsodist, as the Rhythmist does not inflict enhancements to the party or oneself as much as they inflict ailments onto the foe via the power of suggestive dance. The magical power each dance holds within is enough to sweep any foe off their feet. They wear light clothes and are exceptionally agile, and may hide a blade or two under their seductive garb.
Power of Performance
Basic Level (Genin) Jitterbug: A lively, swinging dance that speeds up time to the dancer's movements. (Haste)
Polka: A jolly, upbeat folk dance that weakens physical attack.(Protect)
Frolic: A free-spirited dance that that weakens non-physical attacks. (Shell)
Novice Level (Chuunin) Blade Tango: A deadly dance using bladed weapons summoned by the power of the dance. The more blades summoned, the more energy used.
Dirty Dancing: A naughty, erotic dance that weakens defenses through seduction. (Requirements: Polka, Frolic)
Cancan: A lively dance that transfers health from the dancer to a target. It can also restore vitality to those fallen at the cost of a larger portion of the dancer's own health. (Requirements: Enchantment Upgrade)
Intermediate Level (Sp. Jounin) Darkness Dance: A devious dance that summons blinding darkness. (Blind) (Requirements: Enchantment Upgrade)
Samba of Silence: An exotic dance that seals spiritual abilities and sounds. (Silence) (Requirements: Enchantment Upgrade)
Sleepy Shuffle: A slothful, sluggish shuffle that puts those nearby to sleep. (Sleep) (Requirements: Enchantment Upgrade)
Slow Dance: A slow, sensual dance that slows time to the speed of the dancer's movements. (Slow) (Requirements: Enchantment Upgrade)
Advanced Level (Jounin) Forbidden Dance: A very mysterious and hidden dance that casts a random status ailment on the foe who is targeted. (Requirements: Slow Dance, Sleepy Shuffle, Samba of Silence, Darkness Dance, Enchantment Upgrade)
Quickstep: A swift dance that nulls the charge time of all techniques at the cost of double the energy consumption. (Quicken) (Requirements: Slow Dance, Enchantment Upgrade)
Foxtrot: A light dance that bestows the power of flight, floating or hovering as long as the dance is done. (Float) (Requirements: Enchantment Upgrade)
Masque: A magical dance that causes all non-physical attacks to do no damage as long as the dance is going on. (Requirements: Enchantment Upgrade)
Master Level (Anbu/Sannin) Breakdance: An intricate, fast-paced dance that breaks the very flow of time, causing everything nearby to Stop as long as the dance is going on. (Stop) (Requirements: Quickstep, Enchantment Upgrade)Â
Waltz: An elegant dance that drains the spiritual energy of those who are within range into the dancer. The closer you are to the dancer, the more you are drained. (Requirements: Masque, Enchantment Upgrade)
Mincing Minuet: A violent dance that drains the life energy of those who are within range into the dancer. The closer you are, the more severely you are hurt and more life is taken away. (Requirements: Masque, Enchantment Upgrade)
Forbidden Level (Kage) Last Dance: The ultimate dance that increases all of the capabilities of the dancer by an incredible amount and removes all status ailments and allow the user to become immune to said status ailments for the remainder of the battle. Also, the dance is able to deal damage r with all the potency of an Ultima spell. However, this dance can only be used once per battle.
Chapter 3; Animist - Spoiler:
Name: Animist Natural: Animal Befriending Required Item: Animal Gift (Piece of an Animal) Special Ability: Call of the Wild Forte: Support
Description: Natural tamers of animals of all kinds, similar to the Linguist, however they deal with the most dangerous animals of all time. They use their natural knowledge of the animals to call and ask of their assistance in battle, summoning up their natural primal instincts. The Animist is just as skilled at animal control as the Linguist, however with more concentration on all animals rather than all life. Animals are happy to help them in any situation, and the Animists keep pieces of the animals they befriend to call them from anywhere at any time.
[/u]Call of the Wild[/u]
Basic Level (Genin Befriend: Befriends an animal of the wild by speaking to it directly in its soul and asking what it wants. This allows for an instant Soul Resonance without having to engage the monster, and also adds to the Soul Resonance rate. After the monster has been befriended, it will give a piece of itself and allow itself to be called upon for assistance at any time and any place by the Animist, regardless of where they are, as opposed to commonfolk who have to be in the monster's natural habitat to call them.
Call/Tame: Calls upon the help of one random creature native to the area the Animist resides in. If no creatures reside in said location, one Befriended creature may be summoned to the Animist's aid.
Novice Level (Chuunin) Full Fleece: A sheet of magically blessed wool from the legendary sheep Yan will coat their bodies like fluffy armor. The armor cushions all attacks, making physical and spiritual attacks extremely weak. (Shell/Protect) (Requirements: Befriend Yan, Perfect Wool)
Tail Wag: Uses or creates a tail to wag, which will control the minds of those nearby and have them do the user's bidding temporarily. (Charm) (Dice Roll)
Intermediate Level (Sp. Jounin) Diamond Catnip: Pure crystalline diamond catnip taken specially from the Gimme Cat's treasure hull. The very sight of these diamonds can spread the insanity of the Gimme Cat, causing them to go berserk in a blind frenzy of pure greed. (Berserk, Blind) (Requirements: Befriend Gimme Cat, Diamond)
Chocobocopede: Calls upon a stampede of Chocobos to assist in battle. The type of Chocobos that emerge are dependent on what color Chocobos have been befriended. More colors, more power, more variety. (Requirements: Befriend Chocobo, Chocobo Feather *of each color necessary*)
Instinctive Reflex: With hyper intensified instinctual and reflexive movement, the user may sense projectiles of any speed with enough reaction time to evade, if necessary.
Advanced Level (Jounin) Dreamhare Cloud: Calls upon Dreamhares to place all who fall under their influence into a deep, almost comatose slumber instantly. (Sleep) (Requirements: Befriend Dreamhare, Tailcloud)
Toadsong: A groggy song with intense transformative power, those who can hear this song are instantly changed into Toads with no powers and no abilities. (Frog/Toad) (Requirements: Befriend Gigan Toad)
Master Level (Anbu/Sannin) Cuisine: Magically change anything edible in the vicinity into a full course meal to restore your health and heal your wounds. The larger the helpings, the more potent the meal, however the more powerful the ingredients are (strong monsters), the more power you use to transform them.
My Friend: Animist sketches out an animal of their own from scratch, allowing them to come to life and do their bidding, but at a huge cost of power to bring them to life. The more power, the more energy used. (Requirements: Sannin Teachings)
Forbidden Level (Kage) None
Chapter 4; Black Shadows - Spoiler:
Name: Black Shadow Natural: Assassination Required Item: Mystic Scroll of Subdual Special Ability: Subdual Art Assassination Forte: Stealth Combat
Description: Diabolical killers trained by an order of elite assassins to quickly dispatch enemies with Subdual Art Assassination, the Black Shadows are deadly beings of the night with great speed and power. This class focuses on taking out the target as quickly and efficiently as possible, sacrificing Defense for movement and stealth. They are just as skilled with the bow and arrow as they are with knives and swords. The finely honed skills of the assassin enable one to strike with deadly force, and the silence of the night.
Mystic Style: Subdual Art Assassination
Basic Level (Genin) Mystic Summoning; Twin Blades: Summons twin swords from thin air. (Requirements: Mystic Scroll of Summoning)
Novice Level (Chuunin) Mystic Illusion; Sublimination: Subliminally attempt to capture the mind of the target and force them to do your bidding. (Charm) (Dice Roll) (Requirements: Mystic Scroll of Illusion)
Intermediate Level (Sp. Jounin) Mystic Arcana; Shadow Trapping: The assassin stops the target's shadow from moving, thus halting the ohysical body as well. (Stop) (Requirements: Mystic Scroll of Arcane)
Mystic Plague; Azure Ague: Conjures a cold plague that causes intense chills and shivers, which restricts movements and spreads a deadly Virus. (Slow, Virus) (Requirements: Mystic Scroll of Plague)
Advanced Level (Jounin) Mystic Summoning; Eternal Nightmare: Conjures an entity that traps the foe in a comatose sleep and plagues their mentality whilst destroying their physical body gradually. (Sleep, Doom) (Requirements: Mystic Scroll of Arcane, Mystic Scroll of Summoning)
Mystic Plague; Oblivion: A cloud of destruction wipes the mind clean of information the assassin wishes, leaving no trace of memory how to use special techniques, or what is going on. (Amnesia) (Requirements: Mystic Scroll of Plague)
Mystic Arcana; Shadow's Sleight: Mastering the power of perfect hand-eye-coordination (and possibly the additional dark arts), the assassin is able to catch, deflect or evade whatever projectile comes their way.
Master Level (ANBU/Sannin Mystic Arcana; Ashen Aphonia: Cryptic dark subdual power damages both the vocal cords and the chakra network of those afflicted, Silencing their voices and abilities. (Silence) (Requirements: Mystic Scroll of Arcane)
Forbidden Level (Kage) Mystic Seal; Ancient Subdual: Using one of the most ancient and powerful of the Subdual Arts, the assassin is able to seal the very spirit of the target, Petrifying the body and trapping the Spirit in the seal. (Petrify) (Requirements: Mastery of all 'Mystic Scroll of Arcane' techniques)
Mystic Assassination; Last Breath: One of the most deadly, potent and precise assassin Subdual Arts, which steals the very life of the foe through their very breath. However, if it backfires, the assassin's life is taken instead. (Death) (Dice Roll) (Requirements: Mastery of all 'Mystic Scroll of Plague' techniques)
Mystic Technique; Omega: Another of the most potent Assassination abilities, harnessing all of the power of the negativity of the ancient dark Subdual Arts and the darkness within, it is released as the strongest attack known to the practitioners of the Mystic Subdual Arts. (Requirements: Mastery of all 'Mystic' techniques)
Chapter 5; Linguists/Tamer - Spoiler:
Name: Tamer/Linguist Natural: Linguistics Required Item: Script of Babylon Special Ability: Speechcraft Forte: Collaborative Combat/Communication
Description: Known as also as Monster Tamers, and Mediators, these are linguists whose open hearts and strong wills allow them to communicate with other species and learn their native tongue. These experts in speechcraft have trained tirelessly to communicate with--and even control--the lifeforms across Vescrutia, granting them the ability to control any and all life at will to do their bidding, if they can connect to it. They are the most fluent in the speech of beasts, able to communicate with any animal and any monster. Though they are not unlike the Animist, they share the key difference that the Beastmaster specializes in bonding with all life, as the Animist does more closely and efficiently to animal life.
Linguist's Speechcraft
Basic Level (Genin) Linguistics: Allows for the learning of the language of other beings. (Requirements: Script of Babylon)
Mitigation: For any weakened life that is spoken to with basic Speechcraft, the Linguist will either recruit or Stop them from attacking whilst in the area. (Stop) (Dice Roll)
Pacification: A special magical Speechcraft that allows whatever is spoken to the ability to survive a life-threatening blow, to prep them for Mitigation.
Appreciation: With the honed power of kind words, the Linguist is able to focus their power to increase physical strength drastically.
Devotion: With the devout words of faith, the Linguist is able to focus this power to increase the strength non-physical techniques drastically.
Canid Tongue: The practice of speaking to Canidae (wolves, dogs, foxes, etc.) via barks, growls and howls. (Requirements: Linguistics from Canid)
Feline Tongue: The practice of speaking to Felines via meows, purrs, hisses or growls. (Requirements: Linguistics from Feline)
Novice Level (Chuunin) Seduction: With a charming manner of speech, one may be persuaded to do whatever the Linguist asks, if the words do not fail. (Charm) (Dice Roll) (Requirements: Pacification, Appreciation)
Persuasion: Elusive wordplay may persuade a creature to leave you be rather than to attack you, if they succumb to it. (Dice Roll) (Requirements: Pacification, Devotion)
Immunization: Learn the incantations of each Status Ailment to become immune to its effects. (Requirements: Analysis of individual Status Ailments)
Avian Tongue: The practice of speaking to Avians (birds) via chirps, tweets and melodious song. (Requirements: Linguistics from Avian)
Amphibian Tongue: The practice of speaking to Amphibians (frogs, geckos, toads, etc.) via croaks, gurgles, hisses, etc. (Requirements: Linguistics from Amphibian)
Intermediate Level (Sp. Jounin) Elucidation: Harnessing the power of logical speech, the Linguist is able to dissolve the power of non-physical attacks through analytics. (Requirements: Persuasion)
Intimidation: With the power of fierce, powerful Speech, the foe's physical strength will be forced to drastically decrease. (Requirements: Seduction)
Irritation: Prying, hurtful words that, to the foes that listen, will throw them into a Berserk fury. (Berserk) (Requirements: Intimidation)
Insectoid Tongue: The practice of communicating with Insectoids via buzzes, chirps, clicks, hums and other repetitive frequencies of sound. (Requirements: Linguistics from Insectoid)
Aquatic Tongue: The practice of communicating with aquatic creatures via ultrasonic sound or other forms of communication they may have. (Requirements: Linguistics from Aquatic creature)
Reptilian Tongue: The practice of speaking to Reptiles (snakes, lizards, etc.) via hisses, clicks, rattles, etc. (Requirements: Linguistics from Reptile)
Advanced Level (Jounin) Lullaby: Gentle, soothing words spoken in a melodious manner, which will lull the target into complete calming slumber. (Sleep)
Mute: All Sound based abilities and attacks will be nullified to the user.
Locomotion: An incantation that triggers when the power of the target is low or when affected by temporal magic. It will automatically allow the target to continue to move, and induce Haste upon them. (Haste)
Gelatinous Tongue: The practice of speaking to Gels (Flan, Jellies, etc) through bubbles, gurgles and pops. (Requirements: Linguistics from Gel)
Plant Communication: The practice of communicating to plant-like (conscious or unconscious) via special Speechcraft. (Requirements: Linguistics from Plant)
Beastial Tongue: The practice of communicating with Monsters/Beasts (Behemoths, etc.) via special bestial Speechcraft. (Requirements: Linguistics from Beast)
Master Level (ANBU/Sannin) Condemnation: Dark words of damnation are spoken to the target, and if they accept those words into themselves, they will be convinced that their Doom is upon them. (Doom) (Dice Roll)
Binaric Tongue: The practice of communicating with Machines (Live weaponry, Machina, Electronics, Etc) via binary, beeps and other varieties of the spectrum of frequencies. (Requirements: Linguistics from Machine)
Mystic Tongue: The practice of communicating with mythical/magical creatures (Fairies, Tonberries, etc.) in whatever way they communicate. (Requirements: Linguistics from Mythical Creature)
Mineral/Construct Communication: The practice of communicating with Minerals (Golems and other stones or constructs) via special natural Speechcraft of the earth. (Requirements: Linguistics from Mineral/Construct)
Forbidden Level (Kage) Dead Language: The practice of communicating to the Undead (Ghosts, Zombies, Vampires, etc.) with wails, cries, moans and other monotonous or intense cries. (Requirements: Linguistics from Undead)
Demonic Tongue: The practice of communicating with Demons via special dark Speechcraft. (Requirements: Linguistics from Demon)
Dragonic Tongue: The practice of communicating with Dragons via ancient Speechcraft. (Requirements: Linguistics from Dragon)
Omnipotent Speechcraft: The practice of communicating with all things by learning how they communicate and adding it to the Speechcraft of the user. (Requirements: Learn all other Speechcraft)
Chapter 6; Ferals - Spoiler:
Name: Feral Natural: Ferocity Required Item: Monster or Animal skin/claws/part (dependent on feral fighting style) Special Ability: Primal Instincts Forte: Physical Combat
Description: Almost always uncontrollable in battle, these beastial warriors sacrifice control of themselves for ferocious strength and seed. Using wild animal instincts for combat, it is very uncommon to see a Feral with a controlled fighting style. Almost never defending, especially whilst Berserked, the Feral attacks its opponents ruthlessly with great speed and power, never letting up for even a second. The Feral usually dons the attire of animal skin, claws or print, which generally is very revealing on both male and female. The type of print of accessories they adorn generally shows the fashion in which they fight. Relying heavily on constant defense breaking attacks, they are the perfect candidates for rushing their enemies down and taking them down with all their might. Very angry and primal individuals, when the Feral goes Berserk, they unlock their most vicious techniques in their blind fit of rage.Whilst Berserked, they only know how to kill their prey, and not how to defend themselves, making it a double edged sword.
Primal Instincts
Basic Level (Genin) Berserk: A huge surge of primal rage causes the user and those within proximity to go into a Berserk fury.
Mad Rush: A charge at top speed with maximum power into the target, with the power to paralyze them if contact is made. (Paralysis)
Howl: The user unleashes all of their fury via the loud and ferocious cry of the wild. This loose power is harnessed by the Feral to increase all physical capabilities by double.
Berserk Mode Only Techniques Primal Shout: A powerful, loud yell from the very bowels of the Feral's being to physically harm and force away whatever is nearby, and also remove all status enhancements from those impacted. (Requirements: Howl)
Furore: A forceful, savage spin that will knock back everything in the way of the spinning attack, and destroy whatever isn't strong enough to withstand its might.
Novice Level (Chuunin) Annihilation Break: A destructive physical strike at maximum power, meant to smash through defenses such as barriers and shields with ease. (Requirements: Mad Rush)
Terrorize: Unleashes a terrifying power that causes those nearby to be entrapped by fear, Slowing their bodies. (Slow) (Requirements: Howl, Primal Shout)
Infuriate: When hit with a fatal attack, instantly trigger Berserk status. (Berserk) (Requirements: Berserk)
Berserk Mode Only Techniques Pinpoint Focus: Focusing the power of their berserk rage, the Feral is able to locate and easily home in on any and all vitals and weak points on the target's form.
Intermediate Level (Sp. Jounin) Repulsion: With all the might within the enraged Feral, the user will attempt to forcefully expel the foe from the area (Dice Roll)
Intoxicate: With the power of pure rage, the user is able to produce a deadly venom from their bodies, able poison their target with it on contact. (Venom)
Berserk Mode Only Techniques Savage Tremor: Ruptures and destroys land masses, causing severe quakes and tremors in the wake of the Feral's power to harm all nearby. (Requirements: Annihilation Break)
Skull Crusher: A helmet crushing, skull-shattering blow to the head with max force, which can not only be fatal, but also induce severe amnesia. (Amnesia) (Requirements: Annihilation Break, Pinpoint Focus)
Advanced Level (Jounin) Blind Rage: When inflicted with the Blind status, the rage within the Feral focuses the intensity of their primal power, thus heightening all of their other senses and physical capabilities to the utmost extremity. (Berserk) (Requirements: Infuriate)
Bone-Shatter: A powerful strike at the foe that causes bones to shatter to pieces, Disabling the part of the body hit by the attack. (Disable) (Requirements: Skull Crusher)
Unhinge: A strike at any part of the body that will completely throw off equilibrium when the attack connects, causing the target's accuracy and evasion to decrease severely.
Accelerated Regeneration: After enduring a lot of physical damage, the body will naturally start to regenerate its wounds at an accelerated rate, allowing for gradual healing of even very large wounds. Severity dictates time to heal. (Regen)
Berserk Mode Only Techniques Demolish: Harnessed physical strikes that draws in the physical strength and durability of whatever it struck by the attack into the Feral and out of the target, making them physically weak and defensively brittle every time contact is made.
Master Level (ANBU/Sannin) Berserker Fury: When in critical condition, the Feral will undergo a special Berserk that triples their physical power, activates Accelerated Regeneration, and sends them into the effects of Blind Rage without being blinded. (Berserk, Regen) (Requirements: Accelerated Regeneration, Blind Rage)
Berserk Mode Only Techniques Smite: With all the power of rage focused into one attack, the Feral is able to not only break through any defense in the way, but cause any random Status ailment they wish upon their target. (Requirements: Pinpoint Focus, Demolish)
Inner Peace: Finds peace within self through intense meditative thought, allowing for the Feral to react with almost perfect reflexiveness and also bring them out of their Berserk status and back to normality, if they are berserked.
Forbidden Level (Kage)
Berserk Mode Only Techniques Utter Destruction: A vehement blow that breaks through everything it touches, be it weapon, armor or even bones. Even things said to be 'unbreakable' are broken under this power, somehow. (Requirements: Smite)
Triple D (Death, Devastation and Destruction): A special counterattack that allows for the Feral to endure whatever attack is coming at them with the last of their berserk might and focus all energy into one final blow triple the power of the last attack they received. If the foe is struck and survives the hit, they will be instantly Doomed on contact. The Feral may not have energy to continue the battle afterward, however. (Doom) (Requirements: All other Feral abilities learned)
Chapter 7; Bishops - Spoiler:
Name: Bishop Natural: Prayer Requirements: Blessed Item Specialty: Light/Holy Magic Forte: Magical Balance
Description: Practitioners of divine magic that comes straight from the heavens, and is channeled through the medium of their blessed items. Skilled in magic all around, the Bishop is capable of offensive, supportive, debilitating and healing magics, allowing them to cover every base. Their most common use of magic is that of Holy, which they have an extra power boost for because of their religious ties.
Prayer of Holy Magic
Basic Level (Genin) Holy: Powerful Holy Magic that calls forth the might of the light through prayer to the heavens.
Barrier: Powerful White Magic that calls forth powerful protection from the heavens. (Shell, Protect)
Novice Level (Chuunin) Water: Powerful Blue Magic that calls forth the might of the waters through prayer to the seas.
Blessing: Potent Holy Magic that heals wounds and grants a status enhancement through prayer to the divines. (Requirements: Holy, Barrier)
Intermediate Level (Sp. Jounin) Wind: Powerful Green Magic that calls forth the strength of the wind through prayer to the skies.
Dispel: Potent White Magic that nullifies status enhancements and other spiritual techniques through faith in the divines. (Requirements: Blessing, Blessed Item Upgrade)
Advanced Level (Jounin) Tithe: Strong Holy magic that sends an offering to the heavens through physical touch of a holy hand, and in return, divine power is increased by double and a status enhancement is granted from up above. Also, energy required to use techniques is halved. (Requirements: Dispel, Blessed Item Upgrade)
Great Barrier: Potent White Magic that calls forth a more powerful barrier granted from the divines through more intense prayer. (Shell, Reflect, Barrier) (Requirements: Barrier, Blessed Item Upgrade)
Master Level (ANBU/Sannin) Calcify: Great Holy Magic that calls forth intense holy power to change a target to pure stone in the name of the divines. (Petrify) (Requirements: Tithe)
Forbidden Level (Kage) Divine Intervention: Extremely powerful Holy Magic that, when struck with a non-physical attack, in exchange for taking direct damage, the divines grant the user the power to cast the same attack at the target with triple the power once. (Requirements: Blessed Item Upgrade)
Chapter 8; Magus and Nightshade - Spoiler:
Name: Magus (Mage) Natural: Color Magic Required Item: Magical Item Specialty: Black Magic Forte: Offensive and Debilitating Magic
Description: "Not hate, just love." The most widely known and popular magical users there are, they are renowned for their mastery of offensive magics, and the most Color Magics. Although ill-suited for wielding weapons, Magi (plural of Magus) easily bend destructive black magic spells to their will. The counterparts of the also famous Evangelists, a Magi's primary ability is to cast Black Magic, which usually consists of a variety of offensive Color Magic spells, but also contains some debilitating effect spells. They are a simple, yet effective class, equipping rods, tome, staves, pendents and/or other magical items to focus their magical power and make their magic more potent.
As a side note, there are a race of people called 'Black Magus' that are masters naturally at all Black Magic.
Color Magic Expertise; Black Magic
Basic Level (Genin) Center: Focuses power within to increase spiritual strength by double the original.
Wind: The most basic Green Magic spell, which generates powerful winds.
Chill: The most basic Clear Magic spell, which generates chilling ice or snow.
Fire: The most basic Red Magic spell, which generates burning flames.
Spark: The most basic Yellow Magic spell, which generates sparking electricity.
Water: The most basic Blue Magic spell, which generates forceful waters.
Rubble: The most basic aerial Brown Magic spell, which generates rocks and earth to hurl.
Tremor: The most basic Brown Magic spell, which shakes the earth violently in a small area to harm a target with intense vibrations or ruptured earth.
Novice Level (Chuunin) Valor: Empowering magic that increases physical strength by double its original power.
Squall: The second level of the Green Magic spell, Wind, which generates very forceful wind.
Cold: The second level of the Clear Magic spell, Chill, which generates extremely cold ice or snow.
Pyre: The second level of the Red Magic spell, Fire, which generates hotter, more powerful flames than the embers before.
Electrocute: The second level of the Yellow Magic spell, Spark, which generates more intense crackling electricity.
Aqua: The second level of the Blue Magic spell, Water, which generates powerful water currents.
Stone: The second level of the aerial Brown Magic spell, Rubble, which generates large stones and clods of earth to hurl.
Rupture: The second level of the Brown Magic spell, Tremor, which shakes the earth viciously in a moderately large area, harming the target with powerful vibrations or ruptured earth.
Intermediate Level (Sp. Jounin) Concenter: Centers self more intensely to power up spiritual strength by triple the original.
Gale: The third level of the Green Magic spell, Squall, which generates extremely powerful gale force wind.
