*Arc of War*
Username: Me ._.
Secondary Magic Name: Arc of War | Queen's Heart
Evidence of Accomplishment: I already had a secondary magic, but I have to replace it because it does not conform to new rules regarding what secondary magic can do.
Description: - Arc of War is the magic of war in general. Things relevant to war, tactics, strategic spells, and so on. Arc of War is heavily a support magic that is built to boost and enhance without having direct effects. Arc of War allows the user to inspire and boost entire armies, pushing the hearts of men to acts of bravery and skill. An army lead by someone with Arc of War is a fearless one ready to face all odds and accomplish great things with unity and cohesion. With Arc of War is the power to create heros from the feeble and allow anyone to shine.
Using Arc of War Claire is able to help people help themselves and accomplish things. This is great for Claire as she does not like showing off if she doesn't have to, so if she can simply give others the tools with which to rise to an occasion she will do so. Though she would not hesitate to save someone directly, especially if they cannot do it on their own even with the support of Arc of War.
Arc of War doesn't just support others though, much the same benefits that can be lent out to others can also boost Claire herself allowing her to perform legendary feats on a battlefield. Already a powerful figure, Arc of War allows her to compete directly with the noblest of warriors by blade and steel or in feats of magic, reinforcing weapons or summoned objects beyond their natural capacities.
Queen's Heart is a magic of humanity, it's the power to sense the hearts of masses of people and to read the waves in whole populations. With the Queen's Heart, the bearer can tell the state and mood of the people within an area and overall population, to determine the level of suffering or happiness and the general sources and causes to be had, allowing a ruler to feel the hearts of her people and know the needs and desires perhaps before they even know it themselves.
Queen's Heart isn't all passive, but with the Queen's Heart the bearer can send out waves of influence to sway those hearts she feels, making her own waves through the oceans of emotion and wills giving great control over a civilization to rally a nation behind their leader, or to spread discontent like a plague and sparking a great revolution. Those affected by a Queen's Heart effect, save for the first ability, spread the effect outwards further as travelers come and go, allowing it to quickly spread throughout a whole nation.
More than just a mass thing, the Queen's Heart can read individual hearts that stand before her to weigh their merit, seeing and judging them not at face value but to read into their very heart to pry at their truest expression and tell lies from truth but also sense a rough reason of why.
Strengths:
- Support a team to let those "under" her rise closer to her levels, which can help train them to become greater on their own or Support herself to become an avatar of war, a fierce presence on any battlefield, or support objects/constructions themselves to resist the ravages of war.
- The bearer is extraordinarily skilled and talented in the art of war and is a fearsome master at arms capable of legendary feats of martial prowess.
- Any object wielded or supported by the Arc of War becomes primed to achieve great things beyond it's natural limitations, becoming an artifact of war, items who's presence could echo throughout civilization's memory.
Weaknesses:
- Doesn't do anything on it's own. Arc of War is entirely support and cannot have either Offensive or Defensive capabilities without applying them to existing things.
- Supporting someone doesn't guarantee their effectiveness or their ability to adapt to newfound power.
- Arc of War can't effect mages to the same extent that it can effect mundane humans. While it could influence an army of the unmagical, she's limited to a local group of mages.
- Applications of Arc of War can become addictive to people who don't bear the magic themselves. The addictive properties are more dramatic depending on rank difference though at most it's like an adrenaline high, it's a rush. And people may naturally seek that rush out again.
Abilities:
- Aura of the Legion: Claire emanates an aura of resolve and courage whenever she gets serious. This aura influences those who Claire considers allies and/or consider themselves on the same team as Claire with the spirit of war, making them resistant to mind/emotion/soul altering abilities to the extent that they are calculated as though they had a rank equal to Claire's (As such effects have to break through Claire's aura first), and reinforces their courage preventing them from becoming demoralized or turned against each other while the surge of confidence can lead them to do great things. This Aura effects everyone within 30 meters of her, and everyone within 15 meters of everyone else effected by this effect, allowing it to chain to influence a great number of people that are close together.
For a clear guideline on how this great confidence effects them, it effectively grants them a boost to strength, speed, stamina, and resistance to damage (More like the amount of damage they can take before passing out or dying. Imagine Boromir taking all those arrows before biting the dust). These benefits are as a result of pushing past normal limitations brought about through mental hesitations, doubts or lack of resolve, and pushing past natural barriers that limit ones self similar to how adrenaline can make a human do incredible things. The extent to which this is of a benefit depends on their existing strength and skill to work with, amounting to 20%.