Subzero: The third level of the Clear Magic spell, Cold, which generates dangerously cold ice or snow.
Scorch: The third level of the Red Magic spell, Pyre, which generates intensely burning, scorching flames.
Bolt: The third level of the Yellow Magic spell, Electrocute, which generates high voltage, powerful electricity.
Waterfall:The third level of the Blue Magic spell, Aqua, which generates rushing, destructive water currents.
Boulder: The third level of the aerial Brown Magic spell, Stone, which generates giant boulders to hurl.
Geoseism: The third level of the Brown Magic spell, Rupture, which quakes the earth vehemently in a large area, harming the target with extremely ruptured earth and grand vibrations.
Advanced Level (Jounin) Epicenter: Perfectly centers self to power up both physical strength and spiritual strength by quadruple the original power.
Windstorm: The fourth level of the Green Magic spell, Gale, which generates wind with very destructive force.
Icestorm/Blizzard: The fourth level of the Clear Magic spell, Subzero, which generates freezing ice or snow of very destructive power.
Icicle: Special Clear Magic that generates frozen spikes able to freeze what they touch on contact, as well as stick to whatever they touch and cause it to freeze over as well.
Firestorm: The fourth level of the Red Magic spell, Scorch, which generates flames of incredible burning storm of pure, cindering flames.
Burning Needles: Special Red Magic that generates burning spikes to latch onto and burn whatever they touch to a crisp.
Thunderstorm: The fourth level of the Yellow Magic spell, Bolt, which generates an incredible electrical storm to shock and destroy what is in its path.
Lightning Spikes: Special Yellow Magic that generates electrified spikes to latch onto and electrocute whatever they touch constantly.
Oceanstorm: The fourth level of the Blue Magic spell, Waterfall, which generates a huge torrent of raging waters as powerful as the seas to drown everything in its way.
Sandstorm: The fourth level of the Brown Magic spell, Boulder, which generates a powerful storm of debris, rocks, sand and other earth to break through what is in its way.
Earth Spire: Special Brown Magic that generates earthen spires from the air or ground to impale the opponent.
Gravity: Powerful Spacio-Temporal magic that creates a malevolent concentrated gravitational force condensed into different forms.
Master Level (ANBU/Sannin) Choke: Powerful Green Magic spell that uses the wind to suffocate the target.
Frost: Powerful Clear Magic spell that chills targets to the point where they start to freeze over gradually.
Burn: Powerful Red Magic spell that heats the target to the point of spontaneous combustion, melting or simple burning to a crisp.
Shock: Powerful Yellow Magic spell that sends a quick jolt of extremely strong electrical current through the target, sapping their energy and paralyzing them in the process.
Drown: Powerful Blue Magic spell that uses the command over the water element to drown the foe completely with water.
Crush: Powerful Brown Magic spell that generates earth clods to completely consume, crush and suffocate the target and trap them in an earthen prison.
Forbidden Level (Kage)
Tornado: The fifth and final level of the Green Magic spell, Windstorm, which generates wind with catastrophic power.
Freeze: The fifth and final level of the Clear Magic spell, Icestorm, and powered up version of Frost. This spell flash-freezes a huge radius in an instant.
Eruption: The fifth and final level of the Red Magic spell, Firestorm, which releases super hot energy that burns and melts away all things in its way.
Lightning: The fifth and final level of the Yellow Magic spell, Thunderstorm, which calls down pure, utter plasmatic lightning bolts to strike down and destroy all things its destructive force makes contact with.
Tsunami: The fifth and final level of the Blue Magic spell, Oceanstorm, which calls forth a great, annihilating flood to wash away everything, leaving nothing undestroyed.
Landslide: The fifth and final level of the aerial Brown Magic spell, Sandstorm, which calls down mountain sized boulders to hurl and plow through everything they come in contact with.
Earthquake: The fifth and final of the Brown Magic spell, Sandstorm, which calls forth the wrath of the earth, shaking it with utter voracity all around, rupturing and destroying everything with vibrations of the highest magnitude.
Poison: Basic level poison spell which will inflict the foe with a mild poison. (Chuunin)
Poisonga: Powered up version of Poison, where the poison covers the entire area, inflicting the foe with a severe poison. (Special Jounin)
Venom: Very deadly poison said to be able to kill at great speeds. (Jounin)
Toxify: Most potent poisonous element there is, where the user secretes spreads a large amount of their Venom over a large area to envenom everything. (Jounin)
Bio: Basic level Poison element. A gaseous or liquid-like energy that will harm the foe and also poison them. (Special Jounin)
Biora: A powered up vversion of the Bio spell, and a strong Pison elemental spell: Thick gaseous or liquid-like energy is sent forth to harm the foe severely and inflict a more potent and deadly poison upon them. (Jounin)
Bioga: The most powerful Poison spell. Consumes the entire area with thick gaseous or liquid-like energy that will severely cripple those it touches and inflict them with the most potent of poisons. (Anbu)
Ruin: A basic level non-elemental spell. Releases a sphere of condensed force and energy which will explode outward to ruin what it touches with such great force and energy. (Chuunin)
Ruinga: Powered up version of Ruin spell. User releases a larger sphere of even more condensed force and energy, causing a massive explosion of ruination that will destroy whatever is in the midst. (Special Jounin)
Ardor: Immensely powerful non-elemental spell, where the user condenses a great deal of white-hot energy and force into one point, then causes an immense explosion of said energies to totally destroy everything caught in the massive blast. (Jounin)
Flare: One of the strongest non-elemental spells, where A powerful explosion of immensely concentrated and condensed white-hot energy and force are focused and then explode outward violently to completely obliterate everything in the area. (Anbu)
Comet: A large comet will crash down from the sky and make a huge impact, dealing a massive amount of damage to the foe. (Special Jounin)
Cometeo: Powered up version of the Comet, where a larger and faster comet is shot down to make greater impact with much more force and power than the normal Comet. (Jounin)
Meteor: Powered up version of Cometeo spell. A massive meteor falls from the sky and crashes down on the foe with incredible force and power, destroying all in its impact. (Jounin)
Meteorga: Powered up version of the Meteor spell. Many massive meteors fall from the sky and rapidly crash down with utmost force and power, destroying everything in their wake. (Anbu)
Doomsday: Most powerful of the Comet/Meteor spells and one of the most powerful Black Magic spells. It summons a godly sized meteor that covers the entire sky with its image long before it touches down on the planet. It hits the entire area, harming both friend and foe and destroys the entire area and beyond that when it makes contact, destroying absolutely everything. (Sannin)
Stun: Briefly stop the foe's actions for a couple seconds by releasing a great magical force upon them to paralyze them momentarily. (Special Jounin)
Bind: More powerful version of Stun. With the use of powerful magic, bind the foe's mobility and forcefully keep them in the same spot with magic, being unable to even warp out of it. They may still attack, however. (Special Jounin)
Hold: More powerful version of Bind. With the use of great magic, completely force the foe into incapacitation by holding them in place, disallowing all forms of attack and movement of any kind. (Jounin)
Erase: The Black Magic equivalent to Dispel, causing all ailments to be wiped clean from their body, as well as destroy weaker magic. (Jounin)
Destroy: A spell of pure and utter destruction. It releases a force and energy from the user that most literally destroys whatever it touches on contact. However, it also harms allies and cannot be controlled at all, meaning that anything and everything in its radius will be destroyed. It also reduces the user's chakra to nothing and is so hard on the body, they virtually cannot fight afterwards in most cases... Even for a Sannin. (Sannin)
Blind: Releases dark magic that will cover the eyes of the foe and cause them Blindness. (Chuunin)
Blindga: Most powerful Blind spell there is that will release Blinding magic upon the entire area, making all foes who are hit become Blinded. (Jounin)
Osmose: Sucks out the chakra/magic/soulenergy/etc.etc. of foe via magical contact, if it connects and absorbs into self. (Chuunin)
Osmora: Powered up version of Osmose, sucking out a larger portion of chakra/magic/etc. on contact. (Special Jounin)
Osmoga: Most powerful Osmose spell, where it sucks out a huge amount of chakra/magic/etc. on contact at a time. (Jounin)
Silence: Magic seal that forcefully restricts the chakra network, disallowing the use of any justu, magic, etc. and the sound of whatever is within it. (Special Jounin)
Silencega: Most powerful Silence seal that will forcefully restrict the chakra network, disallowing the use of any jutsu, magic, etc. and the sound of everything in the area. (Anbu)
Sleep: Magic that will induce sleep to whoever it touches instantly. (Special Jounin)
Sleepga: Most powerful Sleep spell that will induce sleeping on all foes that are hit with this sleeping magic. (Anbu)
Confuse: A spell that causes the foe to become confused through hallucinations or by tampering with their minds through any means. Causes them to attack themselves, not be able to aim and even become unable to work their bodies correctly. (Special Jounin)
Confusera: More powerful version of Confuse, which causes more potent hallucinations and tamperings with the mind. (Jounin)
Confusega: Most powerful version of Confuse which causes the greatest amount of hallucinations and tampering of the mind to go about to everyone in the area. (Anbu)
Slow: Slows down the flow of space and time around someone to cause them to continuously go extremely slowly temporarily. (Special Jounin)
Slowga: Slows down the flow of space and time around a large area to cause anything caught in it to continuously go extremely slowly temporarily. (Anbu)
Stop: Powered up version of Slow. Stops the flow of space and time around a foe completely temporarily, making them... stopped completely. (Jounin)
Stopga: Powered up version of Slowga. Stops the flow of space and time around a large area to cause anything caught within it to stop everything completely temporarily. (Sannin)
Drain: Sucks out the life and energy of the target to restore your own.(Special Jounin)
Drainra: More powerful version of Drain, where the drain of life and energy is much greater. (Jounin)
Drainga: Most powerful version of Drain that causes a drain of life and energy that is incredibly large. (Anbu)
Break: Magic that will petrify all who touch it. (Jounin)
Toad: Magic that will change whoever is hit into a frog, or turn anyone who is already a frog back to normal. (Jounin)
Telekinesis: Uses magic of pure force, not energy, to levitate, crush, etc.etc. things (Jounin)
Magical Counter: Any non-physical attack done to the user will be used right back at the foe (only if they are hit and have enough chakra to do so, cannot be used casually.) (Jounin)
WarMage: If a magical attack hits you, your magic/chakra/soulenergy/etc. is increased by double the amount it cost to use the attack. (Jounin)
Spellbound: Any status ailment or enhancements or any magic used at all will last twice as long and have double its original potency. (Special Jounin)
Geomancy: Reduces the foe's resistance by one level.. [Absorb > Nullify > Half > Normal Damage > Weak] (If you are Weak to something, you don't go any lower.) (Anbu)
Death: Summons the Reaper who will instantly kill the foe (via dice roll, must get 6 6 6). (Sannin)
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Name: Nightshade Natural: Forbidden Magic Requirements: Mastery of all Magus Magic; Acquirement of a Kishin soul; or 'other' specifications Specialty: Dimension Magic Forte: All
Image
The Nightshade, also known as a Warlock or Black Sorceror, is a Magus promoted to the highest rank that they can, mastering all of the Black Magic abilities to the point where they have mastery of even the dimensions, and have been trusted to use such Forbidden Magic wisely. In addition to their magical prowess, they have also become masters of physical combat as well, with and without weaponry. With Magic powerful enough to rip through even space and time, they are dangerous mage-knights that rival the fabled Biskmatars.
Forbidden Dimensional Magic
Time Blade: Use magic via a physical attack to Slow, Stop or Delay a foe.
Saber: Increases attack power to quadruple.
Dimensional Rift: Tears a hole in the fabric of space and time, thus creating a powerful, magical dimensional rift (cannot be traveled through). This rift will release powerful magic as well as darkness and gravity to deal MASSIVE damage to anyone near or under it.
Abysmal Slash: A slash with a weapon that will cut through the fabric of space and time, thus creating an abyss that will suck in whatever it can and close up, taking whatever it will with it.
Annul: If the user is hit with a non-physical attack, whomever the source of the attack was will have their chakra/magic/soulenergy/etc. reduces to nothingness.
Rebirth: Cleanses the body of any and all status ailments as well as fully restores the health of the user.
Sheol: Alters space and time around self and others simultaneously to Slow and Immobilize all foes and use Haste and Regen on self and all allies.
Omega: The negative opposite of Ultima, sharing the exact same strengths and abilities of it, however just being made of negative power.
Reflex: Any normal physical attack (such as a punch, kick, weapon strike or something that is nameless) will instantly be dodged by your reflexes.
Blink Counter: A specialized counter that will not only harm the foe instantly after an attack, but knock them backward a long way with a powerful strike.
Bonecrusher: However much damage the attack done to the user was, is doubled with a counterattack to the foe.
Impervious: Immune to all status ailments of all kinds.
Warp: Warps to any location instantly.
Breakga: Petrifies everything in the entire area.
Kill: An instant kill move that summons death to kill the enemy without dice roll. If they are touched even once by Death, they will die, but the user will receive no items, souls or anything involved with using the ability.
Anti-Judge: The only magic capable of rendering all of a Judge's powers useless. Doesn't work on the Judgemaster, however.
Chapter 9; Animagus - Spoiler:
Name: Animagus (Animage) Natural: Synchro Magic Required Item: Magical Item Special Ability: Animagic Forte: Learning/Assimilation of other skills
Description: "A fire to fight a fire... A thief to catch a thief... A beast to slay a beast..." That is the motto of the Animage. Employing the legendary arts of Synchro Magic, these formidable fighter-mages employ elegant weapons for close combat, while decimating their enemies from afar with fell magic mastered from their opponents. They are odd Mages with the ability to learn the special abilities of other creatures. Animages usually learn by having enemies (or another Animage) use it on them, or by other means (such as consumption or absorption or the like.) They are not as weak as other Mage classes in terms of attack or defense, and are usually capable fighters physically to defend themselves against creatures if they have not learned such skills.
(Only used to learn animal/monster techniques, nothing else.)
(WIP) Learn: Allows them to Learn Blue Magic through being hit by and enemy attack or devouring/absorbing the enemy when health is low (... It really does depend on who you are.) Not all Monsters will have Blue Magic to teach you. (Genin)
Scan: Learn everything there is to know about the enemy. (Chuunin)
Unbridled Learning: The most advanced Blue Mage skill of learning there is, where the user is able to learn all monster abilities rather than just a select few through normal Learning. (Sannin)
Azure Lore: Increases the power of the next Blue Magic attack by double. (Chuunin)
Efflux: Increases the next Blue Magic spell by triple. (Jounin)
Diffusion: When using Blue Magic Support spells, it causes them to effect every single ally and doubles their power. (Special Jounin)
Convergence: Quadruples the power of the next Blue Magic spell, however it can only hit one specific target as the cost. (Jounin)
Burst Affinity: When using Blue Magic, causes attacks to explode on contact. (Special Jounin)
Chain Affinity: Allows Blue Magic spells to be chained. The more chains you do, the more chakra is used. (Jounin)
Anti-Aircraft: An attack that does quadruple damage to any aerial or flying/floating enemy. (Genin)
Demon Muzzle: An attack that does quadruple damage to any demon enemy. (Chuunin)
Immunity: Becomes immune to status ailments. (Special Jounin)
Silver Bullet: An attack that does quadruple damage to any lupine/canine or beast type enemy. (Special Jounin)
Killasaurus: An attack that does quadruple damage to any reptilian or amphibious enemy. (Special Jounin)
Shell Cracker: An attack that does quadruple damage to any shelled or armored enemy. (Jounin)
Flan Eater: An attack that does quadruple damage to any flan or gelatinous enemy. (Jounin)
Dragon Slayer: An attack that does quadruple damage to any dragon enemy. (Jounin)
Dismantler: An attack that does quadruple damage to any machine type enemy. (Jounin)
Magical Shield: Automatically generates a shield of any energy (chakra, magic, etc.) around yourself whenever you are faced with an attack, leaving you to take no damage. However, whatever the power is of the attack that hits this shield is then subtracted from your chakra levels, and when your chakra is depleted, this shield cannot be deployed anymore. (Jounin)
The rest of the abilities are monster abilities that must be learned from monsters. They are learned instantly, so when a monster attacks you, you know it for life.
Chapter 10; Cannoneer - Spoiler:
Name: Cannoneer Natural: Explosive Weapon Handling Requirements: Hand-Cannon, Cannon Special Ability: Cannonry Forte: Powerful Long/Wide Range Combat
Description: Tinkerers with the know-how to combine items into weapons both beautiful and destructive. Masters of using giant cannons as well as Hand-Cannons. With such weapons at their disposal, they are a very powerful, yet slow and bulky class, and their support is only matched by their counterparts, the Flintlocks. Because they are powerful users of explosive weapons from long range, they are capable of destroying large areas and taking out a wide range of enemies with only one shot. Though their cannonry skills are destructive, they are also used for support by loading items into their cannons and firing them out, the explosions gaining the properties of the said item. When a team needs a healing, a Cannoneer with a single potion can make the difference for the entire team.
Prime: Loads cannon for attack. Every time a different item is used, 'Prime' must be used beforehand. (ex. If cannon is 'Primed' for use of a Potion, but someone wishes to use the cannon for attack, it must be 'Primed' to no longer have use of potions. However, if the cannon is 'Primed' for potions and is reloaded with potions, it doesn't need to be 'Primed' again. Priming takes one full post.)
Scope: Increase accuracy for one attack. (Chuunin)
Potion Shell: Heals self or allies with a healing item shot from a cannon for long range healing. (Chuunin)
Ether Shell: Restores chakra/magic/soulenergy/etc. with an item shot from a cannon for long range restoration. (Chuunin)
Buckshot: Increases the radius of the next attack. Also, it accumulates. (Special Jounin)
Target: Focuses on the target so that you may deal heavy damage with all attacks. (Special Jounin)
Foresight: Doubles the shots you may fire. Yes, it accumulates. (Jounin)
Mortar: Release a massive destructive blast from cannon, decimating everything in the area, however you cannot attack afterward. (Anbu)
Blur: Allows you to avoid any projectile attack automatically by making your body blur when attacked. This includes from GUNS and CANNONS. (Sannin)
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| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Chapter 11; Alchemists and Hermetics - Spoiler:
Name: Alchemist Natural: Natural/Alchemic Magic Requirements: Ancient Alchemic Text Specialty: Alchemy/Chemistry Forte: Support, Status Enhancements/Ailments
Description: "The secrets of the heart are the ultimate knowledge; Essences, Base and Divine." That is the motto of the Alchemist. Apothecaries who can mix powerful brews, and gain twice the benefit when drinking potions and ethers, Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous wares—from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born. A master of transmutation, the alchemist can alter nature at a whim. Being such masters of mixing and matching, they may create new combinations of attacks, elements and potions to their liking to make for more potent abilities in battle. Though they are mages, the specialize in using firearms of various kinds for self defense as well.
Ancient Chemistry of Alchemy
Experiment: At the cost of a lot of chakra, can change one item or potion into another (ex. Potion to Hi-Potion.) The stronger and larger the item changed into, the more it costs.
Smelt: Allows items created to become weapons with opposite effects.
Level Serum: A special concoction that allows those who drink it to match the power of those they are fighting against.
Potion: Makes a potent potion that also doesn't decrease your own stock of them. (Genin)
Hi-Potion: Makes a potent hi-potion that also doesn't decrease your own stock of them. (Genin)
Antidote: Makes a potent antidote that also doesn't decrease your own stock of them. (Genin)
Eye Drops: Makes potent eye drops that also doesn't decrease your own stock of them. (Genin)
Poison: Inflict poison on the foe via magic. (Genin)
Mega-Potion: Makes a potent mega-potion that also doesn't decrease your own stock of them. (Chuunin)
Echo Screen: Makes a potent echo screen that also doesn't decrease your own stock of them. (Chuunin)
Toad: A short range magic attack that will turn the foe into a toad, or revert back. (Chuunin)
X-Potion: Makes a potent x-potion that also doesn't decrease your own stock of them. (Special Jounin)
Dispel Tonic: Makes a potent dispel tonic that also doesn't decrease your own stock of them. (Special Jounin)
Maiden's Kiss: Makes a potent maiden's kiss that also doesn't decrease your own stock of them. (Special Jounin)
Soft: Makes a potent soft that also doesn't decrease your own stock of them. (Special Jounin)
Holy Water: Makes potent holy water that also doesn't decrease your own stock of them. (Special Jounin)
Giant's Drink: A powerful potion that increases one's durability to that of even a powerful giant. (Special Jounin)
Hard Body: A special brew that hardens the body's defenses to incredible proportions, becoming as hard as steel. (Jounin)
Hero Drink: A potent potion that increases all abilities incredibly large portions. (Jounin)
Power Drink: A great potion that increases the physical power of anyone who drinks it by great amounts. (Special Jounin)
Speed Drink: A slick potion that increases the movement, reflexes and general speed of whomever is to drink it by a great amount. (Special Jounin)
Safeguard: Keeps items from being stolen. (Special Jounin)
Chemist: Doubles the effect of healing items. (Special Jounin)
Rasp: Starts to slowly deplete your chakra/magic/soulenergy/etc. via magic. (Special Jounin)
ProtoMeteor: A smaller meteor, about the size of Comet. It is the Alchemist's way of using Comet. It will fall from the sky and strike one enemy with great force and power. (Special Jounin)
Mix: Mixes any 2 items or elements for a new attack ability. (Jounin)
Remedy: Makes a potent remedy that also doesn't decrease your own stock of them. (Jounin)
Ether: Makes a potent ether that also doesn't decrease your own stock of them. (Jounin)
Annoyntment: Makes a potent annoyntment that also doesn't decrease your own stock of them. (Jounin)
Astra: Instantly nullifies any and all status ailments with an astral shield. (Jounin)
Meteor: A huge and powerful giant meteor will fall from the sky and it take down everything in the immediate area. Very powerful. (Jounin)
Treasure Hunter: Finds hidden items scattered around anywhere. (Jounin)
Recover: Restores health and cures all status ailments to all party members. (Jounin)
Elementalist: Doubles the power of elements (Anbu)
Physicist: Doubles the power of non-elemental stuff. (Anbu)
Flare: an immense and powerful explosion of heat and energy that is extremely powerful and wide. (Anbu)
Elixir: Makes a potent elixir that also doesn't decrease your own stock of them. (Sannin)
Transmute: Turns a weakened foe into an item or weapon, inanimate object, etc. Or, vice versa. (Sannin)
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Name: Hermetic Natural: Natural/Alchemic Magic, Forbidden Magic Requirements: Master all Alchemist abilities; Receive a Law Card from a Judge/Judgemaster; Obtain Ancient Grimoire of Heretics Specialty: Hermetics, Heretics Forte: Enhanced Alchemy
The Hermetic, an Alchemist elite who has learned how to defy and control even the laws of nature with their alchemy, wields power to even change and nullify laws. They also have more potent abilities to reverse the effects of items and create bombs via these items and use a powerful magic that is unknown to any alchemist. To become a Heretic, an Alchemist must first master all of their abilities. Heretics may also use the Alchemist abilities.
Hermetism; Heretic Alchemy
Mirror Items: Able to reverse the effects of any and all items to do the opposite of what they are meant to do.
Azoth: Powerful Heretic magic that will literally put everything to sleep via powerful sleep spell that will engulf the entire field.
Item Bomb: Uses items to make bombs/grenades (not the enemy). Depending on the power of the item depends on the power of the bomb.
Law Cards: Has the ability to create and override the laws of the Judge. (Not the Judgemaster, however.) They may even create the Nullification Card. But it is a weaker version that cannot overthrow the Judgemaster like one made by the Judgemaster can.
Chapter 12; Dark Knights, Black Knights and Death Knights - Spoiler:
Description: "My anger, pain and sadness --- shall be your loss." Clad in evil armor, absorber of evil and darkness and lurker in the shadows, a powerful being with a large sword usually hung over the shoulder, the face unable to be seen under the demonic helm upon their head. Dark knights, also known as black knights, were a minority group of knights that refused to serve lords or kings. Instead they either looted and raided, hunted bounties, or lived off the charity from the more humble folk. As they had no master, and thus no squire, they would paint their armor their signature black color to prevent rust and damage. Dark knights were considered by many a necessary evil, as they would protect the villages and lesser people from invaders and bandits, but would cause many problems in the regions that they dwell in to keep themselves alive and well. The Dark Knight is opposed by the Paladin, holy knights who protect allies and wield sacred powers. Unlike many classes, Dark Knights bear a signature weapon, the Deathbringer, which has a chance to kill certain enemies in a single blow. To strengthen themselves in battle, not only have these outlaw warriors mastered the ways of numerous weapons, but they have also acquired certain black and arcane magic spells to torment their enemies. Due to the intense training, many Dark Knights fail to master the dark sword and lose their minds in the process. They are a force to be reckoned with for their demonic strength and abilities, and their control over shadows and darkness...
Fell Knight Image
The Fell Knight, a fallen knight who has turned his back on the light of the gods. He leeches the souls of enemies with his Fell Sword. Being a Dark Knight who has given himself to the darkness completely and utterly, the Fell Sword has granted them the highest of dark power imaginable at a very high cost. Ever condemned to the sword, they are masters of shadows, darkness and many arcane arts. They have surpassed the power of any mere Dark Knight, however it is usually at the risk of their own sanity or their soul. They are the epitome of power. They are the counterparts of the Holy Knights.
Death Knight Image
The Death Knight is the highest and most evil class of Dark Knight. They were Fell Knights who had given their souls up completely to the power of darkness and know no light at all. Without a soul, they are beings solely of destruction and death, and are technically an undead being with demonic power that protects them. Still wielding the Fell Sword, it has evolved to a greater power and continuously feasts on souls of others to provide the Death Knight with more power. They have not gained any new abilities, but the ones that they do have are many times stronger than any Dark Knight or Fell Knight could have ever obtained. They are the counterparts of the Arc Knights.
Dark Knight Requirements: Deathbringer.
Fell Knight Requirements: Fell Sword.
Death Knight Requirements: Give soul to Fell Sword.
Natural Abilities: Arcana, Fell Sword (only for Fell Knight and Death Knights)
Arcana Abilities
Sight: Enables the user to see everything around, negating the effects of Blindness as well as locating the enemy no matter where they are. Strong enough Sight also allows for slight precognition. (Jounin)
Toad: Dark and evil magics that forcefully transform the foe into a helpless toad, or reverts people back from being a toad. (Jounin)
Mini: Use dark arcane magics to shrink the foe's body down to the size of an ant. (Special Jounin)
Teleport: Uses dark magics to teleport to a location nearby. Cannot teleport to far locations. (Jounin)
Black Fang: Stab enemies with weapon, deteriorating their souls gradually the longer contact is made until it is no more and they are dead. (Chuunin)
Doom: Curses the foe to death, calling down the reaper on them in 10 or more turns. (Jounin)
Bind: Uses dark and restricting magics to reject the opponent's movements, leaving them stuck in one place, unable to even warp out. They can attack still, however. (Chuunin)
Poisonga: More powerful Poison spell that releases a gas or liquid-like substance throughout the entire area to inflict poison on everything in the area. (Special Jounin)
Absorb Mentality: Using magic or one's weapon, forcefully drain out one's mentality, robbing them of memory, thought, etc. and draining it to yourself. (Jounin)
Absorb Chakra: Using magic or one's weapon, forcefully drain out one's chakra, robbing them of the use of their jutsu and their chakra network. (Jounin)
Bio: Basic level Poison element. A gaseous or liquid-like energy that will harm the foe and also poison them. (Genin)
Biora: A level 2 spell: Thick gaseous or liquid-like energy is sent forth to harm the foe severely and inflict a more potent and deadly poison upon them. (Chuunin)
Bioga: The most powerful Poison spell. Consumes the entire area with thick gaseous or liquid-like energy that will severely cripple those it touches and inflict them with the most potent of poisons. (Special Jounin)
Sleep: Magic that will induce sleep to whoever it touches instantly. (Chuunin)
Sleepga: Most powerful Sleep spell that will induce sleeping on all foes that are hit with this sleeping magic. (Special Jounin)
Drain: Sucks out the life and energy of the target to restore your own.(Genin)
Drainra: More powerful version of Drain, where the drain of life and energy is much greater. (Chuunin)
Drainga: Most powerful version of Drain that causes a drain of life and energy that is incredibly large. (Special Jounin)
Dread Spikes: Flings spikes made of darkness, which will harm and weaken whomever is to touch them and stick to whatever they touch. (Special Jounin)
Endark: Imbues the power of darkness in weapons of self or allies. (Chuunin)
Darkness: By sacrificing a small amount of life force to take absolute control over all darkness in the area, the user bathes the land in this destructive darkness and lets no light shine whilst also harming the foe severely. (Chuunin)
Darkside: Powered up version of Darkness, where the user must sacrifice more life force to take absolute control over all darkness in the area and power it up, coating the area in thick darkness that will harm the foe more severely than before. (Special Jounin)
Amok: Increases the power of Darkside to the highest degree possible, at the cost of almost all of the user's health. (Jounin)
Eye for an Eye: Deals damage respective to how much was taken in total. (Jounin)
Shadow Bringer: Creates a spear made completely of darkness and shadows that pierces through even the light. It is flung at the foe to pierce their bodies and rupture their souls. (Special Jounin)
Shadow: Using a small bit of life force, the user uses their own shadow to attack in any way they feel fit. (Chuunin)
Dark: Basic level Dark elemental spell. Uses the power of darkness to attack their foes. (Genin)
Darkra: A level 2 spell. Uses a great deal of powerful darkness to attack foes. (Chuunin)
Darkga: A level 3 spell. Uses an immense amount of incredibly powerful and large darkness to attack all foes. (Special Jounin)
Drain Blade: Absorbs life force from those that the sword is to hit. (Special Jounin)
Dark Blade: Blade becomes darkness itself to attack and harm the very shadows of the foe as if they were attacking them normally. (Chuunin)
Dark Breaker: Powered up version of the Dark Blade that literally destroys darkness and shadows upon contact. (Jounin)
Nightmare: Releases a powerful amount of odd darkness that causes all who touch it to fall into a deep sleep instantly, then have their dreams haunted by the Nightmare and absorb their life force as well as doom them to the Reaper. However, if they are awoken, then the Doom and draining will flee. They will stay asleep as long as they are within this darkness. (Jounin)
Chaos: An ability of pure chaotic discord and utter destruction, releasing powerful darkness that will not only destroy all it comes in contact with, but inflict Confusion and Doom upon the foe and Curse them as well. (Anbu)
Wither: With every hit with an attack, the opponent's body becomes weaker and weaker, thereby affecting their attacking power, speed, etc. (Jounin)
Soul Eater: Sacrifices a small portion of life to control darkness and shadows completely and utterly for a while to engulf, attack, etc. etc. your enemies. Each time you use it, it takes a little more of your life unless you restore your life. (Genin)
Confuse: Dark magic that will rupture the foe's thought process, confusing them in the process.(Genin)
Poisonproof: Becomes immune to Poison and Venom. (Genin)
Confuseproof: Becomes immune to Confuse. (Genin)
Demi: Strong gravity magic that will suck in anything near and crush it severely. (Chuunin)
Stoneproof: Becomes immune to Petrify. (Chuunin)
Break: Magic that will Petrify the foe if they come in contact with it. (Special Jounin)
Black Sky: Darkens the sky with evil darkness that will have darkness rain down from the sky maliciously to destroy the foe. (Special Jounin)
Doomproof: Becomes immune to Doom. (Special Jounin)
Doom: Summons power of the Reaper to condemn the foe. It is short range. If the reaper catches the foe in the short time it is out, it will kill the foe/make foe unconscious 10 turns afterward without question. (Jounin)
Dark Seal: Seals the use of any darkness, dark abilities/energy, shadows and evil stuff of foes via physical contact for the entire battle. (Jounin)
Diabolic Eye: Allows the user to have incredibly increased perception and eye power... and able to see... through illusions and see stuff very fast and... stuff of that sort. (Jounin)
Deathproof: Becomes immune to Death (not becoming immune to dying, but becoming immune to the Black Magic, Death. You will still be subject to die.) (Jounin)
Death: Calls the Reaper to condemn the foe. It is short range and very inaccurate, but the foe will die instantly (upon dice roll of 6, 6, 6.) (Anbu)
Arcane Circle: Becomes immune to demons, darkness, shadows, dark energy, dark matter, hellish stuffs, evil and anything related while inside of the circle. Also nullifies these things if they are subject to the circle. (Anbu)
Blood Weapon: Sucks out the blood, life, and energy of foes as well as drains the energy into yourself to restore your life, and also gives a random status ailment to the foe. (Anbu)
Charon: Calls the power of Charon, who will sacrifice the user's life/consciousness to use an unblockable, unavoidable attack to the foe and kill them as well. Think of it as a Kamikaze attack. Both die/go unconscious regardless. (Sannin)
Fell Sword Abilities
Dusk Blade: Uses the power of darkness from the sword to suck out the magic/chakra/soulenergy/etc.etc. of whomever it touches in GREAT chunks.
Shadow Blade: Uses the power of shadows from the sword to suck out the life of whomever touches the sword GREAT chunks.
Crushing Blow: Makes a powerful slash with the sword that will Stop whomever it touches.
Abysmal Blade: Consumes a small portion of the user's life so that they may shoot out incredibly large, powerful and fast waves of darkness from the sword. Sword blades may also shoot up from shadows at any given time the user wills it... with the cost of life, that is.
Unholy Sacrifice: Consumes a large portion of the user's life so that they may release a HUGE explosion of darkness and shadows that will decimate everything in the area.
Life Boost: Increases life by a small portion. Yes, it is cumulative.
Vehemence: Lows your defense by half each time you use it, but increases your attack power by double the power each time you use it.
Chapter 13; Drachenreichtes and Drachenmeisters - Spoiler:
'Dragon Reachers' and 'Dragon Masters'. They live to tame, train and slay dragons of any and all kinds. They frequently use dragons as their companions from birth, however those that join in the ranks have to tame their own dragon or hatch a new born dragon from an egg in order to be a Drachenreichte.
As their dragons grow and they grow (since they grow together, making this a difficult class to master), the Dragon goes through the ranks the same way as the Drachenreichte. If both are not at the same level, then their growth and synchronicity will be off. If the Dragon is a lower level or rank, you cannot advance past a certain rank or learn new abilities (since abilities require the power of both the dragon and the reacher itself.) Conversely, if the dragon is too high a level for the reacher, it will not listen nor will the reacher be able to accurately control it, which is extremely dangerous. The highest rank of dragon there can be is 'Drachengott," which is the 'Dragon God,' when one's dragon is of godly strength and power. This is only attainable by the 'Drachenmeisters,' or 'Dragon Masters' that are masters of their specific classification of dragon.
Each Drachenreichter learns about a specific type of dragon and masters their own species of dragon, as it takes an entire lifetime to truly know your dragon, hence why you only bond with one species of dragon instead of taming many. However, it is not unheard of for very skilled Reachers to be able to tame and master many types of dragons.
Dragons exist all throughout the Veritas of different elemental attributes, species, types, etc. A Reacher usually goes and tames one that they feel the most connected to, and as they learn about the dragon, the dragon teaches them about its element, its powers and its species. Mutual respect is built between the two and resonance bonds are made. It becomes easier to communicate with the dragon once Soul Resonance is achieved. (More Coming Soon.)
Classifications of Dragons:
Drachenklien Drachenfae Uberdrachs Drachengotts
*Techniques:
Kindertoten
Chapter 14; Samurai - Spoiler:
Name: Samurai Natural: Bushido (Way of the Samurai) Required Items: Katana Special Ability: Sword Art Forte: Well-Rounded Combat Description: Master swordsmen whose keen reflexes allow them to intercept and deflect enemy attacks. Through the study of Far Eastern martial arts techniques, these lone warriors have learned to devote their lives to their cause and to their blades, the mighty katana. Those who have mastered the ways of the sword and fight with honor. Sword Art; Way of the Samurai Basic Level (Spirit) The Assault/Assailant - Physical Attacker Blade Bash: Bashes opponent with the back of the blade or the hilt of the blade and leaves them Stunned for a moment or two. (Genin) Konzen-ittai: A quick and decisive slice that will Stun the enemy, leaving them ripe for another quick succession of attacks. (Genin) Fingersnap: A strike that will harm the foe and also cancel out any status enhancements they have. (Special Jounin) The Circuitbreaker - Special Attacker Kotetsu: Binding Darkness. A technique that releases the spirit in the user's katana, loosing a wave of howling dark spirits. (Genin) Wind Slash: Releases blades of wind that will slice up whatever they are told. (Genin) Raging Inferno: Call upon will o wisp spirits to pursue the living as a band of blue flames to harm and burn the foe. (Genin) The Savior - Defenders (Tanks), Counterattackers Strike Back: Close range attacks will be taken, then delivered back with double the power and speed. (Jounin) The Wire - Supporters (Buffers/Status Boosters) Meikyo Shisui: Honing your focus, your next Bushido ability does 3 times its normal damage. (Genin) Nonpareil: Focus your inner self so that your power and speed increase by double. (Genin) No Fear: Using your spirit, you will be bestowed with Protect and Shell upon yourself. (Genin) Doublehand: Wield your weapon with two hands, thus doubling the destructive power of it. (Special Jounin) The Life Support - Healers, Protectors Zombie Attack: A holy strike that cuts down the Undead with immense amount of power. (Chuunin) Unburden Soul: Sacrifice your own spirit to restore life, chakra/magic/etc. to all allies completely... Though, at the cost of all of your remaining energy. (become unable to battle) (Genin) The Hacker - Supporters (Debuffers/Status Ailments) Power Break: With a strike of the sword, the Samurai lowers the attack power of the target with every strike. (Genin) Novice Level (Anima) Assailant Shimmering Blade: Blade of your weapon becomes burning hot like fire, the strike able to Confuse the opponent. (Chuunin) Hoarfrost Blade: Blade of your weapon becomes as cold as ice, the strike able to Slow the foe. (Chuunin) Skyfury Blade: Blade of your weapon becomes electrified, the shock able to cause your opponent to go Berserk. (Chuunin) Sparkler: A physical attack coated with energy from your spirit, which will deal a blow that disregards any barriers or defenses of the foe. (Special Jounin) Circuitbreaker Chirijiraden: Raging Inferno. A technique that releases the spirit in the user's katana, which pursues the living as a band of blue flame. (Jounin) Spirit Blade: Uses your own spirit as a sword to slash at the foe with spiritual power. (Chuunin) Sanguine Blossom: An attack that brings out every bit of hate in your spirit for an all out attack. (Jounin) Savior Shirahadori: Spirit of the user senses long range physical attacks, and as such will give the user the ability to avoid all of them. (Jounin) The Wire Hasso: With a great deal of focus, the Samurai's strength, accuracy and concentration are improved to the point where they may focus wholeheartedly on their opponent. Also, they are granted with Haste. (Chuunin) Waterwalking: Gives the user the ability to walk and run on water via power from the spirit. (Chuunin) Hayate: Summons the spirit of the wind to increase your evasion and your speed by double. (Chuunin) Savior Death Strike: Focus on the weaknesses of the foe so that the next hit will do double the damage. (Jounin) Life Support Meditate: Focuses mind, allowing chakra to be gradually regenerated as long as they are in a meditative state. (Chuunin) Shikikoyo: Using ancient samurai techniques, it allows the samurai to send chakra to an ally to restore it at the cost of their own. (Chuunin) Murasame: Rain of Wisdom. A technique that releases the spirit in the user's katana, raining tears of an enlightened soul to restore HP. (Chuunin) Kiyomori: Purifying Breeze. A technique that releases the spirit in the user's katana, bestowing the protection of its effervescent life force by Protect and Shell. (Chuunin) The Hacker Magic Break: With a strike of the sword, the Samurai lowers the chakra of the target with every strike. (Chuunin) Armor Break: With a strike of the sword, the Samurai lowers the defensive power of the target with every strike. (Chuunin) Intermediate Level (Wraith) Circuitbreaker Sengikori: Infuses an element into the blade and strikes with said element. (Only if the element is readily accessible and can be touched by the blade.) (Special Jounin) Kikuichimonji: Sanguine Blossom. A technique that releases the spirit in the user's katana, wreaking havoc with its all-consuming hatred. (Special Jounin) Verse of Oblivious: Call upon the spirits of the dead to feed on the foe's magic/chakra/soul energy/etc. until it is depleted. (Special Jounin) Savior Mirror of Equity: An attack that does the same amount of damage to the foe that has been done to the user, thus bringing them down to the same status. (Anbu) Life Support Rain of Wisdom: Use your own spirit to rain down tears of an enlightened soul to restore your health and heal wounds. (Special Jounin) Clean Slate: Restores a fourth of your health back to you, and eliminates all negative status effects completely through cleansing of your spirit. (Special Jounin) Wire Third Eye: Honing the mind to focus on the opponent, they may avoid the next strike with absolute certainty, however cannot use other abilities when the Third Eye is activated. Also, the Third Eye cannot evade area effects. It can sense them coming, however. (Special Jounin) Hacker Mental Break: With a strike of the sword, the Samurai lowers the mental capabilities of the target with every strike. (Special Jounin) Osafune: Verse of Oblivion. A technique that releases the spirit in the user's katana, sending the whispering dead to feed on the target's MP. (Special Jounin) Ame-no-Murakumo: Cloudsea Curse. A technique that releases the spirit in the user's katana, releasing a phantom of pure mist to attack the target and slow them. (Special Jounin) Binding Darkness: Uses your own spirit to manifest itself as the darkness element, releasing a howling wave of dark spirits that will Stun the foe. (Special Jounin) Advanced level (Spectra) Assailant Hagakure: When an attack makes contact with the Samurai, the samurai steals the amount of chakra used to power the attack to restore his own whilst still taking damage. (Jounin) Zantetsu: A deadly strike on one specific target that is extremely swift. If it hits, it will either cause your foe Death or will make them go unconscious. (Dice Roll) (Anbu) Circuitbreaker Asura: Spirit Blade. A technique that releases the spirit in the user's katana, causing an unseen specter-sword to slash at the target. (Jounin) Fireworks: An attack that shoots out energy from your spirit in the multitudes, which will deal a blow that disregards any barriers or defenses of the foe. (Jounin) Magicide: An attack that is coated in magic, thus it will hurt the spirit of the foe and hack through their chakra/soul energy/magic/etc. rather than physically harm them. (Jounin) Wire Seigan: A powered up version of the Third Eye that allows, when activated, for the Third Eye to evade more than just the next attack, but many strikes at the cost of a constant, large drain of chakra. (Jounin) Sekkanoki: Reduces the cost of chakra to use any Bushido ability to become almost nonexistent, however with a constant chakra drain of keeping this ability active. (Jounin) Purifying Breeze: Your spirit travels through the wind to bring protection to your allies via Shell, Protect and Reflect. (Jounin) Savior Dismissal: A powerful attack that, if it makes contact will cancel out the attack the foe is using if it is to hit the foe. (Jounin) Momentum: A great attack that uses all of the spirits of those slain in battle by the user and makes one huge attack using all of their power. Increases in power the more things you kill. (Jounin) Life Support Warding Circle: A special ancient samurai art that causes a seal of protection to appear under him, warding off the attacks of shadows, demons, hell, etc. (anything associated with demons or dark arts.) (Jounin) Masamune: Ethereal Embrace. A technique that releases the spirit in the user's katana, bestowing physical healing and increased speed with Regen and Haste. (Jounin) Hacker Extract Power: With a strike of the sword, the Samurai forcefully drains out the strength that you have into themselves. (Jounin) Hamanoha: With a powerful slash and force released from the blade, it lowers all capabilities of the foe it comes in contact with instantly. (Jounin) Muramasa: Doomed Aspirations. A technique that releases the spirit in the user's katana. Only a living soul will quell its tumult with Curse and Doom. (Jounin) Cloudsea Curse: Calls upon a phantom made of pure Mist that will harm and haunt the foe, also causing them Slow. (Jounin) Master Level (Phantom/Essentia) Assailant Iai Blow: A quick blow that is aimed at the organs in an attempt to slaughter the foe and kill them. May cause Death or make foe unconscious. (Dice Roll) (Jounin) The Wire Shirahadori: Catches the next attack, be it with weapon, magic, or fist with their hands using all their might. (Sannin) Forbidden Level (Kami) Assailant Lifethread Blade: Blade of your weapon becomes dark, seeking out the life of the foe to Doom them. (Jounin) Shin-Zantetsu: A deadly strike on everyone that is not the user that is extremely swift. If it hits, it will either cause everyone instant Death, or make them unconscious. (Dice Roll) (Sannin)
Chapter 15; Geomancer and Elementalist - Spoiler:
Description: Similar to Elementalists, however instead of having the ability to call on any sort of element at any time, they are only limited to calling upon the elements at that current time, for example if there is water, they can call upon water's power, but if there is no fire, they cannot call upon the fire's power. They can, however, call upon the power of the weather and the terrain, which is something that the Elementalist cannot do. They may control weather and terrain and use their power and the powers of nature at their will, making them powerful adversaries in the right location.
Description: Powerful elemental magic users who control the power of elements within their magic and attacks. They can shift elements to their will as well as shift the elemental weakness of affinity of attacks or items, or even of other people, which makes them quite deadly foes, even though they are not that skilled in defensive measures. Their elemental magic is not to be toyed with. They are similar to the Geomancers for their elemental abilities, but the way they use them is quite different.