- Aura of the Iron Tide: Similar to Aura of the Legion and works along side it. Aura of the Iron Tide provides a resistance to all debuffs at a rate of 5%, +5% per rank higher than D the rank of the spell or character is up to the Claire's own rank. This means if a D-rank spell would reduce Strength by 10%, it instead reduces by 5%. If a C-rank spell would reduce by 20%, it instead reduces by 10%. This also reduces the post duration of the debuffs by -1 post per spell/character rank (up to the Claire's own rank) to a minimum of 1 post unless it was already 1 post. The resistance increases by +5% per rank of the character. So an S-rank using an S-rank debuff that would reduce by 75% would become 25% as 25 gets taken away by spell rank and 25 gets taken away by player rank.
This means that the debuff resistance is more balanced against all ranks up to the caster's own rank.
- Signature Spells:
Name: Defiant Retribution
Rank: User-Ranked
Type: Nonelemental | Support
Duration: x(Signature)
Cooldown: x(Signature)
Description: Retribution siphons up to 50% of a debuff and returns it back to it's source. If a debuff has less than 50%, applied after Iron Tide's resistance, then Retribution does not boost it to 50. If a debuff has more than 50 after applying Iron Tide's resistance, the excess remains where it is.
Strengths: -
- Reverses debuffs back to their source.
- Applies to any debuff on anyone within 5 meters.
- Does not require aiming. So long as the debuff hit it's target, Claire can use this directly on the debuff itself, not the source of the debuff.
Weaknesses:
- Doesn't do anything on it's own, it requires there to be debuffs present. This isn't terribly common as most people use buffs rather than debuffs.
- Short range. Claire has to be within 5 meters of someone effected in order to target the debuff.
- Doesn't apply to natural debuffs. If you have a "Debuff" to your speed because you're walking on caltrops or tied with rope then Retribution doesn't reflect the debuff onto anyone. Instead it internalizes the magic to deal damage to the natural effect which can destroy said caltrop or sever said rope. This means if someone tied another person to apply this "debuff", it's not going to magically make the ropes appear on the person who tied the other.
- Cannot do anything against "debuffs" resulting from loss. A lost arm or a lost eye is lost and there is nothing for Defiant Retribution to get rid of.
Defiant Retribution uses a base starting pool of 400% to start with and takes from this pool when it reflects a debuff. This pool recovers at a rate of 10% per post. Since this is a Signature Spell it does not have to have a cooldown, but as-is it's a little potent for a signature spell and this pool that it takes from allows it some balance. By spending 1 MP per 2%, Claire can refill this pool for more use in a pinch.
- Magics that focus and gear around debuffing may apply between x1.25 to x3 extra percentages when stealing from this pool as per dialogue between both players if the need arises.
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Name: Immediate Action
Rank: Legendary + (Weapon) (A)
Type: Nonelemental | Offense-Support
Duration: x(Signature)
Cooldown: x(Signature)
Description: Immediate Action allows Claire to perform as you might expect, an immediate action. Any action she might wish to perform occurs instantaneously. Or near-instantaneously, rather. The motion is a blur, but must be something she could naturally do. The action isn't "Skipped" The time it takes to perform is simply collapsed to occur in a fraction of a second.
Whether it be a blindingly fast slash of a sword, a mind-numbingly immediate movement, or a shocking reaction time. One second she's facing one way then suddenly she's facing at you. When did she turn? The average mind wouldn't register such smallish movements and it can cause confusion in those of lower ranks and/or without perception enhancements. The blur of a sword would be unseen to a lesser or untrained mind but to the keen or masters of the blade it may simply be another attack from a skilled opponent.
Strengths: -
- Take an immediate action that occurs in fractions of a second, which gives her amazing response time and can be hard for some minds to follow. (Lowish ranked mages, nonmages, ect).
- Great for playing catch.
- Can charge any ally within 25 meters with the potential to perform 1 Immediate Action instead.
Weaknesses:
- The actions are predetermined and can't react to things that happen within the same slice of time as minute as it might be. Once she uses Immediate Action the action has to occur as planned even if something gets in the way.