Natural Abilities: Geomancy, Elemental Magic
Geomancy Abilities:
Sink Hole: (only usable at night or within space) Creates a warp in the space and time under the foe that will suck them in and damage them severely by compacting space, and also cause them Paralysis. ( 40 Battles to Learn.) (Special Jounin)
Torrent: (Only usable near water or in the rain) Combines a huge mass of water and causes it all to fall onto the foe or attack the foe at the will of the user. It will also cause Frog... (50 Battles to Learn.) (Jounin)
Hell's Ivy: (Only usable in grassy or plant-filled area) Hellish plants will spring up from portals or the nature everywhere to wrap, tangle, stab, cut, and destroy the foe. If they ensnare you, you will be inflicted with the Stop status. (70 Battles to Learn.) (Jounin)
Contortion: (Only usable in an earthy area or place full of rocks, or a dry area with no agriculture) Rocks and earth will mold and meld around the foe, and ultimately... Beat them up. With the power of... Earth!! If you become fully encased, you will be inflicted with the Petrify status. (50 Battles to Learn.) (Special Jounin)
Tremor: Makes a large tremor, thus resulting in rocks flying to your will and the earth shaking violently, also trying to swallow your foe whole. (30 Battles to Learn.) (Genin)
Wind Slash: (Can only be used while outdoors) Uses the power of the atmosphere to heed to your will and slice up the foe nonstop. It will cause Disable if cut too many times. (50 Battles to Learn.) (Chuunin)
Will-O-The-Wisp: Creates a ghastly fire that will attack the foe from the inside out. If it hits, it will instantly cause Sleep. (40 Battles to Learn.) (Special Jounin)
Quicksand: (Can only be used if water is near and can be combined with the earth) The ground becomes quicksand that can be moved and controlled to the user's will. If it encases the foe, they will become Immobilized and also cause Doom. (80 Battles to Learn.) (Jounin)
Sandstorm: Combines lots and lots of dust from anywhere and everywhere to quickly whip up a massive sandstorm that will hurt the foe and also cause Blindness on them. (20 Battles to Learn.) (Chuunin)
Snowstorm: (Only usable in the cold or snow) Creates a giant, hellish blizzard of nonstop snowing and hail that will harm the foe and also cause Freeze on them. (60 Battles to Learn.) (Special Jounin)
Wind Blast: (only usable outside) Creates a powerful, forceful blast of sheer slicing wind power from the atmosphere that will knock the foe for a loop, and also rupture the atmosphere around them, thus causing the foe to be Slow. (55 Battles to Learn.) (Special Jounin)
Magma Surge: (Only usable near volcanoes or when fire is present) Causes magma and flames to shoot from the ground randomly or rain from the sky. It will also inflict the Heat status. (60 Battles to Learn.) (Special Jounin)
Shining Flare: (only usable in the day time, when sunny) Calls upon the power of the sun to shoot down powerful fire and heat rays onto the foe. (10 Battles to Learn.) (Genin)
Venom Squall: (Only usable when there is water near or when raining) Poisons any and all water being controlled and causes sharpened water drops or rain droplets to hit the foe, and also Poison them at the same time. (30 Battles to Learn.) (Genin)
Avalanche: (Only usable when there is snow or when cold) Causes massive ice and snow to rain down from the sky and onto the foe. Somehow, the snow causes the Sleep status when a foe is hit. (40 Battles to Learn.) (Chuunin)
Mist Storm: (Only usable at night or where there is a lot of Mist) Controls the mist that will cause Blindness, lower evasion and also deal damage to the foe physically and to their chakra/magic/etc.etc. for however long they stay in the mist. (90 Battles to Learn.) (Jounin)
Nature's Embrace: (Only usable where there are plants) Controls any and all plants to attack in any sort of way to the opponent. (10 Battles to Learn.) (Genin)
Artifice's Embrace: (Only usable on manmade land or in a building or place full of machines and steel and such) Causes the man-made items to attack to the will of the caster, thus making steels and houses and stuff like that under the control of the Geomancer. They will also cause Slow if hit. Can also make giant spikes come from the ground to Stun/Immobilize/Disable foe. (80 Battles to Learn.) (Jounin)
Life's Embrace: (Only usable while standing on living things, such as grass, plants, a person, animal, or once living things, etc.) The life's essence of things will begin to suck the life out of you in the most literal sense for however long you stand on the living thing, restoring itself and draining you. (80 Battles to Learn.) (Anbu +)
Earth's Embrace: (Only usable outside) The earth will begin to attack you in numerous ways, attempting to take you under and kill you. Getting caught by it causes Disable. (25 Battles to Learn.) (Special Jounin)
Libra: Scan and learn everything there is to know about the foe. (20 Battles to Learn.) (Jounin)
Heat Whirl: Spins around and absorbs, then releases any heat/fire in an extremely concentrated manner to melt and... other stuff... things that are near. (40 Battles to Learn.) (Special Jounin)
Ice Whirl: Spins around and absorbs, then releases any coldness/ice in an extremely concentrated manner to freeze and... shatter... things that are near. (40 Battles to Learn.) (Special Jounin)
Thunder Whirl: Spins around and absorbs, then releases electricity in an extremely concentrated manner to electrocute and... zap... things that are near. (40 Battles to Learn.) (Special Jounin)
Aqua Whirl: Spins around and absorbs, then releases water/liquids in an extremely concentrated/pressurized manner to drown and... deluge... things that are near. (50 Battles to Learn.) (Special Jounin)
Barrier: Nullifies non-physical attack once, however cannot move or attack while using it. (60 Battles to Learn.) (Anbu +)
Shield: Nullifies physical attack once, however cannot move or attack while using it. (60 Battles to learn.) (Anbu +)
Flare Whirl: Spins around, releasing Flare, Giga Flare and Explode out on the foes, making massive explosions of non-elemental... explodeyness. (90 Battles to Learn.) (Anbu +)
Great Whirl: Combines all of the 'Whirl' attacks into one, as well as releases Ultima from the whirl. (120 Battles to Learn.) (Anbu +)
Ribbon: Become immune to ALL status ailments (not enhancements.) (20 Battle to Learn.) (Anbu +)
Double Durability: Increases durability of self or others by double. (20 Battles to Learn.) (Jounin)
Triple Durability: Increases durability of self or others by triple. (30 Battles to learn.) (Jounin)
Limit Break: Allows the user to break all limits and fire everything continuously and simultaneously nonstop at an increasing power the longer it is used. (200 Battles to Learn.) (Anbu +)
White Pollen: Releases healing pollen to restore health and cure status ailments. (10 Battle to Learn.) (Genin)
White Honey: Releases a sticky white honey (.. ... .... oh god...) that will cast Regen. (20 Battles to Learn.) (Chuunin)
Hard Leaves: Covers self in magical hardened leaves that will decrease the power of non-physical attacks severely. (40 Battles to Learn.) (Special Jounin)
Tough Nuts: ... Siiiiigh.... Anyway. Encases self in a nut that will decrease the power of physical attacks severely. (40 Battles to Learn.) (Special Jounin)
Mirror Petals: Release flower petals that will Reflect just like a mirror, thus can be used for Reflect. (70 Battles to Learn.) (Jounin)
Floral Rush: Speed up the flow of time via flower power and get Haste casted on you. (50 Battles to Learn.) (Special Jounin)
Floral Bomb: Exploding flowers that will also start to deplete stats (attack) of the foe. (40 Battles to Learn.) (Jounin)
Fallal Bomb: Exploding flowers that will also start to deplete stats (defense) of the foe. (40 Battles to Learn.) (Jounin)
Floral Magisol: Magical flower gas that will also start to deplete stats (chakra/magic/soulenergy) of foe. (40 Battles to Learn.) (Jounin)
Fallal Magical: Magical flower gas that will also start to deplete stats (speed) of the foe. (40 Battles to Learn.) (Jounin)
Dream Pollen: Spews pollen that will harm the foe and put them to sleep on contact. (60 Battle to Learn.) (Special Jounin)
Mad Seeds: Shoots exploding seeds nonstop that will also cause Berserk to the foe. (30 Battles to Learn) (Chuunin)
Sticky Seeds: Shoots magic seeds that stick to the soul of the foe, thus Slowing them. (50 Battles to Learn.) (Special Jounin)
Halfdeath Petals: Use petals infused with powerful gravity magic to crush everything they can. (70 Battles to Learn.) (Jounin)
Poison Leaves: Use petals infused with poison to poison everything they touch. (50 Battles to Learn.) (Chuunin)
Dead Leaves: Use leaves that will suck out the souls of whatever they can in an attempt to kill the foe, inflicting Death. (Dice Roll) (100 Battles to Learn.) (Anbu +)
Silent White: A blinding light that will steal the voice of the foe as well if they are caught in it, inflicting both Blind and Silence on them. (60 Battles to Learn.) (Jounin)
Congealed Honey: Spew honey that harms the foe that is so potent that it will literally Stop the foe. (90 Battles to Learn.) (Jounin)
Panic Floralysis: Create exploding flowers that will release huge amounts of energy that will Stun/Immobilize/Disable the foe when they explode. (60 Battles to Learn.) (Jounin)
Ash Floralysis: Creates exploding flowers that will release a huge amount of Petrifying gas when they explode that turns you to stone on contact. (80 Battles to Learn.) (Jounin)
Magical Counter: Counters any non-physical attack whatsoever with the exact same spell back onto the foe with double the power. (100 Battles to Learn.) (Jounin)
Avoid Traps: Any traps that are set within the ground will not go off if stepped on, and they will also do nothing to so long as the user learns 'Avoid Traps.' (30 Battles to Learn.) (Genin)
Nature's Wrath: Allows you to control nature and alter it to your will at any given time, thus also letting you use any of your Geomancy abilities anywhere. (150 Battles to Learn.) (Anbu +)
Weather Walking: Ignores any and all terrain changes (such as, giving you the ability to walk on water and swim without breathing, walk on and swim through lava unharmed, endure quicksand, etc)and can ignore the effects of weather. (200 Battles to Learn.) (Anbu +)
Elemental Magic
Fire Whip: Creates a magical whip of fire that can also render the foe Disabled, thus making them unable to attack for a short period of time. (10 Battle to Learn.) (Genin)
Earth Heal: Summons the power of the earth to heal wounds. (20 Battles to Learn.) (Chuunin)
White Flame: A holy flame will heal wounds of all it touches by a great amount. (20 Battle to Learn.) (Special Jounin)
Shining Air: Uses sparkling winds that will damage the foe severely and also inflict the Blind status on them. (20 Battles to Learn.) (Chuunin)
Evil Gaze: Stares at the opponent with darkened eyes, shooting dark spiritual magic at the foe via the eyes. If it hits, it may also Confuse the foe. (30 Battles to Learn.) (Genin)
Sliprain: Sharpened rain will fall on the foe's area to inflict watery damage on them as well as Slow them down severely. (40 Battles to Learn.) (Special Jounin)
Elemental shift: Shifts the elements of attacks, a person, shifts their elemental weakness, or just shifts the elements to their liking at the high cost of energy. (70 Battles to Learn.) (Anbu +)
Magical Absorption: Absorbs elemental attacks for power, instead of having the elements do damage to them. (60 Battles to Learn.) (Jounin)
Earth Crush: Uses earth spirit magic to crush the foes and also Immobilize them. (40 Battles to Learn.) (Chuunin)
Thunder's Roar: Electricity will surround and shock the foe nonstop, and also induce Silence on them. (40 Battles to Learn.) (Special Jounin)
Chapter 16; Fencer - Spoiler:
Description: Users of rapiers that can deliver extremely swift and accurate shots, but lack power. They rarely miss their target and have extremely fast attacks that are difficult to avoid. They excel in speed and accuracy. Being very fast also means that they are very nimble and can evade attacks quite easily as well.
Requirements: Rapier (or at least a sword of some kind. >>)
Natural Abilities: Fencing Swarmstrike: Stabs and slices repeatedly with a poison tipped blade extremely fast, like that of venomous bees. (10 Battle to Learn.) (Genin)
Shadowstick: Many rapier blades will shoot straight out of the foe's shadow without warning to hurt them and ensnare them to lower their mobility and speed. (20 Battles to Learn.) (Special Jounin)
Checkmate: Finds the foe's vital spot in an attempt for a killing blow when they are open with a very very fast attack. (70 Battles to Learn.) (Jounin)
Featherblow: An extremely accurate attack that can very rarely be avoided because of it's precision and speed, however it is not powerful. (20 Battles to Learn.) (Special Jounin)
Swallowtail: User spins at an incredible rate and slashes up everything surrounding them. (30 Battles to Learn.) (Genin)
Manastrike: Strikes at your spirit, draining your chakra/magic/soul energy/ etc. etc. with every strike. (40 Battles to Learn.) (Chuunin)
Pierce: Blade becomes extremely long via concentration of energy from yourself so that you may make longer strikes. Also, it has a secondary ability to be able to penetrate all barriers and defenses, even Reflect. (80 Battles to Learn.) (Jounin)
Nighthawk: Makes a huge rapier of energy that can move through darkness and shadows as well as pass through solid objects stab at the foe for great damage. (50 Battles to Learn.) (Special Jounin)
Reflex: Any normal physical attack (such as a punch, kick, weapon strike or something that is nameless) will instantly be dodged by your reflexes. (10 Battles to Learn.) (Jounin)
Chapter 17; Gambler - Spoiler:
Description: Gamblers most definitely rely on luck for most, if not all, of their abilities and attacks. Their attacks usually involve items like playing cards, dice, slot machine reels and lots of other things. Their abilities are quite potent and powerful, but their main downside is... some abilities can backfire onto yourself. This is for those who think they are quite lucky... (Dice Rolls are required A LOT for this class..)
Natural Ability: Gamble
Gamble Abilities Wild Card: Draws a card at random (dice roll, 1-6) and depending on the card drawn, it deals a different status effect to the foe if it hits. (1- Silence, 2- Sleep, 3- Stun/Paralyze, 4- Disable, 5- Petrify, 6- Blind.) (10 Battle to Learn.) (Genin)
Double Up: Doubles the power of your next move times the number you roll with 2 dice. (20 Battles To Learn.) (Chuunin)
Quick Draw: Draws a card at random (dice roll, 1-6) that is embedded with magic, and depending on the card drawn depends on what element it is. (1- Fire, 2-Ice/Water, 3- Wind/Electric, 4- Earth, 5- Light, 6- Dark) (15 Battles to Learn.) (Genin)
Snake Eyes: A very, very risky attack that will deal massive NON-elemental damage that covers the entire area and is basically unavoidable by normal means to everyone and everything EXCEPT yourself only if you get 2 1's via dice roll. All OTHER numbers will make the attack hurt yourself. (30 Battles to Learn.) (Jounin)
Fold: A useful ability that allows you to get rid of one status effect on yourself every time you use it (though, it may only be used ONCE per turn.) (50 Battles to Learn.) (Jounin)
Bribe: Use an item or money to try to persuade an enemy to leave the battle. (5 Battle to Learn.) (Genin)
Two Dice: (Dice Roll, 2 dice) Throw 2 extremely large dice and depending on the number rolled, that many hits will instantaneously hit the opponent, no matter where they are. These attacks are non elemental and are a force, but they are slightly weak. HOWEVER, if you get doubles, then the attack's power and number are multiplied x10 of whatever the combined dice are (Example; double 6's, and 6 multiplied by 10 would be 60, so that is attack instantly does 60 attacks with multiplied power.) (40 Battles to Learn.) (Special Jounin)
Four Dice: (Dice Roll, 4 dice) Throw 4 extremely large dice and depending on the number rolled, that many hits will instantaneously hit the opponent, no matter where they are. These attacks are non elemental and are a force, but they are slightly weak. HOWEVER, if you get doubles, then the attack's power and number are multiplied x10 of whatever the number on the dice are (Example; double 6's, and 6 multiplied by 10 would be 60, so that is attack instantly does 60 attacks with multiplied power.) ALTHOUGH, if you get quadruples (or, double doubles), then the attack's power and number are multiplied x100 of whatever the dice are. (Example, quadruple 4's, and 4 multiplied by 100 would be 400, so that attack instantly does 400 attacks with multiplied power.) (80 Battles to Learn.) (Jounin)
Attack Slots: (Dice Roll, rolls 3 dice) 3 giant slot machine reels will appear and begin to roll. If you get 3 of a kind (via dice roll, such as 3, 3, 3) You will get a powerful attack launched on your opponent. If you get 2 of a kind, then the attack does nothing, but if you get no matches, a giant pan will fall on your head instantly and do damage to yourself. (1- Excalibur, 2- Cripple, 3- Fireworks, 4- Magicide, 5- Delay Buster, 6- Power Break, None - Dud.) (60 Battles to Learn.) (Jounin)
Magic Slots: (Dice Roll, rolls 3 dice) 3 giant slot machine reels will appear and begin to roll. If you get 3 of a kind (via dice roll, such as 3, 3, 3) You will get a powerful magic attack launched on your opponent. If you get 2 of a kind, then the attack does nothing, but if you get no matches, a giant pan will fall on your head instantly and do damage to yourself. (1- Black Sky, 2- Flare, 3- Demi, 4- Curaga, 5- Bio, 6- Ultima, None - Dud.) (60 Battles to Learn.) (Jounin)
Item Slots: (Dice Roll, rolls 3 dice) 3 giant slot machine reels will appear and begin to roll. If you get 3 of a kind (via dice roll, such as 3, 3, 3) You will get an item of great use to you. If you get 2 of a kind, then the attack does nothing, but if you get no matches, a giant pan will fall on your head instantly and do damage to yourself. (1- Megalixer, 2- Mega Ether, 3- Lunar Curtain, 5- Light Curtain, 6- Remedy, None - Dud) (60 Battles to Learn.) (Jounin)
Random Slots: (Dice Roll, rolls 3 dice) 3 giant slot machine reels will appear and begin to roll. If you get 3 of a kind (via dice roll, such as 3, 3, 3) You will get a random magic spell, item or physical attack. If you get 2 of a kind, then the attack does nothing, but if you get no matches, a giant pan will fall on your head instantly and do damage to yourself. (1- CONGRATS! (the foe is FORCED to leave the battle, making you instantaneously win, no matter who or what it is, and the foe leaves its stuff, 2- Megalixer, 3- Ultima, 4- Quartet Knife (reduces Attack, Defense, Magic/Chakra/Etc and Speed down by 3/4 if hit), 5- Curaga, 6- Dark Matter, None - Dud.) (120 Battles to Learn.) (Anbu +)
Tantalize: Uses confusing methods of movement and sleight of hand to confuse the opponent and also raise your evasion by a great amount. (40 Battles to Learn.) (Special Jounin)
Critical: Every attack you do that hits your opponent will always do double the damage when it hits. (90 Battles to learn.) (Jounin)
Chapter 18; Spiritist and Soulkeeper - Spoiler:
Description: Those who use Spirit Magic. The Keeper focuses purely on spirits rather than the spirits of nature, since the Keeper has mastered them. The Keeper can summon and control spirits and use them to their will.
Requirements of Keeper: Must have Spirit's Contract.
Soul Keeping Abilities
Gold Hourglass: Control the flow of time via the Gold Hourglass, becoming able to use Time Magic. (70 Battles to Learn.)
Otherworldly Wind: Spirits are released in the form of wind, contaminating the air and harming whatever the wind may touch to cause any status ailment they want. (60 Battles to Learn.)
Dark Elixir: Creates an elixir made of evil power that will drain 95% of the power, health, chakra/magic/soulenergy and stuff of whomever is hit with this. (150 Battles to Learn.)
Spirit Flare: The power of Flare in spirit form that is also invisible. The invisible explosion will not only harm you physically, but harm your spirit, thus weakening your chakra/magic/soulenergy/etcetc. (80 Battles to learn.)
Soul Spring: Tries to lock onto the spirit of the foe and suck out their life essence as well as their chakra/magic/soulenergy/etc. at once. (50 Battles to Learn.)
Light Curtain: Surrounds self in a sheet of magic that bestows Haste and Protect on the user. (40 Battles to Learn.)
Veil of Darkness: Calls forth spirits from all around in the multitudes, which will go for all foes in the area and try to drain their chakra/magic/soulenergy/etc. completely. (90 Battles to Learn.)
Flash Bomb: A spiritual explosion from under the foe instantaneously, as to avoid reaction. (50 Battles to Learn.)
Chapter 19; Gladiator - Spoiler:
Description: Powerful in the art of evasion, attack and defense, they are one of the most well rounded of most jobs. They deliver powerful and hindering strikes, have great defensive measures and are also quite good at avoiding attacks. The gladiators tend to have great durability as well, however all of their attacks tend to be very short ranged... They are the counterparts of Fighters, since their attacks and that of the Fighter's are similar, though there are some key differences.
Natural Abilities: Sparring
Sparring Abilities Rush: Rams into the foe at a high speed, damaging them severely and knocking them off balance as well. (10 Battle to Learn). (Genin)
Wild Swing: Spins around slashing everything wildly. (20 Battles to Learn.) (Genin)
Beatdown: A full fledged attack using all of your strength. (50 Battles to Learn.) (Chuunin)
Blitz: A very swift attack that is very hard to evade, but it is quite weak. (40 Battle to Learn.) (Chuunin)
Fire Sword: You create a sword of fire for yourself to use in battle to attack with the power of flames. (30 Battles to Learn.) (Special Jounin)
Lightning Sword: The power of lightning forms into a sword for yourself to use in battle to attack with the power of electricity. (30 Battles to Learn.) (Special Jounin)
Ice Sword: The power of ice becomes a freezing sword for yourself to use in battle to attack with the power of ice. (30 Battles to Learn.) (Special Jounin)
Ultima Sword: The ultimate magic forms itself into a sword for you to use, costing you a great deal of your energy, but also delivering extremely powerful blows that also create grand, non-elemental explosions. (150 Battles to Learn.) (Anbu +)
Strikeback: Any close range attack done will instantly be countered with an attack. (70 Battles to Learn) (Jounin)
Fire Soul: Releases a huge aura of fire from around yourself that will incinerate everything around you. Also allows you to spew fire from your mouth. (60 Battles to Learn.) (Jounin)
Thunder Assault: Attacks rapidly with the speed of lightning and power of electricity on your side. (60 Battles to Learn.) (Jounin)
Blizzard Tackle: Surround yourself in ice and smash into the foe, causing them incredible, freezing damage. (60 Battles to Learn.) (Jounin)
Double Hand: An ability that allows you to hold your weapon or execute an attack with 2 hands, which will instantly make the attack do double the damage so long as you have both hands in action or on your weapon or using the attack. (10 Battles to Learn.) (Genin)
Chapter 20; Gunner - Spoiler:
Description: Masters of the ranged attacks, exceeding the range of any archer by a longshot (no pun intended.) They are adept in accurate shots and also have extremely hindering abilities that are not to be tampered with. They are one of the most powerful classes for their rapid fire action, their abilities to cause status effects, elemental effects, shoot from afar and also do great damage to the enemy. Very powerful indeed.
Requirements: Gun (OBVIOUSLY.)
Natural Abilities: Gunmanship
Gunmanship Abilities: Fireshot: Shoots out bullets of fire, or spews a flame from the barrel of the gun. (40 Battle to Learn.) (Chuunin)
Lightningshot: Shoots out bullets of electricity, or spews electricity from the barrel of the gun. (40 Battle to Learn.) (Chuunin)
Iceshot: Shoots out bullets of ice, or spews out a blizzard from the barrel of the gun. (40 Battle to Learn.) (Chuunin)
Confushot: Shoots out intricate bullets that will hit the foe and cause them great damage as well as Confuse them. (50 Battles to Learn.) (Special Jounin)
Charmshot: Shoots out special bullets that work like Cupid's arrow, however they deal damage as well. Being hit with one will Charm you into doing whatever the shooter says. (60 Battles to Learn.) (Jounin)
Blindshot: Shoots out special bullets that explode with darkness that will always linger around your face, inflicting the Blind status on you after you've been hit. (50 Battles to Learn.) (Special Jounin)
Silenceshot: Shoots out a special bullet that will hit you and cause you to lose your voice, thus inflicting the Silence status on you. (60 Battles to Learn.) (Special Jounin)
Stopshot: Shoots out a special bullet that, when hit, will alter your space and time to cause you to stop completely temporarily. (80 Battles to Learn.) (Jounin)
Trigger Happy: Shoots out bullets nonstop on the foe of whatever type of "Shots" you want. (90 Battles to Learn.) (Jounin)
Potshot: An attack that will deal a great amount of damage to those who have defenses up, thus shattering their defenses as well. (30 Battles to Learn.) (Chuunin)
Cheap Shot: A magical shot that can pass through any and all defenses whatsoever, however it is slightly weak. (50 Battles to Learn.) (Chuunin)
Enchanted Ammo: A magical shot that is non-elemental that will cause magic damage to the foe. (50 Battles to Learn.) (Chuunin)
Magic Targeting: A shot that will do damage to your chakra/magic/soulenergy/etc. instead of physically harming the foe. (70 Battles to Learn.) (Special Jounin)
Quarter Pounder: A shot that, when hit, will reduce all stats of the foe, such as power, defense, etc. etc. down by a fourth each time. (90 Battles to Learn.) (Jounin)
On the Level: A shot that does damage depending on the rank of the foe. If your rank is high or higher than the users, it will do more damage, being multiplied by double by each rank higher you are than the user. It will do less damage to those weaker than you, however. (100 Battles to Learn.) (Genin)
Burst Shot: A bullet that will explode into more bullets when it gets near the foe, causing lots of damage. (60 Battles to Learn.) (Genin)
Tableturner: An attack that does MASSIVE damage to foes who are stronger and/or larger than you are. The bigger they are, the harder they fall. (90 Battles to Learn.) (Genin)
Scattershot: Shoots multiple bullets simultaneously from the same barrel that all move in a wide range, making a great number of bullets shoot out at the foe at once. (70 Battles to Learn.) (Special Jounin)
Scatterburst: Shoots multiple bullets simultaneously from the same barrel in numerous different directions, making a great number of bullets shoot out at the foe at once, but once the bullets get close, they all explode into even MORE bullets to make hitting the foe that much easier. (100 Battles to Learn.) (Special Jounin)
Concentration: Disallows the lowering of accuracy for the user, also makes them immune to the Blind and Sleep status. (120 Battles to Learn.) (Jounin)
Achilles: Gives the foe another elemental Weakness with every attack that hits them. [Ex. If they are already weak to Fire and not Water, then with an Achilles shot, they will become weak to Water also. Does not work on those who are Immune or Absorb the element.] (50 Battles to Learn.) (Anbu +)
Traveler: Shoots a shot that harms the foe, but does not stop. It will continue to fly about, harming the foe and blasting through everything in its way until it is stopped, until it is destroyed, or until the user stops it. The user cannot use any other Gunner abilities whilst using this. (90 Battles to Learn.) (Jounin)
Numerology: With successive hits, the attack power doubles. If the user misses once, the power resets back to normal. (40 Battles to Learn.) (Genin)
Stamp: Can move/remove status ailments with gun bullets as well as inflict a taken status ailment on a foe. (Ex. Your ally is inflicted with Blind. You shoot him with Stamp. It takes Blind away. You shoot your enemy. It causes them Blind.) (50 Battles to Learn.) (Anbu +)
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| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
Posts : 3563 Points : 5028 Reputation : 0 Join date : 2014-11-04
| Subject: Re: Omnipedia; PIC List Fri Dec 24, 2021 6:00 am | |
| Chapter 21; Illusionist - Spoiler:
Description: Those who have mastered the art of making illusions come to life to harm the foe. They may use the power of the elements with phantasmal magic that are very powerful and very hard to avoid, for the sole fact that they cover the entire area, usually... At the cost of a great deal of magic and power. However, they may only hold up one illusion at a time, never being allowed to use 2 at once.
Natural Abilities: Illusions
Illusion Abilities: Prominence: Forms a small sun in the middle of the sky in the area and then causes fireballs and flare storms to happen randomly all over the place, incinerating everything. (40 Battle to Learn.) (Genin)
Tempest: Forms a giant tempest that will engulf the entire area, causing devastating winds and lightning to rain everywhere. (50 Battle to Learn.) (Chuunin)
Freezeblink: Literally freezes anything and everything in the area, then causes it all to shatter and do great ice damage to the foe. (60 Battle to Learn.) (Special Jounin)
Star Cross: Creates a giant cross shaped star in the middle of the area that will shine a powerful holy light that will cause Holy Damage to everything caught in it. (70 Battles to learn.) (Jounin)
Stardust: Causes meteors to fall from the sky nonstop and crash into the entire area unceasingly. (80 Battles to Learn.) (Anbu +)
Deluge: A MASSIVE torrent of water will fall from teh sky, drowning everything in nothing but the powerful and destructive currents of the water. (80 Battles to Learn.) (Jounin)
Soil Evidence: Causes all of the earth to rumble and rupture, attempting to take the foe under. (60 Battles to Learn.) (Special Jounin)
Wild Tornado: Releases HUGE gusts of slicing wind all over that will push away and hack at the foe from everywhere. (40 Battles to Learn.) (Chuunin)
Rockfall: Makes a rockslide, making rocks fall from the sky like rain. (20 Battles to Learn.) (Genin)
Absorb Energy: If attacked with a non-physical attack, the user will, instead of getting hurt, absorb the same amount of energy to restore their own chakra/magic/etc. (100 Battles to Learn.) (Jounin)
Chapter 22; Pierrot - Spoiler:
Description: Pierrot always resembles a clown and has excellent evasive skills. They know a great deal of attacks that will cause status effects that are quite devastating. Being hard to hit makes them a nuisance to fight, damn clown-like abilities...