- Immediate Action's are are short small movements. She could turn around on a dime or retrieve something from her pocket, but she couldn't catch something falling 10ft away or do more than duck or make short vertical jumps / standing jumps.
- Since it's more about collapsed time than speed-force, these attacks do not carry additional impact behind them. Meaning since this is an A-rank spell, the boosted sword strike would not receive +A-rank damage or something.
- Immediate Action has a love-hate relation with time magic. On one hand time magic used to slow would still slow her, but on the other hand it mostly means they cancel each other out for a more normal movement.
Name: Immediate Movement
Rank: Legendary+ (Armor) | A
Type: Creation | Support
Description: Immediate Movement functions much like Immediate Action, however Immediate Movement is more blunt and very direct, in sacrificing elegance it allows Claire to collapse a longer action down to a fraction of a second in order to move across a distance. In doing so she can appear to move as a flicker of a blur point to point. There's always a pause between uses in which she is very visible unless you're rather thick in the head.
Because this works by speeding up / fast forwarding a movement, it isn't teleportation or doing anything fancy like becoming lightning, she can't just skip to a new location. She has to be capable of getting there on her own without merit of this ability.
Strengths:
- Allows for quick movement and positioning.
- Great for playing tag.
- Can charge any ally within 25 meters with the potential to perform 1 Immediate Movement instead.
Weaknesses:
- Immediate Movement can only move in straight lines.
- The movements are predetermined and can't react to things that happen within the same slice of time as minute as it might be. Once she uses Immediate Movement the action has to occur as planned even if something gets in the way (Meaning thump, collision). .
- Immediate Action's have a limited range of 20ft.
- Since it's more about collapsed time than speed-force, there is no excess kinetic energy behind the movement regardless of how quick it seems, meaning there is no added momentum or force to anything she might do.
- Immediate Movement has a love-hate relation with time magic. On one hand time magic used to slow would still slow her, but on the other hand it mostly means they cancel each other out for a more normal movement.
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Name: Intelligence Blackout
Rank: Strong+ (Armor) | B
Type: Creation | Defense - Support
Description: Intelligence Blackout automatically comes into effect when it recognizes an invasion of information. It is intrinsically connected and interwoven like a virus within Claire's very being and triggers automatically when anyone seeks to recall, divine, store, steal, or perform any action involving the collection of intelligence regarding Claire through digital, magical, divine or psychic means. This isn't a physical defense, but an information defense used to protect Claire from prying eyes of seers or pervasive surveillance.
Cameras or attempts at scrying result in nothing but static, attempts to composite details about her result in corruption. A computer that receives / tries to make a file on Claire becomes wiped of all data, or magical reserves of intel become randomized in a state of chaos and disorder while the information on Claire becomes lost.
Strengths:
- Defends against surveillance.
- Defends against divination.
- Automatically triggers.
Weaknesses:
- Can't stop memories, people will still remember her face or what she has said. This does try, however, resulting in an increased rate of memory decay (The fact that the more times you remember a memory it becomes more and more incorrect). Which doesn't apply to people who regularly see her as it keeps it fresher.
- Can't stop pen & paper. People can still keep files on her, but they have to be hand written on scrolls or documents.
- Can ruin allied systems as well if they try to keep digital/magical records, "Automatic" is not always a good thing.
- Can be overpowered by equal-ranked mages using B or + ranked effects.
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Name: Seize Intelligence
Rank: Strong+ (Weapon) | B
Type: Creation | Offense - Support
Description: Seize Intelligence works in tandem with Intelligence Blackout. Whenever Intelligence Blackout Triggers, Claire can infiltrate whatever systems tried to obtain that information with Seize Intelligence to take information / data for herself which is stored as memories in a purely mental state. Claire can also use Seize Intelligence to plant her own information on the infiltrated system / storage.
Strengths:
- Steal/retrieve data in the chaos brought about by Intelligence Blackout.
- When used in conjunction with Intel-Blackout, has no range.
- Can plant false or misleading intel in its place, or facts she wants them to know.
Weaknesses:
- If used directly without Intel-Blackout, Claire has to be in physical contact with the source (Whether it's a computer or a crystal ball).
- The information is just information, it could be incorrect, falsified, or intended for her to retrieve.
- Can't penetrate any effect Intelligence Blackout would be incapable of stopping.