Natural Abilities: Stunts
Stunt Abilities Hurl: Flings any sort of weapon or item that they are carrying for a random attack, but with great accuracy. (10 Battle to Learn.) (Genin)
Ring: Flings a magical circus ring that will cause anything that goes through it to instantly be Stopped via stopping space and time through the inside of the ring. (80 Battles to Learn.) (Jounin)
Firebomb: Flings Molotov Cocktails at the foe, which will explode, causing a massive explosion of fire and also inflict the Berserk and Heat status on the foe, which is a deadly combo. (50 Battles to Learn.) (Special Jounin)
Ball: Flings a colorful, swirly ball at the foe that will hit them and cause them great Confusion. (20 Battle to Learn.) (Genin)
Dagger: Flings daggers with great accuracy that, when hit, will cause Paralysis and Disablement of the foe. (40 Battles to Learn.) (Chuunin)
Smile: Upon being attacked (after being stationary) the foe will only hit an illusion of the user, which will in turn leave a smiling afterimage and allow the real user to attack instantly from anywhere with anything. (50 Battles to Learn.) (Special Jounin)
Sticky Fingers: Any physical projectile thrown will be caught, regardless of what it is or what it does, and then be kept for the user's self. (60 Battles to Learn.) (Anbu +)
Return Fire: Any physical projectile thrown, regardless of what it is or what it does, will be caught and thrown right back at the foe (even bullets). (70 Battles to learn.) (Jounin)
Juggle: Uses all of the 'Stunt' abilities at once, juggling all of them within the user's hands to fling at random. There can either be ONE of each or MULTIPLE of only one. (50 Battles to Learn.) (Anbu +)
Chapter 23; Machinist - Spoiler:
Description: Machinist, or Gadgeteers, are users of... well... Machines. There is a key difference between the Gadgeteers and Machinists, however, for the Machinists can drive, control and make Machinas , better known as giant robots, and any other machine or mechanical object, as well as use random machines. Gadgeteers tend to focus more on using steel and machinery to cause status effects rather than attack. Gadgeteers may not learn the Machinist's abilities, however the Machinist can learn the Gadgeteer's abilities... But there is a special requirement to become a Machinist, you will be needing the Machina Reactor and Machina Booster.
Requirements for Machinist: Machina Reactor and Machina Booster.
Natural Abilities: Machina, Clockwork
Clockwork Abilities: Leg Shot: Fires a weapon that will hinder the legs of the foe, causing paralysis/immobilization. (40 Battles to Learn.) (Special Jounin)
Arm Shot: Fires a weapon that will hinder the arms of the foe, causing Disablement. (50 Battles to Learn.) (Special Jounin)
Seal Evil: Any dark/shadow attacks will be nullified and also gains the ability to kill the undead with these shots. (80 Battles to Learn.) (Jounin)
Red Spring: Equip the gadget of red springs to legs that allows you Haste, the springing action giving you extra speed and extra jumping height. (70 Battles to Learn.) (Chuunin)
Blue Screw: A Blue Screw that will dispel all positive status enhancements on the foe if it hits them, drilling through their defenses. (60 Battles to Learn.)
Green Gear: Flings gears soaked in poison, meaning if the foe is hit, they will become poisoned. (40 Battles to Learn.) (Genin)
Silver Disc: Flings silver discs with a luster so bright that they will blind all who see them. (50 Battles to Learn.) (Genin)
Gold Battery: A specialized battery that will recharge your body, whether you are a machine or not. (90 Battles to Learn.) (Jounin)
Chroma Gem: A shining gem that is so beautiful that... it will put you to Sleep? (40 Battles to Learn.) (Chuunin)
Yellow Spring: Springs equipped to the arms that will give you extra protection via Shell and Protect. (50 Battles to Learn.) (Special Jounin)
Auto-Regen: Upon being hit, automatic regeneration will ensue, healing your wounds. (40 battles to Learn.) (Jounin)
Machina Abilities:
Machina: Summon a Machina to aid you in battle, or to ride your own. (30 Battle to learn)
Revival: Restores any destroyed Machina or machines back to their full potential. (40 Battle to Learn.)
Death Missile: Fires an extremely large and powerful missile from a missile launcher that will cause an extremely large and powerful... EXPLOSION!! (70 Battles to Learn.)
Bio Missile: Fires a missile filled with poison, and once it explodes, it will release all of the poisons within it to poison whatever is near. (75 Battles to Learn.)
Berserk Missile: Fires a missile filled with energy that will cause the target to go Berserk once it explodes on them. (75 Battles to learn.)
Break Missile: Fires a missile filled with energy that will cause the target to become Petrified if they are caught the explosion. (80 Battles to Learn.)
Stop Missile: Fires a missile filled with energy that will cause the target to become Stopped if they are caught in the explosion, freezing their space and time. (85 Battles to Learn.)
Confuse Missiles: Fires a missile filled with energy that will cause the target to become Confused if they are caught in the explosion. (65 Battles to Learn.)
Shockwave: Releases a huge and powerful electrical force from self that will shock the foe and force them back a long way if hit. (20 Battles to learn)
Shockstorm: Releases a MASSIVE and powerful electrical force from self from all around that will shock and force everything away if hit. (40 Battles to Learn.)
Vajra: Makes a GIANT spinning Vajra stab at the foe and drill through everything that it can and cause MASSIVE damage... Via the help of a machine that equips to your arm. (65 Battles to Learn.)
Ribbon: Become immune to any and ALL negative status effects. (20 Battle to Learn.)
Double Durability: Raises the durability of all machines that the user touches or uses by double. (40 Battles to Learn.)
Triple Durability: Raises the durability of all machines that the user touches or uses by triple. (60 Battles to Learn.)
Limit Break: Allows the user to break all limits and fire everything continuously and simultaneously nonstop. (200 Battles to Learn.)
Sleep Shell: Fires an explosive that will explode with energy that will cause the foe to fall asleep if caught in the explosion. (70 Battles to Learn.)
Slow Shell: Fires an explosive that will explode with energy that will cause anything and everything caught in its blast to Slow down. (65 Battles to Learn.)
Anti-Power Shell: Fires an explosive that will explode with energy that will harm the foe and also continuously lower their attacking power, weakening them severely. (55 Battles to Learn.)
Anti-Armor Shell: Fires an explosive that will explode with energy that will harm the foe and also continuously lower their defensive power, weakening them severely. (55 Battles to Learn.)
Repairs: Starts to slowly Regenerate health and magic/chakra/soulenergy/etc. and machines. (30 Battle to Learn.)
Homing Ray: Fires a super fast missile that will lock on to any and all signatures of the foe to try to ensure its hit. (50 Battles to Learn.)
Blind Shell: Fires an explosive that will explode with black energy that will harm the foe and also cause the Blind status on them. (60 Battles to Learn.)
Silence Shell: Fires an explosive that will explode with a sealing energy that will steal your voice, causing Silence on the foe. (70 Battles to Learn.)
Anti-Magic Shell: Fires an explosive that will explode with energy that will continuously lower the foe's magic/chakra/soulenergy/etc., weakening them severely. (55 Battles to Learn.)
Booster: Casts Haste on any Machina or machines that you control. (40 Battles to learn.)
Chapter 24; Mime - Spoiler:
Description: ...
Natural Abilities: Mimicry
Mimicry Abilities:
Mimic: Mimics the person that they are fighting exactly and to the tee, allowing them to use any and all attacks, abilities and anything else they may have, thus making the foe 'Fight Themselves.'
Chapter 25; Monk and Guru - Spoiler:
Description: Users of divine abilities that tend to rely on the physical as well as mental abilities of the body, thus attacking effectively in both ways. They tend to symbolize peace and can heal to certain degrees without using magic, as well as use long range attacks without using magic or anything. They are masters of long and short ranged attacks. The Master Monk class can only be attained after learning all of the Monk abilities, then eligibility for the Master Monk abilities will become open after the Monks have achieved enlightenment.
Guru Requirements: Learn all of Monk abilities.
Natural Abilities: Monastics, Mission
Monastic Abilities (Monk): Aura: Causes Regeneration upon self, to slowly heal wounds. (20 Battle to Learn.) (Genin)
Chakra Control: Restores Chakra/Magic/etc.etc. as well as health slowly with concentration, also allowing them to be controlled a little better than before. (40 Battles to Learn.) (Chuunin)
Curse: Makes the foe weak to a random element of the user's choosing, regardless of their power or status or immunities. (60 Battles to Learn.) (Jounin)
Demi Shock: Focuses the power of gravity into a powerful and forceful blast at the foe that will hinder them for a short period of time. It will suck them in and decrease capabilities by half. (50 Battles to Learn.) (Special Jounin)
No Mercy: A full fledged, all out attack releasing all power within body into one, super powered strike. (70 Battles to Learn.) (Jounin)
Cyclone Fist: Spins around at an incredible rate, becoming a blur of fists that punch all around. (20 Battle to Learn.) (Chuunin)
Pummeling Fist: Punches with the speed of lightning nonstop at the foe with fists of fury. (40 Battles to Learn.) (Chuunin)
Aurablast: An attack that releases your own powerful aura in an energy wave from the fists or from the body to do massive damage and demolish everything in its way. (50 Battles to Learn.) (Special Jounin)
Shockwave: Concentrates energy into body part and attacks the ground, releasing a powerful wave of energy from it in a straight line towards enemy. (40 Battles to Learn.) (Chuunin)
Ancient Chinese Secrets!: Strikes with extreme speed and precision to hit vital points on the body as well as blood vessels which will cause random status ailments to the foe AND take away a large portion of their life, taking them to the brink of death or consciousness. (90 Battles to Learn.) (Anbu +)
Purification: Cleanses the entire body with purifying aura that will rid you of all negative status ailments and renew your body. (80 Battles to Learn.) (Jounin)
Counter: Instantly attacks right after being attacked from close range by the foe. (20 Battles to Learn.) (Chuunin)
First Strike: Before the foe strikes you (from close range) you will instantly attack them with whatever attack you were going to use on them before they can attack you, regardless of their own speed or your own. (Cannot be used consecutively.) (50 Battles to Learn.) (Jounin)
Lifefont: Absorbs the life energy of nature as you walk to heal yourself while moving. (80 Battles to Learn.) (Jounin)
Whirlwind: Releases a small, whipping, whirling wind around self to harm the foe and push back anything near. (30 Battle to Learn.) (Genin)
Air Render: Uses a powerful force that slices through the air to harm the foe, ignoring wind resistance or wind attacks. (30 Battles to Learn.) (Chuunin)
Earth Render: Uses a powerful force that moves through the ground to harm the foe, ignoring the current state of the land or earth attacks. (25 Battles to Learn.) (Chuunin)
Far Fist: Forms a fist in the form of your own energies and launches it, which will create an explosion of energy to wherever it hits. (40 Battles to Learn.) (Special Jounin)
Exorcise: Enables the user to remove the Undead via touching them and blessing them with holy power, thus killing them instantly and putting them to rest. (50 battles to Learn.) (Special Jounin)
Reflex: Focuses the mind to enable the user to unknowingly avoid all close range physical attacks. (70 Battles to Learn.) (Jounin)
Cura: Level 2 spell. Heals mild wounds and restores a mild bit of health. (60 Battles to Learn.) (Special Jounin)
Dispelga: The most powerful Dispel that will Dispel all status enhancements and ailments of all foes that are caught within this magic's area. (90 Battles to learn.) (Jounin)
Holy: A level 1 spell. Shoots out holy power and light in the form of beams, tendrils, etc.etc. to harm the foe. (50 Battles to Learn.) (Chuunin)
Esunaga: The most powerful Esuna that will heal all of the user's and ally's status ailments. (80 Battles to Learn.) (Jounin)
Wither: Every attack that hits the foe from the user will steal their power a bit, making them weak and making their physical attacks do less and less damage with each hit and yours doing more. The more powerful your enemy, the stronger you get from stealing their power. (90 Battles to Learn.) (Jounin)
Sight Unseeing: When the user becomes blinded, all their abilities double and they have increased accuracy and evasion by using their spiritual power to see and dodge for them. (75 Battles to Learn.) (Special Jounin)
Mission Abilities:
Life Render: An attack that specifically attacks the foe's life force, taking them to the brink of death if hit with it. (70 Battles to Learn.)
Spirit Render: An attack that specifically attacks the foe's spirit, draining all of their magic/chakra/soulenergy/etc. completely if hit with it. (80 Battles to Learn.)
Ripcircle: A powerful wave of devastating force that cuts through and pushes away everything for a great distance. (65 Battles to Learn.)
Furycircle: Releases a powerful wave of devastating energy that will destroy everything for a great distance fueled by the power of the user. (75 Battles to Learn.)
Dark Fist: Creates a giant energy fist, twice the size of Far Fist and uses it to make a MASSIVE attack that makes a huge energy explosion, covering a GREAT range. (80 Battles to Learn.)
Withering Strike: The more you've been hurt, the more powerful this attack becomes. (35 Battles to Learn.)
Lifebane: Strikes the foe with an attack that is life threatening by hitting vital points. (50 Battles to Learn.)
Holy Fist: A powerful strike embedded with Holy energy. (20 Battles to Learn.)
Cross-Counter: Delivers a powerful strike that ignores the abilities of Reflex, Counter, or First Strike, or anything related to avoiding or countering attacks. (10 Battles to Learn.)
Armor Break: A powerful and precise punch filled with aura that will shatter all defenses and harm the foe severely if they had a defense up. (55 Battles to Learn.)
Blink Counter: A specialized counter that will not only harm the foe instantly after an attack, but knock them backward a long way with a powerful strike. (55 Battles to Learn.)
Unscarred: An ability that increases all of your abilities by double if you are at your FULL health or have not been hit by the foe yet. (5 Battles to Learn.)
Chapter 26; Ninja - Spoiler:
Description: Naturally, the fastest of most, if not all of the other classes. Also has the lowest defense, however. And no, just because everyone on Vescrutia is "TECHNICALLY" a ninja does not mean you can automatically learn all of this stuff. So. There.
Natural Abilities: Ninjutsu.
Ninjutsu Abilities Wood Veil: Similar to the normal 'Substitution Jutsu' we all know and love, however when hit, the wood used will explode and release a paralyzing gas from it to Stun the foe. (20 Battles to Learn.) (Chuunin)
Fire Veil: A puff of intense fire will burn the foe for a moment and leave them Confused as well as damaged. (20 Battles to Learn.) (Genin)
Earth Veil: Summons the power of the earth to tie up the foe's legs as well as harm them, causing them Slow. (20 Battles to Learn.) (Special Jounin)
Metal Veil: Releases a puff of gas made of metal shards, which will cut the foe as well as inflict Blind. (25 Battles to Learn.) (Chuunin)
Water Veil: A splash of water will harm the foe as well as steal their voice away, causing them Silence. (20 Battles to Learn.) (Jounin)
Unspell: Focuses energy into weapon or self to get rid of status ailments to self and status enhancements to the foe. (30 Battles to Learn.) (Jounin)
Oblivion: A deadly strike to the head that will cause the foe to get amnesia, making them forget ALL of their moves after being Addled. (40 Battles to Learn.) (Jounin)
Last Haste: When health is low, your speed increases by double via the Haste spell on yourself. (30 Battles to Learn.) (Genin)
Airwalking: Allows you to walk on water as well as on the edges of buildings and upside down and stuff. (40 Battles to Learn.) (Genin)
Vanish: Becomes completely invisible and intangible, unable to be hit by attacks whatsoever. But you cannot attack, yourself. (35 Battles to Learn.) (Genin)
1,000 Needles: Throws 1,000 ninja needles at the foe filled with random status ailments. (50 Battles to Learn.) (Anbu +)
1,000 Strikes: Close range physical strikes with weapon or other things that will strike 1,000 times at the foe. (50 Battles to Learn.) (Jounin)
Dual Wield: Become able to harness the power of 2 weapons, regardless of what they are, at once and become able to use 2 attacks, no matter what they are, at the same time. (70 Battles to Learn.) (Jounin)
Chapter 27; White Knight, Paladin, and Holy Knight - Spoiler:
Paladin/ Holy Knight
Description: The counterpart of the Dark Knight. The Paladin is just as powerful with the sword and has just about the same stats as a Dark Knight, however they are knights of holiness rather than darkness, and their abilities reflect that. They dispel the dark, use Holy elements, and purge shadows from the lands with shining swords of purity. They are extremely powerful, despite how little they fight. The Holy Knight, which has abilities only for that class, can learn a small bit of White Magic and has more powerful abilities than the Paladin. To become a Holy Knight, White Magic must be learned AFTER all of the Paladin abilities have been learned.
Requirements for Paladin: Blessed Sword.
Requirements for Holy Knight: Learn all Paladin abilities; Learn at least 1 White Magic ability.
Natural Abilities: Chivalry/Seiken
Chivalry Abilities Nurse: Nurses self and anyone around back to health, restoring a bit of health and removing all status ailments. (10 Battle to Learn.) (Chuunin)
Defend: Allows you to ward off a physical attack coming toward with great power. (20 Battles to Learn.) (Special Jounin)
Cover: Allows you to instantaneously take ALL damage to a friend you are Covering regardless of where you are or what you are doing, and also no matter where your friend you are covering is. (40 Battles to Learn.) (Chuunin)
Parley: Tries to be chivalrous and convince the target to leave the battle, but only works on non-monsters. (Dice Roll) (10 Battle to Learn.) (Genin)
Saint Cross: Releases powerful holy energy from self to explode in an energy cross-shape from all away, similar to the ones from Neon Genesis Evangelion. (50 Battles to Learn.) (Jounin)
Holy Blade: A sword formed from holy magic to deliver powerful holy elemental strikes from the holy sword. (45 Battles to Learn.) (Jounin)
Sanctify: An attack that will destroy darkness/shadows, and eliminate the undead with holy power. (40 Battles to Learn.) (Special Jounin)
War Cry: A chivalrous shout that will raise your spirits, thus raising all of your abilities by double. (50 Battles to Learn.) (Chuunin)
Seiken Abilities Thunder Slash: Slashes as fast as lightning while also making lightning Magic shoot down to the foe and strike them every time the weapon is swung or makes contact on the foe. (20 Battles to Learn.)
Stock Break: A slash that will hit everything in front of the weapon's swing (40 Battles to Learn.)
Climhazzard: A powerful attack that will reduce everything in the weapon's way to nothingness, everything falling to the power of this attack. (60 Battles to Learn.)
Shock: An attack that will shock the foe, thus stunning them in the process. (30 Battles to Learn.)
Cura: A level 2 spell. A moderate amount of health is restored and wounds are healed via the power of White Magic. (5 Battles to Learn.)
Life: Releases white magic that will revive the dead to partial health. (8 Battles to Learn)
Full-Life: Releases white magic that will revive the dead completely to full health. (10 Battles to Learn.)
Esuna: White magic that eliminates all status ailments. (2 Battles to Learn.)
Silence: Magic that will seal and steal the voice of the target, inflicting them with Silence. (3 Battles to Learn.)
Blind: Magic that will steal the opponent's eyesight, inflicting them with Blind. (3 Battles to Learn.)
Holy: Powerful Holy magic that will rain down as beams of light, as tendrils, as a beam or within a physical attack. (1 Battle to Learn)
Judgment Blade: More powerful than Holy Blade. Channels holy energy into the form of a giant blade. It will slice the foe with great range and great power. It can eliminate darkness/shadows, the undead, demonic, hellish, etc. and evil in one strike. It may also Stop space and time around the foe who it hits. (100 Battles to Learn.)
Holy Explosion: A combination of Flare and Holy. A large explosion of sheer Holy elemental, covering a great range with immense power. (90 Battles to Learn.)
Hallowed Bolt: Holy lightning will come from the sky wherever the user sees fit. (80 Battles to Learn.)
Crushing Strike: An attack that can crush through all physical things with ease, however it is hard to hit with. After one strike, there is a time to wait before using it again. (50 Battles to Learn.)
Cleansing Strike: An attack that will slash through all non-physical things with ease, however it is hard to hit with. After one strike, there is a time to wait before using it again. (50 Battles to Learn.)
Chapter 28; Puppeteer and Puppetmaster - Spoiler:
Description: The Puppetmaster. Alone, it is useless, but when there are puppets out, it is most definitely formidable. The Puppetmasters can easily transform any living thing into a puppet and then control it forever. It can turn people and monsters and animals into puppets and them have them use their attacks at any time, which means... They are quite the people to fight if they get too many puppets. Naturally, if the puppets are destroyed, they do not come back until the Puppetmaster gets a new one to replace it. Naturally, the ones that are individual people do not come back. The Puppetmaster may change the puppets back to normal at any given time, however.
Natural Abilities: Puppetry
Puppetry Abilities
Puppets: Touches something with special magic and allows it to be changed into a doll. The doll will then be under the control of the Puppetmaster for eternity. The Puppets may use any of their abilities they knew before they were puppets.
Release: Changes puppets back to normal.
Chapter 29; Ranger (Archer, Hunter, and Sniper) - Spoiler:
All are skilled with the bow and have numerous abilities, though Hunters have more of a specialty with subduing monsters, Snipers have more of a specialty with killing blows and Rangers/Archers have a better specialty with status inflicting traps. So. Yeeeaaah.
Requirements for Ranger/Archer: Bow and Arrow.
Requirements for Hunter/Sniper: Mastery of all Ranger abilities; Greatbow/Longbow.
Natural Abilities: Archery/Survivalism, Hunting/Sniping
Archery/Survivalism: Sten Needle: Sets an undetectable trap wherever necessary and when activated by touch, sharp needles will jut straight out of the place where the trap was set to puncture and sever the foe, Stun them, then retract, thus erasing the trap. (30 Battle to Learn.) (Chuunin)
Silence Gas: Sets an undetectable trap wherever necessary and when activated by touch, gas will shoot out at the foe and clog their larynx, making them unable to speak, hindering them with Silence. (20 Battles to Learn.) (Genin)
Leech: Sets an undetectable trap wherever necessary and when activated by touch, leeches shoot out that will drain your health as well as your magic/chakra/soulenergy/etc. (30 Battles to Learn.) (Special Jounin)
Love Potion: Sets an undetectable trap wherever necessary and when activated by touch, it will shoot a potion's liquid into the foe and make them Charmed into doing whatever the user says. (30 Battles to Learn.) (Jounin)
Arm Shot: Fires a well aimed arrow at the arms of the foe, thus Disabling them. (30 Battles to Learn.) (Genin)
Leg Shot: Fires a well aimed arrow at the legs of the foe, thus Stunning/Immobilizing them. (35 Battles to Learn.) (Genin)
Blackout: Fires an arrow at the eyes (IT'S NOT AS MORBID AS IT SOUNDS.) The arrow is magical and does not permanently induce Blindness, but you will be Blind. (20 Battles to Learn.) (Genin)
Cupid's Arrow: Fires a magical arrow that will harm the foe and also Charm them into doing whatever the user wishes. (20 Battles to Learn.) (Chuunin)
Take Aim: Aims for an exceedingly accurate shot that does very low damage. It is usually used for finishing blows or blows that can hit when Blind. (35 Battles to Learn.) (Special Jounin)
Lightning Strike: Shoots a lightning fast arrow that bypasses the Arrow's Bane, Sticky Fingers, Return Fire, Reflex, Counter, etc. etc. etc. Abilities. (40 Battles to Learn) (Jounin)
Burial: Shoots a holy arrow that will send the Undead to the other side. (20 Battles to Learn.) (Genin)
Mirror Items: Uses items on the foe... However, instead of the items doing their original job, they will instead do the opposite. For example, a Potion will, instead of healing the foe, hurt them severely. Or, an Antidote, instead of healing poison, will instead inflict Poison. (80 Battles to Learn.) (Jounin)
Camouflage: Blends in with surrounding to become completely invisible and intangible to all attacks. But user cannot attack. (30 Battles to Learn.) (Special Jounin)
Awareness: Becomes able to see the invisible, through darkness, through illusions, see traps, etc. etc. etc. Everything that cannot be seen clearly will be seen clearly. (40 Battles to Learn.) (Jounin)
Life Bond: Sacrifices own health to transfer into someone else. (20 Battles to Learn.) (Genin)
Avoid Traps: Gains the ability to avoid all traps, making them nullified when they are touched. (50 Battles to Learn.) (Jounin)
Item Lore: The effectiveness of items are doubled in potency. (50 Battles to Learn.) (Special Jounin)
Arrow's Bane: An ability that makes all arrows instantly miss, or give them the ability to instantly avoid any and all arrow attacks. (arrow being the ones on the Bow and Arrow, nothing else. XD) (10 Battle to Learn.) (Jounin)
Focus: Focus to increase your precision and double your power. (10 Battle to Learn.) (Genin)
Concentration: Disallows the lowering of accuracy for the user, also makes them immune to the Blind and Sleep status. (60 Battles to Learn.) (Jounin)
1,000 Needles: An attack that shoots out 1,000 arrows at one time. (40 Battles to Learn.) (Special Jounin)
Achilles: A magical arrow that hits the foe and, in addition to harming them, gives them another elemental weakness. [Ex. If they are weak to Fire and not to water, they will be hit and then weak to Water as well. Doesn't work for those who Absorb or Nullify the elements.] (30 Battles to Learn.) (Special Jounin)
Shear: An arrow that will cut through any magical defensive barrier, like Reflect, for example. (20 Battles to Learn.) (Jounin)
Addle: Shoots a magical arrow that will make the foe forget all of their abilities and attacks, Addling them temporarily. (50 Battles to learn.) (Jounin)
First Aid: Whips out your trusty First Aid kit to heal one status ailment and small wounds! (10 Battle to Learn.) (Genin)
Libra: Scans the foe and the surrounding area, making all traps noticed and everything there is to know about the foe apparent. (30 Battles to Learn.) (Jounin)
Magic Shot: Shoots a spiritual arrow right into the energy source of the foe, draining it completely and healing the user 10 times that of what their energy was. (70 Battles to Learn.) (Jounin)
Shades of Black: Fires arrows that are infused with random Black Magic of the user's choosing. (100 Battles to Learn.) (Jounin)
Traveler: Shoots an arrow that will strike the foe, however not stop flying. It will continue to strike the foe and whatever the user wishes, going through EVERYTHING in its way until it is destroyed or stopped by the foe. While using Traveler, they cannot shoot anymore arrows, however. (90 Battles to Learn.) (Jounin)
Swiftness: Doubles the speed of attacks. (25 Battles to Learn.) (Special Jounin)
Martyr: Every time you take damage, you heal some chakra/magic/soulenergy/etc. (40 Battles to Learn.) (Jounin)
Inquisitor: Every time you do damage to the foe, you heal some chakra/magic/soulenergy/etc. (30 Battles to Learn.) (Chuunin)
Headsman: Every time you kill a foe, you heal some chakra/magic/soulenergy/etc. (60 Battles to Learn.) (Jounin)
Spellbound: The effects of status enhancements, ailments and any other magic lasts longer and does double its original potency. (50 Battles to Learn.) (Chuunin)
Last Stand: When you become tired, all of your abilities increase by double. (30 Battles to Learn.) (Special Jounin)
Hunting/Sniping Abilities Capture: Gains the ability to capture and keep an extremely weakened monster as a pet.
Multishot: Shoots multiple arrows at once. (10 Battle to Learn.)
Sonic Boom: Shoots an arrow that is so powerful and moves so fast that it creates a powerful sonic boom, harming everything in the way of the Sonic Boom. (20 Battles to Learn.)
Beso Toxico: Shoots an arrow made of poison at the foe. Upon it touching the foe, it will instantly poison them. (30 Battles to Learn.)
Oust: Removes an extremely weakened monster from battle. (10 Battle to Learn.)
Death Sickle: Shoots an arrow of death at the foe. Upon being hit by it, the foe will be sentenced with Doom. (50 Battles to Learn.)
Advice: Increase your own and a friend's critical hit ratio, thus meaning your next attack will do double the damage. (20 Battles to Learn.)
Marksman's Spite: Shoots magical shots directly into the life essence and spirit of the foe, hurting both their life and their chakra/magic/soulenergy/etc. and absorbing both into the user. (60 Battles to Learn.)
Vital Shot: Shoots at a vital organ with a magical arrow to inflict a random status ailment depending on what organ is hit. (30 Battles to Learn.)
Armor Shot: Shoots a powerful arrow able to shoot through and destroy any defense and armor, thus shattering the armor/defense and arrow at the same time, leaving the foe vulnerable. (40 Battles to Learn.)
Weapon Shot: Shoots a powerful arrow able to shoot through and destroy weapons, thus shattering the weapon completely and the arrow at the same time. (40 Battles to Learn.)
Hunting: The killing blow that is used for the final strike. When the health of the prey is low, this attack will do double the damage and be fatal. (40 Battles to Learn.)
Head Shot: Releases a powerful arrow that will cause a monster or person to be Addled, thus giving them amnesia and not giving them the ability to use their attacks. It may also be fatal, given that it's a head shot. (20 Battles to Learn.)
Sidewinder: An attack that does double the damage to all animals and monsters, but is normal to people. (10 Battle to Learn.)
Ultima Shot: A powerful arrow blast that is the most powerful magic known. The bow will either shoot a nonstop beam of Ultima magic rather than an arrow or shoots an arrow that explodes with MASSIVE range and damage with an Ultima arrow. (150 Battles to Learn.)
Regenerate: Upon being hit, wounds and health will begin to be restored slowly. (40 Battles to Learn.)
Chapter 30; Battlemage and Mageknight - Spoiler:
Description: The Jack-Of-All-Trades, but the master of none, the Red Mages can learn some of the Black, White and Green magics, and has their own special ability called Doublecast, however the Red Mages are the masters of no magics and can usually only learn low level magic, though it is made up for with their Doublecast technique, as well as their ability to use most of these magics without having the change classes.
Natural Abilities: Red Magic
Red Magic Abilities: Protect: A barrier that weakens the power of physical attacks severely. (10 Battle to Learn.) (Genin)
Shell: A barrier that weakens the power of non-physical attacks severely (10 Battle to Learn.) (Genin)
Fire: A level 1 spell. A small burst of fire. (20 Battles to Learn.) (Chuunin)
Blizzard: A level 1 spell. Slight chilling winds and small shards of ice will freeze over objects and shatter. (20 Battles to Learn.) (Chuunin)
Thunder: A level 1 spell. A bolt of lightning shoots at the foe. (20 Battles to Learn.) (Chuunin)
Cure: A level 1 spell. Heals health by a small amount and some wounds. (20 Battles to Learn.) (Genin)
Silence: Uses sealing magic to seal and steal the voice, causing Silence on foe. (20 Battles to Learn.) (Special Jounin.)
Poison: Magic that will poison whomever is hit by it. (20 Battles to Learn.) (Genin)
Dispel: Removes all status enhancements and ailments of the foe hit by this. (20 Battles to Learn.) (Special Jounin)
Stona: Magic that will cure Petrification. (30 Battles to learn.) (Special Jounin)
Cleanse: Heals some of the user's health and removes all Status Ailments. (30 Battles to Learn.) (Jounin)
Esuna: Removes all Status Ailments from the body. (20 Battles to Learn.) (Chuunin)
Water: A level 1 spell. Powerful water spell that will wrap around the foe and crush them. (20 Battles to Learn (Special Jounin)
Aero: A level 1 spell. Small gust of wind that will shoot out sharpened blades of wind at the foe. (20 Battles to learn.) (Special Jounin)
Sleep: Releases short range magic that will put all who touch it to sleep. (20 Battles to Learn.) (Chuunin)
Slow: Slows down the flow of space and time around the foe to make everything they do Slow. (25 Battles to Learn.) (Jounin)
Immobilize: Magic that will cause the foe to be unable to move. (30 Battles to Learn.) (Jounin)
Reflect: Casts Reflect upon the user to make all non-physical attacks reflect back at the user for double their power. (35 Battles to Learn.) (Jounin)
Disable: Magic that will cause the foe to be unable to attack in any shape or form. (35 Battles to Learn.) (Special Jounin)
Vanish: The user vanishes, becoming invisible and intangible, making all attacks useless. Cannot attack, however. (25 Battles to Learn.) (Genin)
Oil: Spews magical oil that will make fire attacks do 3 times their original damage and power to whatever is coated in this Oil. (20 Battles to Learn.) (Genin)
Drain: Sucks out the health of the foe via magical contact and restores the user's. (25 Battles to Learn.) (Chuunin)
Syphon: Sucks out the chakra/magic/soulenergy of the foe via magical contact and restores the user's health. (35 battles to Learn.) (Special Jounin)
Dark: A level 1 spell. A small explosion of darkness and shadows. (25 Battles to Learn.) (Special Jounin)
Holy: A level 1 spell. A powerful magical attack that shoots holy rays of explosive light or tendrils at the foe. (25 Battles to Learn.) (Special Jounin)
Aera: A level 2 spell. Makes large, sharpened gusts of wind shoot at the foe and surround them. (35 Battles to Learn.) (Jounin)
Cura: A level 2 spell. Heals mild wounds and health is restores a bit more. (35 Battles to Learn.) (Special Jounin)
Blizzara: A level 2 spell. Stronger chilling winds and ice shards will freeze over objects and shatter for more damage. (30 Battles to Learn.) (Jounin)
Fira: A level 2 spell. A moderately large explosion of fire that will wrap around the foe. (30 Battles to Learn.) (Jounin)
Thundara: A level 2 spell. Multitudes of lightning shoot at the foe with powerful electrical currents. (30 Battles to Learn.) (Jounin)
Watera: A level 2 spell. Powerful water spell that will deluge the foe, engulf them and crush them in larger water currents. (35 Battles to Learn.) (Jounin)
Holyra: A level 2 spell. More powerful and large version of Holy that will make larger and stronger light purge the foe. (35 Battles to Learn.) (Jounin)
Darkra: A level 2 spell. A moderately large explosion of darkness of a greater range than Dark. (35 Battles to Learn.) (Jounin)
Gravity: Dark Magic uses the powerful pull of gravity by creating ultra high-density space. (25 Battles to Learn.) (Jounin)
Doublecast: Uses magical abilities in quick succession, also giving the ability to merge 2 magics at once. (200 Battles to Learn.) (Anbu +)
Sticky Fingers: Any physical projectile thrown will be caught, regardless of what it is or what it does, and then be kept for the user's self. (30 Battles to Learn.) (Chuunin)
Magic Up: Increases magical attacks to double their original power. (10 Battle to Learn.) (Genin)
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| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
Posts : 3563 Points : 5028 Reputation : 0 Join date : 2014-11-04
| Subject: Re: Omnipedia; PIC List Fri Dec 24, 2021 6:14 am | |
| Chapter 31; Sage and Archsage - Spoiler:
Description: Ones who wield very powerful magic and are extremely wise. Sages tend to be able to cast a variety of powerful magics that do great damage from the get go, and being one of the only magic users to naturally learn Ultima rather than having to be taught Ultima. Knowing Ultima, they are indeed among the most powerful magic users of all... Though they are extremely slow when they use their magic. Runeseeker's powers are double that of a Sage, knowing all Sage abilities as well as powerful abilities of their own. They are the masters of Sage and Rune magics. To become a Runeseeker, one must first find a magical Rune as well as learn all Sage abilities.
Runeseeker Requirments: Mastery of all Sage abilities; Obtain a magical Rune.
Natural Abilities: Sagacity, Rune
Sagacity Abilities: Drain: Sends out magic that will act as a leech, sucking out the life of the foe and restoring that of the user. (10 Battle to Learn.) (Genin)
Blind: Sends out dark energy magic that will blot out the eyesight of the foe, causing them Blindness. (25 Battles to Learn.) (Genin)
Water: Water: A level 1 spell. Powerful water spell that will wrap around the foe and crush them. (30 Battles to Learn) (Chuunin)
Aero: Wind magic that will release slicing air gusts at the foe. (25 Battles to Learn.) (Chuunin)
Life: Releases white magic that will revive the dead to partial health. (50 Battles to Learn) (Special Jounin)
Giga Flare: More powerful than Flare. An IMMENSE explosion of nothing but pure heat and energy TWICE the size of any normal Flare, with also twice the power. (60 Battles to Learn.) (Jounin)
Bio: Powered up version of Poison. A gaseous or liquid-like energy that will harm the foe and also poison them. (45 Battles to Learn.) (Special Jounin)
Scathe: Powerful magic summoned by a gigantic rune in front of the user. This magic will travel in a straight line, decimating everything in its way to go on forever until the rune is closed. (55 Battles to Learn.) (Jounin)
Esunaga: The most powerful Esuna that will rid anyone of any status ailment known, no matter what it may be. (30 Battles to Learn.) (Special Jounin)
Ultima: The most powerful magic that can be learned. Releases the ultimate blast of magical energy, making several devastating explosion, nonstop rain of magic and terrific nuke-like explosions of pure magical energy. (250 Battles to Learn.) (Jounin)
Reflex: Any normal physical attack (such as a punch, kick, weapon strike or something that is nameless) will instantly be dodged by your reflexes. (15 Battles to Learn.) (Special Jounin)
Rune Abilities:
Explode: An attack that is double the size, power and range of Flare, as well as being non-elemental, thus making it quite lethal an attack. (60 Battles to Learn.)
Stillness: Wherever the user wishes will become Stopped via magic, thus making it still. (80 Battles to Learn.)
Quarter: Creates a small, crushing force of gravity in one area. It will decrease capabilities by a quarter of their original potential. (10 Battle to Learn.)
Demi: Creates a large ball of gravity to suck things in and crush them before spitting them out. It will decrease capabilities by half of their original potential. (20 Battles to Learn.)
Sealing Rune: Creates a Rune that can seal all magic/chakra/etc.etc. so long as the foe is within it. It bypasses all power levels and all abilities that would normally nullify such an effect. (120 Battles to Learn.)
Chapter 32; Scholar and Wiseman - Spoiler:
Description: Those who gain their power from ancient tomes or grimoires. They are quite knowledgeable, as their name suggests, and are also skilled in powerful magics that usually effect a large area, much like the Illusionist class, however they use different elements.
Requirements for Scholar: Tome (of any kind.)
Natural Abilities: Lore
Lore Abilities Study: Learns everything there is to know about the foe by just a look. (10 Battle to Learn.) (Jounin)
Natural Selections: Does damage to a specific race or species of people via powerful magic. (55 Battles to Learn.) (Jounin)
Earth Dragon: Creates a dragon made of the earth to attack everyone the user deems fit. (35 Battles to Learn.) (Chuunin)
Rime Bolt: Creates a terribly cold bolt of lightning that will attack and Freeze everyone the user deems fit. (45 Battles to Learn.) (Jounin)
Thunder Flare: Electrical flares are created that will decimate everything the user deems fit. (40 Battles to Learn.) (Special Jounin)
Shadow Shade: Covers a large area in complete darkness, and all who are in the darkness will be harmed by it until the user deems fit. (35 Battles to Learn.) (Jounin)
Force: Omits a powerful force that will nullify all status ailments attempted on the user instantly. It will also cause physical harm to the foe. (45 Battles to Learn.) (Special Jounin)
Mad Scientist: Via the power of magic, grants the user or an ally one random status enhancement. (15 Battle to Learn.) (Genin)
Spellbound: The effects of magic/anything else last much longer. (20 Battles to Learn.) (Chuunin)
Chapter 33; Pirate and Sky Pirate - Spoiler:
Description: Powerful thieves that enrich the skies. They go about and plunder with swiftness and power to take what they want and kill who they wish. They are quite the well rounded class because of this and also have better thieving abilities that are double that of any normal thief. Watch them closely.
Requirements for Sky Pirate: An Airship. Or some sort of Flying Vehicle.
Natural Abilities: Piracy
Piracy Abilities: Shadow Stalk: A magical attack that comes from darkness or the shadows, which can evade any counterattack and strike without being known. It may also decrease your speed and cause you Slow at the same time. (10 Battle to Learn.) (Chuunin)
Salvage: Disarms any and all traps. Also becomes able to use these traps as your own. (15 Battle to Learn.) (Special Jounin)
Life of Crime: An attack that is on the basis of how much you've stolen. The more you steal, the higher the attack power. It has no limit. (55 Battles to Learn.) (Jounin)
Swipe: Steals anything you can get your hands on.
Razor's Edge: Increases speed by double as well as evasion, making you a blur to hit. (30 Battles to Learn.) (Chuunin)
Flee: Gets right the fuck outta there.
Vigilance: Doesn't take extra damage from any attack anywhere on the body, nullifying any weaknesses of the user and thus making powered up attacks do their normal damage as well. Also nullifies the effects of Status Ailments. (65 Battles to Learn.) (Jounin)
Sticky Fingers: Any physical projectile thrown will be caught, regardless of what it is or what it does, and then be kept for the user's self. (30 Battles to Learn.) (Genin)
Barrage: Releases a flurry of powerful, nonstop, exceptionally fast attacks upon the foe. (35 Battles to Learn.) (Special Jounin)
Body Shot: Makes a powerful shot to anywhere on the body, causing the part of the body that they hit to become disabled, stunned, and immobilized. (40 Battles to Learn.) (Special Jounin)
Seal Evil: Any dark/shadow attacks will be nullified and also gains the ability to kill the undead with one blow with these attacks. (45 Battles to Learn.) (Jounin)
Plunder: Swipes everything on the foe at once. (90 Battles to Learn.) (Jounin)
Borrowed Time: Literally steal the time of the foe via magic and give it to yourself, Stopping the foe and Hastening yourself. (200 Battles to Learn.) (Jounin)
Mad Pilfer: Steal the health as well as the chakra/magic/soulenergy/etc. of the foe and give it to yourself. (55 Battles to Learn.) (Jounin)
Soul Swipe: Steal parts of the foe's soul, little by little, until it is completely gone and you have upped your Soul Count. (Requires contact 10 separate times.) (150 Battles to Learn.) (Anbu +)
Steal Will: Literally steals the will of the foe to make them not want to do anything at all for themselves, making them useless and inflicting them with Pointless and Addle. (75 Battles to learn.) (Jounin)
Item Hunter: All battles won results in the foe dropping an item or money, no matter who or what they are. Also gives them the ability to find items. (10 Battles to Learn.) (Special Jounin)
Ability Steal: The last ability used by the foe that the user has seen or been hit with, the user will be able to steal with this move, however if they use it again, they will forget the first move and replace it with the new one. (55 Battles to Learn.) (Jounin)
Chapter 34; Soldier - Spoiler:
Description: Well rounded, generic fighters with no real excellent ability. They are quite useful for weakening the foe and delivering the killing blow, or ganging up as an army and fucking shit up, but they tend to be quite durable and annoying. They are skilled in the arts of war, knowing all there is to know about it. They are not like normal grunt soldiers, for they actually possess... Skill.
Requirements for Soldier: A sword of any kind.
Natural Abilities: Arts of War
Arts of War Abilities: Brave Slash: A swift and powerful slash in a straight line fueled by the spirit of a Soldier. (20 Battle to Learn.) (Genin)
Cross-Slash: Slashes the target in an X fashion, releasing a wave of energy that is... X shaped. (40 Battles to Learn.) (Genin)
Blade Beam: Shoots a beam from your blade. Nuff said. Basically able to be used as a Beam sword, as well. (45 Battles to Learn.) (Chuunin)
Meteorain: A powerful attack that summons a Meteor from the sky and slams it on the foe with bladed strike to crush your foe. (60 Battles to Learn.) (Jounin)
Climhazzard: A powerful attack that will reduce everything in the weapon's way to nothingness, everything falling to the power of this attack. (80 Battles to Learn.) (Jounin)
Finishing Touch: A strike that will induce numerous status ailments on the foe at one time. (10 max) (55 Battles to Learn.) (Special Jounin)
First Aid: Pulls out your First Aid Kit and heals yourself of ONE status ailment and a small bit of health! (10 Battle to Learn.) (Genin)
Powerbreak: An attack that will shatter the opponent's power, thus lowering it to half of its original power. (20 Battles to Learn.) (Chuunin)
Magicbreak: An attack that will shatter the opponent's spirit, thus lowering their magic/chakra/etc to half of its original power. (20 Battles to Learn) (Chuunin)
Mindbreak: An attack that will shatter the opponent's mind, thus lowering their resistance to nonphysical attacks to half of its original power. (20 Battles to Learn) (Chuunin)
Speedbreak: An attack that will shatter the opponent's speed, thus lowering it to half of its original state. (20 Battles to Learn.) (Chuunin)
Provoke: Piss off people by being a bitch to make them go Berserk. (30 Battles to Learn.) (Chuunin)
Omnislash: Slashes with maximum power, releasing energy that creates an immense sword in the process. (70 Battles to Learn.) (Jounin)
Cherry Blossom: The ultimate attack of the Soldier that releases numerous powerful slashes nonstop at extreme speeds. (95 Battles to Learn.) (Jounin)
Monkey Grip: Gives the user the ability to hold 2 handed weapons or EXTREMELY large weapons with one hand with ease. (20 Battles to Learn.) (Genin)
Gauge: Increases all abilities by double their original power. (45 Battles to Learn.) (Jounin)
Chapter 35; Summoner - Spoiler:
Description: Finally, playing with the big boys. The Summoners, possible the most powerful magical users there are. They may directly summon the power of the Eidolons, Aeons, Espers/Scions (same thing) and Totema to do their bidding at ANY given time, with the cost of a HEFTY sum of their power and sometimes their life. The only problem with being a Summoner is that, you only get a fraction of the power of the summons. Due to the awesome POWER of the Summons, however, they usually don't need that many. It costs some of their power to keep the Summons in this dimension, however, and unless stated otherwise, a Summon may only stay on the field for 3 turns only.
Note: There is a special way to summon Eidolons/Scions however... And this is through the wielding of magical gems. With these, anyone that ISN'T a summoner may also use these summons to their will at any given time they wish, but also they are limited to the 3 turn rule as well. The Eidolons/Scions also eat up a lot more of their power, though the Summons are at Full Power if you have the gems.
Requirements: Summoner's Horn
Natural Abilities: Summon
Summon Abilities:
Summon
Chapter 36; Templar and Crusader - Spoiler:
Description: Church going holy knights that use physical attacks as well as magical attacks. They don't have much magical power, but they tend to have status magic rather than damaging magic, and as such their attack power makes up for it.
Requirements for Templar: Sacred Blade.
Natural Abilities: Sacred Blade
Sacred Blade Abilities: Astra: Uses magical barrier to nullify all status ailments to the user. (45 Battles to Learn.) (Chuunin)
Piercing Cry: Reduces the speed of all who hear this terrible wailing. (20 Battles to Learn.) (Special Jounin)
Rasp: Sucks out the spiritual power of anyone near, thus restoring own chakra/magic/soulenergy/etc. (50 Battles to Learn.) (Special Jounin)
Discipline: Hones mind so that attack power increases drastically. (10 Battles to Learn.) (Genin)
Silence: Shoots out sealing magic that will naturally Silence you. (25 Battles to Learn.) (Chuunin)
Soul Sphere: Creates a giant sphere of souls that will suck out the chakra/soulenergy/magic/etc. of anyone within. (55 Battles to Learn.) (Jounin)
Haste: Bestows quickening magic upon the user, increasing the speed of time around them. (35 Battles to Learn.) (Special Jounin)
Lifebreak: Combines the souls of the user and the foe to make all damage done to the user done to the foe as well and vice versa until the bond is broken. (60 Battles to Learn.) (Jounin)
Bonecrusher: However much damage the attack done to the user was, is doubled with a counterattack to the foe. (45 Battles to Learn.) (Special Jounin)
Zombie: Uses magic to forcefully turn the foe undead and into a Zombie. (80 Battles to Learn.) (Jounin)
Dispel: Nullifies all status enhancements and status ailments. (50 Battles to Learn.) (Special Jounin)
Chapter 37; Thief and Master Thief - Spoiler:
Description: Your typical, run of the mill brigand. Not so much power as much as they have speed and evasion, making them a little less desirable than Sky Pirates. Their abilities differ a bit as well, but the main thing is... They both just take shit.
Natural Abilities: Thievery
Thievery Abilities Flee: Gets right the fuck outta there.
Steal: Steal any shit you can get your hands on. (10 Battle to Learn) (Genin)
Swipe: Steal any item on the foe. (15 Battle to Learn.) (Genin)
Detect: Senses items on the foe and when a foe is going to attack. (25 Battles to Learn.) (Chuunin)
WHAT'S THAT?!?: 'Distracts' the foe and instantaneously attacks them from behind using speed. (35 Battles to Learn.) (Special Jounin)
Soul Blade: Puts any 1 status ailment on the foe of the user's choice. (45 Battles to Learn.) (Jounin)
Annoy: Causes Trouble status to the target. (30 Battles to Learn.) (Jounin)
Sacrifice: Sacrifice yourself to restore health and chakra/magic/soulenergy/etc. to your allies completely. (80 Battles to Learn.) (Jounin)
Lucky 7: (Dice Roll, 7 dice) Roll 7 dice to see how powerful your next attack is. Since the dice don't go up to seven, if the total number from the dice rolled equals a number with a 7 at the end of it, then the attack does MASSIVE damage with MASSIVE range and MASSIVE speed. All other numbers result in a normal attack. (77 Battles to Learn.) (Jounin)
Thievery: Flings a large treasure chest that opens up and explodes on the foe. The power and intensity and range of the explosions depend on how many times you have SUCCESSFULLY stolen something. The more you steal, the greater this attack's power. There is no limit to it. (100 Battles to Learn.) (Jounin)
Borrowed Time: Literally steal the time of the foe via magic and give it to yourself, Stopping the foe and Hastening yourself. (120 Battles to Learn.) (Anbu +)
Mad Pilfer: Steal the health as well as the chakra/magic/soulenergy/etc. of the foe and give it to yourself. (85 Battles to Learn.) (Jounin)
Master Thief: Steals anything and everything from the foe at once. (150 Battles to Learn.) (Anbu +)
Sticky Fingers: Any physical projectile thrown will be caught, regardless of what it is or what it does, and then be kept for the user's self. (30 Battles to Learn.) (Special Jounin)
Soul Swipe: Steal parts of the foe's soul, little by little, until it is completely gone and you have upped your Soul Count. (Requires contact 10 separate times.) (200 Battles to Learn.) (Anbu +)
Steal Will: Literally steals the will of the foe to make them not want to do anything at all for themselves, making them useless and inflicting them with Pointless and Addle. (100 Battles to learn.) (Anbu +)
Item Hunter: All battles won results in the foe dropping an item or money, no matter who or what they are. Also gives them the ability to find items. (30 Battles to Learn.) (Jounin)
Slowproof: Become immune to Slow. (10 Battle to Learn.) (Genin)
Stopproof: Become immune to Stop. (20 Battles to Learn.) (Chuunin)
Poach: Able to capture weakened monsters and keep them as pets. (Only 1) (25 Battles to Learn.) (Jounin)
Ability Steal: The last ability used by the foe that the user has seen or been hit with, the user will be able to steal with this move, however if they use it again, they will forget the first move and replace it with the new one. (75 Battles to Learn.) (Jounin)
Counter: Instantly attacks right after being attacked from close range by the foe. (20 Battles to Learn.) (Chuunin)
Maintenance: Ensures that NOTHING can be stolen from the user, not even Abilities. Also ensures that their items and abilities cannot be destroyed through protection from magic. (35 Battles to Learn.) (Chuunin)
Chapter 38; Chronomage and Cosmage - Spoiler:
Description: Complete and utter mastery and control of Time itself. They may render time to their will, going back, forward, up and down through time. They can stop it, quicken it, or whatever they please. They also have slight control over space, giving them the ability to use Gravity magic and space rendering magic as well, which sometimes gives them the title of Dimensional Mage instead of Time Mage.
Requirements of Time Mage: Magic Clock.
Natural Abilities: Time Magic
Time Magic Abilities Delay: Uses time to delay an oncoming attack for a few moments. (30 Battle to Learn.) (Genin)
Haste: Speeds up the flow of space and time around self or around an ally to make everything they do incredibly fast. (15 Battles to Learn.) (Genin)
Hastera: Speeds up the flow of space and time around self or around allies moreso to make everything they do extremely fast. (35 Battles to Learn) (Chuunin)
Hastega: Speeds up the flow of space and time even MORE around self or allies to make everything they do SUPER fast. (55 Battles to Learn.) (Jounin)
Hasteja: Speeds up the flow of space and time to ANY speed around self or allies to make everything they do ungodly fast. (85 Battles to Learn.) (Anbu +)
Slow: Slows down the flow of space and time around the foe or the area to Slow them down severely. (15 Battle to Learn.) (Genin)
Slowra: Slows down the flow of space and time a bit more around the foe or the area to Slow them down even more. (35 Battles to Learn.) (Chuunin)
Slowga: Slows down the flow of space and time even MORE around the foe and area or the area to Slow them down BEYOND known slowness. (55 Battles to Learn.) (Jounin)
Slowja: Slows down the flow of space and time so much in the entire area that the foe is almost Stopped, but is still basically just Slowed. (85 Battles to Learn.) (Anbu +)
Stop: Stops the flow of space and time around the foe to make them stop utterly and completely temporarily. (30 Battles to Learn.) (Jounin)
Stopga: Stops the flow of space and time in a large area to cause everything to completely Stop. (60 Battles to Learn.) (Anbu +)
Float: Distorts space via Time Magic (somehow) and allows the user to be able to Float, becoming immune to ALL Earth based attacks in their entirety. (20 Battles to Learn.) (Genin)
Reflect: Creates a barrier that will instantaneously reflect most non-physical attacks back at the foe with double their power. (50 Battles to Learn.) (Special Jounin)
Quicken: Makes the next attack the user does instantaneous, surpassing the speed of the foe, whatever it may be, however the next attack of the user will be Delayed. (10 Battles to Learn.) (Jounin)
Quarter: Creates a small, crushing force of gravity in one area. It will cause anything caught in it to have capabilities decreased by a quarter. (15 Battle to Learn.) (Chuunin)
Demi: Creates a large ball of gravity to suck things in and crush them before spitting them out. Causes anything caught in it to have capabilities decreased by half. (25 Battles to Learn.) (Special Jounin)
Gravity: Time Magic uses the powerful pull of gravity by creating ultra high-density space to suck things in. (35 Battles to Learn.) (Chuunin)
Graviga: Time Magic uses extremely intense pull of gravity similar to that of a black hole. Decreases capabilities of foe by 3/4 (80 Battles to Learn.) (Jounin)
Meteor: Somehow, makes a giant meteor crash down from the sky and impact, making a giant explosion upon the foe. (60 Battles to Learn.) (Jounin)
Magical Shield: Instead of taking damage, Soul Energy/magic/chakra/etc.etc. WHATEVER YOU HAVE will be used as a constant shield around you, making your body never take damage. However, the instant these things run out, your body will take damage. The more powerful the attack, the more of your energies and shit it will drain. (50 Battle to Learn) (Jounin)
Teleport: Distort time, moving immediately to your destination. Moving too far will end in failure. (100 Battles to Learn.) (Anbu +)
Silence: Seals the foe (somehow) via Time Magic to Silence them. (10 Battle to Learn.) (Jounin)
Extend: Extends the effects of status enhancements/status ailments/summons/attacks/anything via Time Magic. (15 Battles to Learn.) (Chuunin)
Undo: Rewinds time to allow what was just done to be... undone. It takes a lot more than other Time Magic, however, and cannot be used consecutively. (120 Battles to Learn.) (Anbu +)
Magical Evasion: Allows the user to evade all damaging magics whatsoever via super spacey-timey magicy... stuff. (200 Battles to Learn.) (Anbu +)
Immobilize: Magic that will cause the foe to be unable to move. (45 Battles to Learn.) (Special Jounin)
Disable: Magic that will cause the foe to be unable to attack in any shape or form. (40 Battles to Learn.) (Special Jounin)
Vanish: The user vanishes, becoming invisible and intangible, making all attacks useless. Cannot attack, yourself, however. (40 Battles to Learn.) (Chuunin)
Bleed: If hit by a physical attack, the foe will continuously get their health/magic/chakra/soulenergy/etc. drained into the user, even from a long distance. (Basically causes Sap.) (60 Battles to Learn.) (Special Jounin)
Break: Petrifies the foe completely via Time Magic. (50 Battles to Learn.) (Jounin)
Vanishga: Most powerful Vanish that Vanishes self and all other allies, making them all immune to attacks and become invisible. They cannot attack, however. (100 Battles to Learn.) (Jounin)
Warp: Uses Time Magic to alter space and time and allow the user to warp. (300 Battles to Learn.) (Anbu +)
Reflectga: The most powerful Reflect that will cast Reflect on all allies and self, reflecting Non-physical attacks back by quadruple their original power instead of double. (150 Battles to Learn.) (Anbu +)
Addle: Reverses/stops time in the mind to cause the foe to forget everything and all of their attacks and abilities, causing them Addle. (55 Battles to Learn.) (Special Jounin)
Stamp: Moves any status enhancements or status ailments from someone to another person. (65 Battles to Learn.) (Special Jounin)
Chapter 39; Fighter, Warrior, and Knight - Spoiler:
Description: The Warrior, or Knight, a class of great defense and great power, but usually not so much in speed. They tend to use bladed weapons for powerful strikes to destroy their foes quite quickly as well as take hits. The Fighter Class is just a Warrior/Knight who does not use a weapon, but rather the fists, though both strains of their abilities can be used. They tend to be the counterparts of the Soldiers, but also more powerful than the Soldiers to an extent. They are also the Neutral class counterpart to Paladins/Holy Knights and Dark Knights/Fell Knights. They're in between, knowing some of their abilities as well as some Soldier abilities, as well. Full Throttle is the absolute power of the sword becoming fused with the body of the user. To gain this ability, you must first learn all of the Warrior/Knight abilities (fighter abilities optional) and then retrieve the Sinister Sword.
Requirements for Warrior/Knights: A sword (or bladed weapon of some kind... Preferably a sword.)
Requirements for Full Throttle: All Warrior/Knight abilities learned as well as the Sinister Sword.
Natural Abilities: Battle Arts, Sword Magic, Pugilism (Fighter), Sinister Sword (Full Throttle.)
Battle Arts Abilities: Darkside: Sacrifices a small portion of life to summon darkness from your soul for a while to engulf, attack, etc. etc. your enemies. Each time you use it, it takes a little more of your life unless you restore your life. (35 Battles to Learn.) (Chuunin)
Powerbreak: An attack that will shatter the opponent's power, thus lowering it to half of its original power. (10 Battle to Learn.) (Genin)
Magicbreak: An attack that will shatter the opponent's spirit, thus lowering their magic/chakra/etc to half of its original power. (10 Battle to Learn) (Genin)
Mindbreak: An attack that will shatter the opponent's mind, thus lowering their resistance to nonphysical attacks to half of its original power. (10 Battle to Learn) (Genin)
Speedbreak: An attack that will shatter the opponent's speed, thus lowering it to half of its original state. (10 Battle to Learn.) (Genin)
Minus Strike: The lower the user's power/health, the more powerful this attack. (30 Battles to Learn.) (Special Jounin)
Iai Blow: A quick strike that is aimed at the organs in an attempt to slaughter the foe and kill them. May cause Death or unconsciousness. (Dice Roll) (55 Battles to Learn.) (Jounin)
Thunder Slash: Slashes as fast as lightning while also making lightning Magic shoot down to the foe and strike them every time the weapon is swung or makes contact on the foe. (35 Battles to Learn.) (Special Jounin)
Charge!: Rushes at the foe with all abilities tripled. (65 Battles to Learn.) (Jounin)
Stock Break: A slash that will hit everything in front of the weapon's swing (60 Battles to Learn.) (Jounin)
Climhazzard: A powerful attack that will reduce everything in the weapon's way to nothingness, everything falling to the power of this attack. (80 Battles to Learn.) (Anbu +)
Shock: An attack that will shock the foe, thus stunning them in the process. (40 Battles to Learn.) (Chuunin)
Sentinel: Cuts all physical attack damage down to half its original power and potency. (15 Battle to Learn.) (Chuunin)
Delay Buster: Slashes an attack to Delay it temporarily, or slash the foe to Delay them temporarily. (55 Battles to Learn.) (Jounin)
Assault: Bestows self and allies with Berserk, Shell, Haste and Protect, however Berserk will wear off after a while. (75 Battles to Learn.) (Jounin)
SOS Protect: Protect will automatically cast itself around you if you are low on health. (50 Battles to Learn.) (Jounin)
Helm Breaker: An attack that drives down directly on the head of the foe in an attempt to shatter their skull. Causes Addling. (45 Battles to Learn.) (Special Jounin)
Armor Breaker: An attack that is used to destroy the armor/defenses of the foe completely. (40 Battles to Learn.) (Special Jounin)
Weapon Breaker: An attack that is used to destroy the weapon of the foe completely, if they can. (40 Battles to Learn.) (Special Jounin)
First Aid: Pull out a better first aid kit to heal 1 status ailment as well as small wounds in battle. (10 Battle to Learn.) (Genin)
Body Slam: Rams your entire bodyweight at the foe. (20 Battles to Learn.) (Genin)
Lifetap: An attack that will suck out a portion of the foe's health and restore your own with physical contact. (40 Battles to Learn.) (Chuunin)
Monkey Grip: Gives the user the ability to hold 2 handed weapons or EXTREMELY large weapons with one hand with ease. (15 Battles to Learn.) (Genin)
Greased Lightning: A superfast attack that will nullify the defenses and reactions (Like counter, blink counter, etc.) of the foe. (30 Battles to Learn.) (Special Jounin)
Heavy Defense: Raises natural defenses against all things to double temporarily. (50 Battles to Learn.) (Jounin)
Knight's Lance: Creates an energy lance to fall down on the foe. (45 Battles to Learn.) (Special Jounin)
Knight Shield: Creates a magical shield that will nullify status ailments. (60 Battles to Learn.) (Jounin)
Knight's Aid: Better than First Aid, will restore wounds and heal status ailments. (25 Battles to Learn.) (Chuunin)
Disarm: Attacks in a fashion as to render the foe useless and Disable them to keep them from being able to attack. (55 Battles to Learn.) (Jounin)
Last Haste: When health is low, Haste will automatically cast itself on you to increase the flow of time around you. (25 Battles to Learn.) (Jounin)
Infuse: Focuses all of the user's chakra/magic/soulenergy/etc. into one final attack. The range, size, power and devastation depend solely on how much the user has. (150 Battles to Learn.) (Jounin)
Ultima Charge: Charges the power of Ultima into your weapon or your body, then rushes at great speeds to attack, releasing Ultima's power for an explosive end result. (200 Battles to Learn.) (Anbu +)
Sword Magic Abilities:
Black Sword: Infuses any and all Black Magic abilities known by the user or combined with an outside force to use Black Magic within the sword. (10 Battle to Learn.) (Jounin)
White Sword: Infuses any and all White Magic abilities known by the user or combined with an outside for to use White Magic within the sword. (10 Battle to Learn.) (Jounin)
Telekinesis: Uses magic of pure force to be able to levitate, crush, etc.etc. things from afar. (80 battles to Learn.) (Jounin)
Flametongue: Creates a sword of fire for a powerful, explosive, fiery strike. (30 Battles to Learn.) (Chuunin)
Ice Brand: Focus ice into the form of a sword for an icy, freezing blow. (30 Battles to Learn.) (Chuunin)
Thunder Blade: Focus electrical currents into the form of a sword for a shocking, speedy slash. (30 Battles to Learn.) (Chuunin)
Liquid Steel: Creates a sword made out of highly compacted water for a watery slash. (40 Battles to Learn.) (Special Jounin)
Demi Sword: Creates a sword of Gravity that will crush everything in its way. It may also be embedded with Dark element. (50 Battles to Learn.) (Jounin)
Excalibur: Creates a holy sword that will cut through everything with shining power. (55 Battles to Learn.) (Jounin)
Pugilism Abilities: Rush: Rushes into the foe at high speeds. (10 Battle to Learn.) (Genin)
Wild Swing: Spins around hitting everything wildly. (25 Battles to Learn.) (Genin)
Beatdown: A full fledged attack using all of your strength. (45 Battles to Learn.) (Chuunin)
Blitz: A very swift attack that is very hard to evade, but it is quite weak. (15 Battle to Learn.) (Genin)
Air Render: Uses a powerful force that slices through the air to harm the foe, ignoring wind resistance or wind attacks. (20 Battles to Learn.) (Genin)
Aurablast: An attack that releases your own powerful aura in an energy wave from the fists or from the body to do massive damage and demolish everything in its way. (55 Battles to Learn.) (Special Jounin)
Air Blast: Larger than Air Render, making a powerful force shoot straight in front of the user to harm and push back everything. (45 Battles to Learn.) (Special Jounin)
Backdraft: Focuses all of your heat and power into one powerful attack. (50 Battles to Learn.) (Special Jounin)
Bonecrusher: However much damage the attack done to the user was, is doubled with a counterattack to the foe. (40 Battles to Learn.) (Jounin)
Far Fist: Forms a fist in the form of your own energies and launches it, which will create an explosion of energy or force to wherever it hits. (30 Battles to Learn.) (Jounin)
Doublehand: Wield your weapon with two hands, thus doubling the destructive power of it. (5 Battles to Learn.) (Genin)
Full Throttle Abilities Job List - Final Fantasy Job List~!! - Page 2 622px-Ffx2-fullthrottle
Fright: Releases sinister swords that will Confuse and Delay the foe and their attacks if hit. (10 Battle to Learn.)
Aestus: A powerful blast of fire from swords. (35 Battles to Learn.)
Winterkill: A powerful blast of ice from swords. (35 Battles to Learn.)
Whelmen: A powerful blast of water from swords. (40 Battles to Learn.)
Levin: A powerful blast of lightning from swords. (35 Battles to Learn.)
Wisenen: Powerful gravity blasts from sword. (45 Battles to learn.)
Fiers: Make swords attack with double their original power and speed. (60 Battles to Learn.)
Deeth: Charges swords with the power of Death to try to kill foe on contact. (100 Battles to Learn.)
Assoil: Powerful holy attack from the swords via blasts or charging swords with holy energy. (65 Battles to Learn.)
Sword Dance: Make swords grow to large proportions and fly across the field and unheard of speeds, slicing through everything that gets in their way. (120 Battles to Learn.)
Ribbon: Becomes immune to any and all status ailments (not enhancements.) (15 Battle to Learn.)
Double Durability: Increases durability of swords and self to double. (25 Battles to Learn.)
Triple Durability: Increases durability of swords and self to triple. (35 Battles to Learn.)
Limit Break: Allows the user to break all limits and fire everything continuously and simultaneously nonstop. (200 Battles to Learn.)
Venom Wing: All swords on the left side of the body become charged with poison and slash and fly at the foe to Poison them. (50 Battles to Learn.)
Blind Wing: All swords on the left side of the body become charged with blinding energy and slash and fly at the foe to Blind them. (50 Battles to Learn.)
Mute Wing: All swords on left side of the body become charged with sealing energy and slash and fly at the foe to Silence them. (55 Battles to Learn.)
Stone Wing: All swords on left side of the body become charged with petrifying energy and slash and fly at the foe to Petrify them. (55 Battles to Learn.)
Dream Wing: All swords on the left side of the body become charged with sleeping energy and slash and fly at the foe to put them to Sleep. (55 Battles to Learn.)
Violent Wing: All swords on the left side of the body become charged with incredible power triple of what they are now and slash and fly at the foe to destroy them. (60 Battles to Learn.)
Still Wing: All swords on the left side of the body become charged with spacial/time energy that will slash and fly at the foe to Stop them completely. (60 Battles to Learn.)
Crazy Wing: All swords on the left side of the body become charged with confusing energy that will slash and fly at the foe to Confuse them. (45 Battles to Learn.)
Stamina: Restores a small portion of health. (20 Battles to Learn.)
Mettle: Restores a small portion of chakra/magic/soulenergy. (20 Battles to Learn.)
Steel Feather: Swords gleam brightly and increase their attack power by double. (10 Battle to Learn.)
Diamond Feather: Swords gleam brightly and increase their defensive power by double. (10 Battle to Learn.)
White Feather: Swords gleam brightly and try to slash at the foe to decrease their attack power by half. (15 Battle to Learn.)
Buckle Feather: Swords gleam brightly and try to slash at the foe to decrease their defensive power by half. (15 Battle to Learn.)
Cloudy Feather: Swords gleam brightly and try to slash at the foe to seal their chakra/magic/soulenergy. (15 Battle to Learn.)
Pointed Feather: Swords gleam brightly and pierce through all defenses. (30 Battle to Learn.)
Pumice Feather: Swords gleam brightly and rotate swiftly, increasing the flow of time around the user to use Haste. (25 Battle to Learn.)
Ma'at's Feather: Learn all there is to know about the foe. (5 Battle to Learn.)
Chapter 40; Cleric and Priest - Spoiler:
Description: The ultimate protector and healer, the White Mage usually has very little attacks and attacking power, but when it comes to healing wounds, they can do so in a snap. They have spells that can protect them quite well, making them very formidable adversaries... If they find some way to attack, that is. The Seer is more powerful than the White Mage, knowing more attacks as well, thus being able to use High Magic instead of just White magic, meaning they can also use a few level 2 Black Magic spells as well. To become a Seer, you must have the Wise Hood (Also known as Kitty Hood.) Seers have all of the abilities of White Mages, too.
Requirement for Seer: Wise(Kitty) Hood.
Natural Abilities: White Magic, High Magic
White Magic Abilities: Cure: A level 1 spell. Heals small wounds and health. (10 Battle to Learn.) (Genin)
Cura: A level 2 spell. Heals moderate wounds and health. (20 Battles to Learn.) (Chuunin)
Curaga: A level 3 spell. Heals lots of wounds and health. (40 Battles to Learn.) (Special Jounin)
Curaja: A level 4 spell. Great healing spell that heals all wounds and most health. (80 Battles to Learn.) (Jounin)
Full-Cure: The best healing spell that cures all health and wounds completely. (160 Battles to Learn.) (Anbu +)
Raise: Heals the dead and brings them back to life. (65 Battles to Learn.) (Jounin)
Auto-Life: Bestows self with the ability to rise from the dead absolutely once. (100 Battles to Learn.) (Anbu +)
Confuse: Causes an enemy to act randomly, attacking both allies and foes alike. (30 Battles to Learn.) (Chuunin)
Silence: Seals the foe's voice with magic. (20 Battles to Learn.) (Chuunin)
Mini: Causes anything that touches this magic to shrink down to an eighth of your size. (25 Battles to Learn.) (Special Jounin)
Esuna: Heals a lot of Status ailments and cleanses body. (30 Battles to Learn.) (Chuunin)
Esunaga: Heals ALL status ailments, regardless of what they may be, even Doom. Works in a wide radius. (60 Battles to Learn.) (Jounin)
Cleanse: Heals some of the user's health and removes all Status Ailments. (80 Battles to Learn.) (Jounin)
Drain: Sucks out the health of the foe via magical contact and restores the user's. (25 Battles to Learn.) (Jounin)
Syphon: Sucks out the chakra/magic/soulenergy of the foe via magical contact and restores the user's health. (35 battles to Learn.) (Jounin)
Regen: Constant regeneration of wounds and health. (25 Battles to Learn.) (Chuunin)
Scan: Learn all there is to know about your foe. (5 Battle to Learn.) (Genin)
Protect: Reduces damage greatly from all physical attacks. (10 Battle to Learn.) (Genin)
Protectga: The most powerful Protect that will encase the user and allies in Protect that will greatly reduce physical damage. (40 Battles to Learn.) (Special Jounin)
Disease: Gives the foe Virus via magical contact. (55 Battles to Learn.) (Jounin)
Pointless: Magic that will inflict Pointless on the foe, making them lose the will to do everything, even attack and defend themselves. (95 Battles to Learn.) (Anbu +)
Renew: Restores all health and removes all status ailments from self at the cost of a lot of magic. (120 Battles to Learn.) (Jounin)
Shell: Reduces damage greatly from all non-physical attacks. (10 Battle to Learn.) (Genin)
Shellga: The most powerful Shell that will encase the user and all allies, protecting everyone from all non-physical attacks. (40 Battles to Learn.) (Special Jounin)
Reflect: Reflects any and all non-physical attacks back to the foe with double the power. (40 Battles to Learn.) (Chuunin)
Stona: Cures Petrification by using the power of Soft. Harms Stone enemies. (20 Battles to Learn.) (Chuunin)
Dispel: Removes all status enhancements from anyone. (45 Battles to Learn.) (Chuunin)
Dispelga: The most powerful Dispel that will remove all status enhancements from all foes in the area who is caught in it. (85 Battles to Learn.) (Jounin)
Haste: Increases the flow of space and time around the user/allies to increase speed. (60 Battles to Learn.) (Special Jounin)
Holy: A level 1 Spell. A powerful magical attack that shoots holy rays of explosive light or tendrils at the foe. (15 Battles to Learn) (Genin)
Holyra: A level 2 Spell. A powerful magical attack that shoots large, purging holy rays of explosive light or tendrils at the foe. (25 Battles to Learn.) (Chuunin)
Holyga: A level 3 Spell. A powerful magical attack that shoots immense, destructive, purging holy rays of explosive light or tendrils all around. (45 Battles to learn.) (Jounin)
Holyja: A level 4 Spell. Most powerful Holy attack that purges everything with Holy element, making nothing untouched by the light of this most powerful, destructive, gargantuan holy blast. (85 Battles to Learn.) (Anbu +)
Jewel: Sucks in gems from the foe. (5 Battle to Learn.) (Genin)
Might: Increases the strength of the user by a lot. (20 Battles to Learn.) (Chuunin)
Refresh: Counterpart of Regen, gradually restoring Chakra/Magic/Soulenergy instead of health. (45 Battles to Learn.) (Special Jounin)
Wall: Cast Protect, Reflect and Shell at the same time. (70 Battles to Learn.) (Jounin)
Arcane Defense: Magic attacks do little to no damage to user. (50 Battle to Learn.) (Anbu +)
Turbo Magic: All magic is double of its original potency and power, except at the cost of more energy. (20 Battles to Learn.) (Jounin)
High Magic Abilities: Magic Frenzy: Uses spell and then attacks physically with godly speed. (60 Battle to Learn.)
Fira: A level 2 spell. A large explosion of fire that will wrap around the foe. (15 battles to learn.)
Thundara: A level 2 spell. Multitudes of lightning shoot at the foe with powerful electrical currents. (15 Battles to Learn.)
Blizzara: A level 2 spell. Large shards of ice will stab at the foe and try to freeze and shatter them. (15 battles to Learn.)
Pierce: Able to ignore the effects of Reflect, Protect and Shell and any other defensive spell. (30 Battles to Learn.)
| |
| | | The Omnipedia Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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| Subject: Re: Omnipedia; PIC List Fri Dec 24, 2021 7:28 am | |
| Chapter 41; Viking - Spoiler:
Description: Ruthless brutes who can call thunder down from the skies, steal and have immense strength.
Requirements for Viking: Viking Helm.
Natural Abilities: Brutality
Brutality Abilities Thunder: A level 1 spell. A bolt of lightning shoots at the foe. (5 Battles to Learn.) (Genin)
Thundara: A level 2 spell. Multitudes of lightning shoot at the foe with powerful electrical currents. (15 Battles to Learn.) (Chuunin)
Thundaga: A level 3 spell. Immensely fast and powerful and large bolts of lightning shoot down and destroy everything in their way, making grand explosions of electricity everywhere. (35 Battles to Learn) (Special Jounin)
Pillage: Steal things from the foe and also harm them with physical attack. (30 Battles to Learn.) (Special Jounin)
Strong-arm: Very powerful strike to knock the foe back a long way. (25 Battles to Learn.) (Genin)
Tsunami: Raises magic waters to wash out all of the foe's chakra/magic/soulenergy/etc. as well as harm them with water damage. (65 Battles to Learn.) (Jounin)
Maintenance: Ensures that NOTHING can be stolen from the user, not even Abilities. Also ensures that their items and abilities cannot be destroyed through protection from magic. (30 Battles to Learn.) (Jounin)
Doublehand: Wield your weapon with two hands, thus doubling the destructive power of it. (5 Battles to Learn.) (Genin)
Chapter 42; Defender and Tank - Spoiler:
Class: Defender
Description: Those who are extremely sturdy and well armored, they have so much defensive power that they can nullify entire attacks entirely... Or, with some abilities, they can. They lack in most other abilities except for power. Basically, they're just walls.
Requirement for Defender: Heavy Armor
Natural Abilities: Warding
Warding Abilities Whirl Burst: Abruptly spins at an incredible rate to harm the foe and push them back as well as everything near them. (10 Battle to Learn.) (Genin)
Meltdown: The user explodes, releasing all stored energies and power within the body at one time at a great speed for a great distance, however afterward, they immediately lose all power and go unconscious. (60 Battles to Learn.) (Jounin)
Defense: Become sturdy to lower the effectiveness of physical and non-physical attacks greatly, however while using thing, you cannot move. (40 Battles to Learn.) (Special Jounin)
Weapon Render: An attack that will shatter your weapon on contact if it hits. (30 Battles to Learn) (Jounin)
Hibernate: Go to sleep and heal all status ailments and a bit of health. (20 Battles to Learn.) (Jounin)
Mow Down: Spins and releases energy waves that will cut down everything in their way from all around the user's body. (15 Battle to Learn) (Chuunin)
Aura: Hones your spirit to allow your aura to use Regen on yourself. (20 Battles to Learn.) (Chuunin)
Bulwark: Nullifies ANY AND ALL DAMAGE FROM ANYTHING, regardless of what it may be via extremely powerful magic and defensive measures, HOWEVER, it does not nullify status effects, Doom or Death, and you cannot move or attack while using it. (100 Battles to Learn.) (Anbu +)
Tremor: Ruptures the ground with sheer power to make the earth shake, earth attacks hitting the foe. (25 Battles to Learn.) (Special Jounin)
Tank: Able to take heavy damage lightly. (20 Battles to Learn.) (Chuunin)
Chapter 43; Morpher - Spoiler:
Description: Uses the souls of monsters eliminated to learn to transform into them and learn their abilities on the spot (while morphed into them.) Morphers can take on the shape and form of any monster/enemy or animal so long as they have their soul or part of their soul, or perhaps some part of their body. Also, instead of just being able to morph into the monsters, they may use the monster's souls to attack the foe directly. They may not morph into multiple monsters at once, however, or mix and match powers.
Natural Abilities: Morph
Morph Abilities:
Morph: Morphs into any and all monsters/enemies/animals so long as they have a bodypart or their soul, being able to use all of their abilities and powers while morphed.
Souls: Uses the souls of the dead and the souls of the collected to directly attack the foe. The power of the soul depends solely on the one who it used to belong to.
Chapter 44; Dark Mage and Arcanist - Spoiler:
Description: Archmages of incredibly power that know Dark Magic, opposing the Sages. Unlike Black Magic, Dark Magic specifically deals with the dark arts, such as Dark/Shadow attacks. Basically, the magical affiliate of the Dark Knight, knowing many of the same magical abilities. The Biskmatar is a sort of dark mageknight, so rather than just using magic, they use physical attacks as well. For an Arcanist to become a Biskmatar, they must master all of their Dark Magic as well as find a Negative Sword. Biskmatars use negative magic from the Dark Magic to power up their attacks as well as their own special 'dark magic...'
Requirements of Bismatar: Negative Sword.
Natural Abilities: Dark Magic, Negative Sword
Dark Magic Abilities: Syphon: Sucks out chakra/magic/soulenergy via magical connections and uses it to restore health to the user. (10 Battle to Learn.) (Genin)
Death: Summons the Reaper who will instantly kill the foe (via dice roll, must get 6 6 6). (40 Battles to Learn.) (Special Jounin)
Gravity: Dark Magic uses the powerful pull of gravity by creating ultra high-density space. (45 Battles to Learn.) (Special Jounin)
Graviga: Dark Magic uses extremely intense pull of gravity similar to that of a black hole. Decreases capabilities of foe by 3/4 (55 Battles to Learn.) (Jounin)
Drain: Sucks out energy from foe via magic, if it connects. (5 Battles to Learn.) (Genin)
Dark: A level 1 spell. A small explosion of darkness at the foe. (20 Battles to Learn.) (Genin)
Darkra: A level 2 spell. A moderately large explosion of darkness of a greater range than Dark. (40 Battles to Learn.) (Chuunin)
Darkga: A level 3 spell. A huge explosion of nothing but darkness that will engulf a large range. (60 Battles to Learn.) (Jounin)
Darkja: A level 4 spell. The strongest Dark spell in which there is an extremely large explosion of pure darkness that will cover a great range. (80 Battles to Learn.) (Anbu +)
Haste: Increases the flow of space and time around the user to make them go faster. (20 Battles to Learn.) (Chuunin)
Shadow Flare: Magic Flare made of Shadows and Darkness. Will create an IMMENSE explosion of pure shadows and darkness that will engulf an immense area and harm everything it consumes. (100 Battles to Learn.) (Jounin)
Magical Shield: Instead of taking damage, Soul Energy/magic/chakra/etc.etc. WHATEVER YOU HAVE will be used as a constant shield around you, making your body never take damage. However, the instant these things run out, your body will take damage. The more powerful the attack, the more of your energies and shit it will drain. (50 Battle to Learn) (Jounin)
Pierce: Use abilities that will ignore the effects of Reflect, Protect, Shell and any other magical barriers there are.
Negative Sword Abilities
Abyss: Calls forth an infinite abyss that will suck whatever it can into it. Its presence induces numerous status ailments on everything near it. (80 Battles to Learn.)
Omega: The negative opposite of Ultima, sharing the exact same strengths and abilities of it, however just being made of negative power. It will also drain the foe of all chakra/magic/energy and has more power than several nukes. (250 Battles to Learn.)
Life Render: An attack that specifically attacks the foe's life force with negative energy, taking them to the brink of death if hit with it. Though, may cause Death/unconsciousness. (Dice Roll) (100 Battles to Learn.)
Spirit Render: An attack that specifically attacks the foe's spirit with negative energy, draining all of their magic/chakra/soulenergy/etc. completely if hit with it. (90 Battles to Learn.)
Ripcircle: A powerful wave of devastating negative force that cuts through and pushes away everything for a great distance. (40 Battles to Learn.)
Furycircle: Releases a powerful wave of devastating negative energy that will destroy everything for a great distance fueled by negative energy of user. (60 Battles to Learn.)
Chapter 45; Rider - Spoiler:
Description: Now, everyone can RIDE a Creature... But can everyone use the creature's powers when they ride them!? Hell no. Riders can summon up the power of the creatures they ride and use them in battle for themselves. Each Rider has different abilities, however, and their basic skills and natural abilities are based on color rank: Yellow, Red, Green, Blue, White, Black and finally Golden, which can use all Rider abilities at will.
Requirement of Rider: A tamed Creature
Natural Abilities: Mount
Yellow Rider Abilities: Cure: Use the spell Cure. (10 Battle to Learn.) (Genin)
Beak: Pecks at the foe rapidly and nonstop... (20 Battles to Learn.) (Genin)
Barrier: Cast Shell and Protect on self. (30 Battles to Learn.) (Genin)
Kick: Kicks with powerful legs for massive damage. (15 Battles to Learn.) (Genin)
Pellets: Shoots out random pellets like bullets from mouth. (25 Battles to Learn.) (Genin)
Dig: will dig for treasure with its beak, however cannot go underground.
Blue Rider Abilities: (See Yellow Rider Abilities)
Guard: Halves the damage from physical and non-physical attacks and casts Regen on self. (30 Battles to Learn.) (Chuunin)
Swim: (Blue only) enter any body of water and swim, regardless of depth. No need to take a breath! They may also walk ON the water, if they wish.
Green Rider Abilities: (See Yellow Rider Abilities)
Esuna: Uses Esuna to heal any and all status ailments. (35 Battles to Learn.) (Special Jounin)
Burrow: (Green Only) becomes able to dig underground and re emerge at any given time.
Red Rider Abilities: (See Yellow Rider Abilities)
Meteor: Summons Meteor from the sky via powers for massive damage. (60 Battles to Learn.) (Jounin)
Climb: (Red Only) becomes able to scale any wall and any mountain at any height or inclination with ease.
Black Rider Abilities: (See Yellow Rider Abilities)
Flame: Summons fireballs from the sky or spews fireballs from the mouth at the foe. (20 Battles to Learn) (Chuunin)
Comet: Causes a barrage of Comets to fall from the sky on everyone. (50 Battles to Learn.) (Jounin)
Fly: (Black Only) becomes able to fly to any height... And stuff.
White Rider Abilities: (See Yellow Rider Abilities)
Recharge: Restores chakra/magic/soulenergy by a set amount continuously. (50 Battles to Learn.) (Jounin)
Health: No status ailments of any kind will affect you while on this creature.
Golden Rider Abilities: (See All Rider Abilities, including their [Color] Only abilities, making them the only that may use these abilities as well as the individual colors.)
Warp: can warp at will..
Paling: Becomes immune to physical attacks for a short period of time before having to recharge. (5 posts.)
Chapter 46; Bazooker - Spoiler:
Description: The counterpart of the cannoneers, wielding bazookas charged with magic and wielding immense power, though not that many attacks. Unlike the Hand cannons, the bazookas that the Flintlocks use can be fired multiple times and require no reloading, but they do not harm the foe most times, but rather can heal yourself and allies. They are quite powerful and have several magical abilities.
Requirement of Flintlock: Bazooka.
Natural Abilities: Ballistics
Ballistic Abilities: Prime: Charge your bazooka with magic so that the magical attacks may be used.
Cure Cannon: Shoots a cannon blast that will restore a great deal of health and cure all status ailments. (60 Battle to Learn.) (Chuunin)
Protect Cannon: Shoots a cannon blast that casts Protect and Regen. (50 Battles to Learn.) (Chuunin)
Shell Cannon: Shoots a cannon blast that casts Shell and Regen. (50 Battles to Learn.) (Chuunin)
Reflect Cannon: Shoots a cannon blast that casts Reflect and Regen. (80 Battles to Learn.) (Jounin)
Ether Cannon: Shoots cannon blast that restore chakra/magic/soulenergy by a moderate amount. (30 Battles to Learn.) (Genin)
Teleport Cannon: Shoots a blast that will teleport whoever it hits to another location of the user's choosing. (90 Battles to Learn.) (Anbu +)
Blowback: The only attack that can be learned by the Flintlock, shooting ALL power and MASSIVE energy blast from the cannon with power almost up to the standards of Ultima. (110 Battles to Learn.) (Jounin)
Blur: Allows you to avoid any projectile attack automatically by making your body blur when attacked. This includes from GUNS and CANNONS. (40 Battles to Learn). (Chuunin)
Charged Attack: Can charge shots from cannon with any elemental or non-physical attack known. (20 Battles to Learn.) (Genin)
Chapter 47; Spellbinder and Spellblade - Spoiler:
Description: The only mage that actually has complete and utter control of most, if not all, status ailments. Because of this, they usually do not fight head on and instead deal damage from a range and cripple the foe while buffing up themselves, making them very formidable if you fight them for too long.
Natural Abilities: Green Magic
Green Magic Abilities: Protect: Lowers the power of physical attacks severely. (5 Battles to Learn.) (Genin)
Shell: Lowers the power of non-physical attacks severely. (5 Battles to Learn.) (Genin)
Tranq: Increases speed and accuracy by a GREAT amount to ensure that the spells hit a larger radius and also always hit their foe when they make contact. (10 Battles to Learn.) (Chuunin)
Berserk: Releases magic that causes the foe OR self to go Berserk. (15 Battles to Learn.) (Chuunin)
Vanish: Turns invisible and intangible, becoming immune to all forms of attack and harm. Cannot attack or perform any action other than moving, however. (40 Battles to Learn.) (Special Jounin)
Float: Causes self or allies to lift off of the ground and be able to float for a short period of time, making them immune to any type of Earth abilities. (30 Battles to Learn.) (Special Jounin)
Haste: Increases the flow of time around self or ally to make everything they do incredibly fast. (50 Battles to Learn.) (Jounin)
Regen: Bestows curative and regenerating magics onto self that will restore health and heal wounds gradually. (55 Battles to Learn.) (Jounin)
Reflect: Creates a powerful barrier that can reflect most non-physical attacks back at the caster for double the power. (10 Battles to learn.) (Jounin)
Leap: Focuses magic into the legs to allow INCREDIBLY high jumps and super fast speeds, triple that of your norm. (20 Battles to Learn.) (Jounin)
Blind: Hinders vision via magic that is completely black and lingers around the eyes continuously. (20 Battles to Learn.) (Genin)
Charm: Charms the foe into doing whatever you want with magic. (40 Battles to Learn.) (Special Jounin.)
Doom: Condemns the foe's life with magic. (60 Battles to learn.) (Jounin)
Confuse: Confuses the foe to attack themselves and allies alike. (50 Battles to Learn.) (Special Jounin)
Curse: Curses the foe with Magic causing them to become weak to any element the user wishes, regardless if they are Immune to it or if they Absorb it. (55 Battles to Learn) (Jounin)
Virus: Gives the foe a Virus with Magic. (80 Battles to Learn.) (Anbu +)
Disable: Uses magic to render the foe useless and Disable them. (45 Battles to Learn.) (Chuunin)
Immobilize: Uses magic to Immobilize the foe and keep them from moving. (40 Battles to learn.) (Chuunin)
Death: Magic that will cause the foe instant Death. (100 Battles to Learn.) (Anbu +)
Petrify: Magic that will turn the foe to stone. (70 Battles to Learn.) (Jounin)
Sap: Magic that will leech onto the foe's health and chakra/soul energy/etc. and drain it constantly into the caster, restoring their own. (65 Battles to Learn.) (Special Jounin)
Mini: Magic that will turn the foe into an eighth of the size of the user. (90 Battles to Learn.) (Jounin)
Silence: Seals the voice of the foe and steals it away temporarily. (40 Battles to Learn.) (Chuunin)
Oil: Releases magical oil that increases the power of Fire attacks to triple their original potency, making ANYTHING it touches flammable. (25 Battles to Learn.) (Genin)
Sleep: Releases magic that will put a foe to sleep on contact. (20 Battles to Learn.) (Chuunin)
Slow: Slows down the space and time of the foe to make them slow. (30 Battles to learn.) (Special Jounin.)
Stop: Stops the space and time around the foe to make them not able to do anything. (85 Battles to Learn.) (Jounin)
Toad: Releases magic that will turn the foe into a Frog/Toad. (80 Battles to Learn.) (Jounin)
Venom: Releases magic that will cause Venom to the foe. (75 Battles to Learn.) (Jounin)
Zombie: Releases magic that will turn the foe into an Undead/Zombie. (95 Battles to Learn.) (Jounin)
Addle: Releases magic that will make the foe forget all of their abilities. (120 Battles to Learn.) (Jounin)
Heat: Releases powerful heat magic that will inflict the foe and always cause their body temp to be so high that they cannot move without instantly dying. (150 Battles to Learn.) (Anbu +)
Freeze: Releases powerful freezing magic that will inflict the foe and cause them to be frozen. If they are hit with any physical attack, they will die. (150 Battles to Learn.) (Anbu +)
Trouble: Magic that links all allies in a negative way. This means that whatever negative thing is done to an ally inflicted with Trouble, it will happen to all of the person's allies as well. (120 Battles to Learn.) (Jounin)
Magical Absorption: All non-physical attacks will be transformed into energy for the user on contact with them, regardless of what it may be. (10 Battles to Learn.) (Anbu +)
Spellbound: The effects of magic/anything else last much longer. (5 Battles to Learn.) (Genin)
Description: Users of weapons (mostly swords) as well as magic, forming them into one, making both physical and non-physical attacks in one attack. They typically can use their Spellblade techniques similarly to Sword Magic, however instead of just using Black Magic, they can use all magics with their Spellblade. Typically, they tend to infuse Spellblade magics with Black Magic and Green Magic. Unlike all physical attacks, the Spellblade techniques can be Doublecasted and can be affected by any positively enhancing magic abilities, but cannot be affected by any negatively debilitating magic abilities, such as Reflect.
Requirements of Spellblade: Some magic abilities; Sword (Or some sort of bladed weapon..)
Natural Abilities: Spellblade
Spellblade Abilities:
Spellblade: Able to infuse any and all magics into weapons so long as the user knows the magic or if someone else bestows the magic into your weapon.
Stun Blade: Focuses magic into weapon that will Stun/Paralyze anything the weapon touches. (45 Battles to Learn.) (Genin)
Maim Blade: Focuses magic into the weapon that will Disable/Immobilize anything the weapon touches with terrible strength. (45 Battles to Learn.) (Chuunin)
Blood Price: Instead of using magic/chakra/soulenergy/etc., the user will have the option of sacrificing health instead. (60 Battles to Learn.) (Special Jounin)
Chapter 48; Bloodblade - Spoiler:
Description: Powerful adversaries, however their power comes at the price of their own health. They are very skilled at absorption and draining life from other things to fuel their own power, however most of their attacks just drain it right out of them, thus having and endless cycle for the Lanista.
Natural Abilities: Astutia
Astutia Abilities: Soul Eater: Not to be confused with the Dark Knight's Soul Eater attack. Releases spiritual energy from self at the expense of a small portion of your health to absorb double the health from the living. Each time you use it, it takes a little more of your life unless you restore your life. (10 Battle to Learn.) (Genin)
Sword of Darkness: Creates a sword of darkness that will suck out bits of life of whatever it hits and restores the user's health. (25 Battles to Learn.) (Chuunin)
Sword of Light: Creates a sword of light that will suck out the magic/chakra/soul energy of whomever it touches to restore the user's. (25 Battles to Learn.) (Chuunin)
Haunting Vision: Project a terrible vision of horrible intensity into the user's brain so that is the only thing that they can see, inflicting them with Blind status as well as physically harming them. (35 Battles to Learn.) (Special Jounin)
Block!: All attacks do half their normal damage, but the user cannot use or attack while using this. (50 Battles to Learn.) (Chuunin)
Strike!: All of the user's attacks do double their damage. (50 Battles to Learn.) (Chuunin)
Charge!: Rushes at the foe with all abilities tripled. (60 Battles to Learn.) (Special Jounin)
Razzle Dazzle: Does massive damage to absorb the life of everything around the user. (70 Battles to Learn.) (Jounin)
Monkey Grip: Gives the user the ability to hold 2 handed weapons or EXTREMELY large weapons with one hand with ease. (20 Battles to Learn.) (Genin)
Tank: Able to take heavy damage lightly. (20 Battles to Learn.) (Jounin)
Blink Counter: A specialized counter that will not only harm the foe instantly after an attack, but knock them backward a long way with a powerful strike. (35 Battles to Learn.) (Special Jounin)
Dragonheart: The spirit of the dragon will raise you from the dead ONLY ONCE. (100 Battles to Learn.) (Anbu +)
Chapter 49; Savage and Destroyer - Spoiler:
Description: Uses brute strength and speed to crush the foe with great might... Not much else to say.
Natural Abilities: Savagery
Savagery Abilities: Sweeping Spin: Spins around once, releasing a powerful force from the spin that will harm and knock back all things near. (15 Battle to Learn.) (Genin)
Sneak Attack: When using this attack, you will instantaneously disappear and reappear behind the foe, striking them from behind, and when hitting someone from behind, it does double the damage of a normal attack. (35 Battles to Learn.) (Special Jounin)
Full Assault: A powerful strike using all the strength in the user's body, however once it is used, the user will fall asleep, unless immune. (45 Battles to Learn.) (Jounin)
En Garde: The ultimate counter ability that will somehow counter any and all attacks by any means necessary, however you cannot move or attack while in the stance to use this. (90 Battles to Learn.) (Anbu +)
Overpower: An attack that will overpower and nullify Counter, Blink Counter, Bonecrusher, etc. etc. and all abilities that involve counterattacks. (60 Battles to Learn.) (Jounin)
Battle Cry: A shout that will increase the attack to triple, but lower your defensive power by triple as well. (15 Battle to Learn.) (Chuunin)
Tenacity: An attack that oddly enough INCREASES in power the more status ailments you have and if your health is low. (50 Battles to Learn.) (Chuunin)
Blast Wave: Releases a powerful, extremely large force of power that will harm the foe IMMENSELY if hit as well as knock back everything in a straight line only. (55 Battles to Learn.) (Jounin)
Bonecrusher: However much damage the attack done to the user was, is doubled with a counterattack to the foe. (45 Battles to Learn.) (Jounin)
Strikeback: Any close range attack done will instantly be countered with an attack. (50 Battles to Learn) (Jounin)
Unscarred: An ability that increases all of your abilities by double if you are at your FULL health or have not been hit by the foe yet. (15 Battles to Learn.) (Jounin)
Tank: Able to take heavy damage lightly. (25 Battles to Learn.) (Chuunin)
Description: Those who fight with great power and the ability to transfer pure energy through their body, out of their body and also into their weapons for powerful attacks that may also render the foe's abilities.
Natural Abilities: Devastation
Devastation Abilities: Power Crush: Focus energy into an attack that will harm the foe and suck out their attack power, thus absorbing half of it into the user, raising their attack power by that much. (35 Battles to Learn.) (Chuunin)
Soul Crush: Focus energy into an attack that will harm the foe and suck out their magic/chakra/soulenergy's power and absorb half of it into the user, raising their magic/chakra/soulenergy's power by that much. (35 Battles to Learn.) (Chuunin)
Speed Crush: Focus energy into an attack that will harm the foe and suck out their speed power and absorb half of it into the user, raising their speed by that much. (35 Battles to Learn.) (Chuunin)
Mind Crush: Focus energy into an attack that will harm the foe and suck out their defensive power as well as their brainpower and absorb half of it into the user, raising their defensive and brainpower by that much. (35 Battles to Learn.) (Chuunin)
Cyclone: Releases energy in the form of a devastating cyclone, ripping up everything in its way. (45 Battles to Learn.) (Genin)
Bulwark: Nullifies ANY AND ALL DAMAGE FROM ANYTHING AND EVERYTHING, regardless of what it may be via extremely powerful magic and defensive measures, HOWEVER, it does not nullify status effects, Doom or Death, and you cannot move or attack while using it. (100 Battles to Learn.) (Anbu +)
Heavy Smash: Focus energy into an attack that will knock the opponent back a LONG way, and also Stun/Disable them as well, if contact is made. (45 Battles to Learn.) (Special Jounin)
Whirlwind: Spins around extremely fast, releasing energy in the form of powerful wind blades to attack in all directions. (10 Battle to Learn.) (Genin)
Counter: Instantly attacks right after being attacked from close range by the foe. (25 Battles to Learn.) (Special Jounin)
Reflex: Any normal physical attack (such as a punch, kick, weapon strike or something that is nameless) will instantly be dodged by your reflexes. (50 Battles to Learn.) (Jounin)
Monkey Grip: Gives the user the ability to hold 2 handed weapons or EXTREMELY large weapons with one hand with ease. (25 Battles to Learn.) (Genin)
Maintenance: Ensures that NOTHING can be stolen from the user, not even Abilities. Also ensures that their items and abilities cannot be destroyed through protection from magic. (25 Battles to Learn.) (Jounin)
Chapter 50; Trickster - Spoiler:
They deal damage via crafty abilities and tend to use a sharpened deck of cards as their weapons for long range attacks. They use their crafty ways to turn the tides of the battle and inflict numerous status ailments on their foes. They are quite speedy and evasive, making them quite annoying.
Natural Abilities: Sleight of Hand
Sleight of Hand Abilities: Card Throw: Flings sharpened, metal cards at the foe.
Snigger: Hauntingly laugh at the foe that will cause them to go Berserk. (10 Battle to Learn.) (Genin)
Suggestion: Uses the power of suggestions to transform the foe into a frog via the Frog/Toad status ailment. (45 Battles to Learn.) (Chuunin)
Hypochondria: Poison's the foe's mind and body by making them constantly think they'll get ill, thus making it true and causing them Venom. (10 Battle to Learn.) (Chuunin)
Shadow of Doubt: Takes control of the shadow and uses it to Immobilize the foe. (35 Battles to Learn.) (Special Jounin)
Charisma: Uses dashing charisma to... Well... Charm the foe into doing whatever user wishes. (40 Battles to Learn.) (Special Jounin)
Traumatize: Powerful attack that's power increases by double with each Status Ailment afflicting the foe, making this the most useful ability of the Trickster. (65 Battles to Learn.) (Jounin)
Agitate: Depending on your health, you do damage to the foe. If you are at full health, this attack will do maximum damage. (45 Battles to Learn.) (Jounin)
Treacherickery
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