- Seized Intelligence may still have self-destruct protocols if tampered with, which could occur before being stored in Claire's memories.
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Name: Amplify Force
Rank: Weak | C
Type: Creation | Support
Description: Amplify Force augments an active effect to boost power by C-rank damage, amplifying ranges by up to 20% excess or by 20 meters, whichever is greater, and giving it an excess of kinetic energy that injects itself into whatever is hit, causing it to easily crumble stone or splinter wood like popping a balloon (Up to 4 meters in diameter of an AoE, effecting only the target object), on a human that instead means that it applies a knockback of 4 meters + 4 meters per rank of the augmented effect itself and +4 meters per rank difference of the hit individual and the effected spell effect.
Strengths:
- Augment any spell that involves force or movement in some way.
- Can work wonders at clearing an obstruction.
- The exact utility can vary depending on the augmented spell.
Weaknesses:
- Doesn't do anything on its own. Has to be applied to a spell.
- Can only be used once per post.
- Object destruction doesn't apply to metal or objects as hard as metal, or to objects created by B or higher ranked spells.
- Knockback could be resisted normally based on the capability of the target and not enforced just because this spell says it has knockback.
- If applied to a rapid-fire effect, the boost is applied only to one shot.
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- Secondary Spells:
Spells:
D-Rank Spell Name: Power Haste
Type: Creation | Support
Description: Haste boosts the casual walking or marching speed of everyone within 25 meters, and everyone else within 3 meters of someone effected by this. Meanwhile, those effected will not experience fatigue as a result of this walk or march. Coupled with this, everyone is subtly linked in a slight hive-mind that over a few minutes will cause them to keep pace and mirror the same movements, allowing a perfect formation.
Strengths:
- Effectively doubles the speed of an army's march allowing them to get somewhere in over half the time due to-
- Prevents fatigue as a result of marching or long distance walking, minimizing needs for rest breaks.
- Can work on many people all at once through a chain reaction.
Weaknesses:
- Disadvantages those who fall behind even more.
- The fatigue only applies to walking or marching, not to running or other physical exertions.
- They still may require bathroom and shower breaks, as well as just to chill out to keep moral.
- Lasts until the majority stops marching. Cooldown of 2 posts or 6 IC hours.
C-Rank Spell Name: Knights of Jericho
Type: Creation | Support
Description: Knights of Jericho imbues all allies within 25 meters with a seismic augmentation. The earth quakes when those effected simply walk, each individual Knight of Jericho adds to the intensity of these tremors. At 5 knights, they could level a house with a post from each in which they circle the building. At 10, they could level a mansion in 2. At 20, they could level castle walls in 4. At 40, they could level the walls of a city in 8 posts.
The seismic tremors radiate out from the knights giving them a loud march as they send shockwaves directed inward towards the center of a circle, stopping at the first wall they make contact with. This could also cause avalanches and landslides or so on depending on the environment but set on the same general scale.
Strength:
- Imbues as many people as can fit within 25 meters.
- As the number of Knights increase, the power of their march (Or simple walk) intensifies.
- Each Knight's weapons are also imbued with this seismic force, giving them extra damage against non-living physical objects. The added damage to physical objects increases inversely to the power of the march up to a x2 boost at 5, x1.8 at 10. x1.5 at 20, and x1.2 at 40.
Weaknesses:
- The march boost is minimal on smaller numbers of Knights.
- The loudness tends to give everyone away. You're not exactly about to surprise anyone with this and liable to wake everyone up in the immediate area or area of influence.
- The individual boost shrinks the more knights there are.
- Generally has minimal use in combat.
- This can be used once per topic.
- This lasts for 3 posts per effected PC.
B-Rank Spell Name: Commander's Boon
Type: Support
Description: Commander's Boon allows the caster to prepare before a battle to charge everyone within 25 meters with a sense of presence that allows them to be aware of each other ally and sense their presence and if they suffer wounds or not, and swap their places around once every 3 posts. She cannot move them somewhere there isn't another ally, but she can move multiple allies to , such as regrouping everyone at her position or to another ally.
Strengths:
- Allows some tactical advantage in situational awareness between affected parties and to know immediately when an ally suffers damage or goes down.
- Allows the movement of a bulk of allies at once as it can move any and all allies between each other's positions or all at once to one position.
- Lasts for the rest of the topic once used.
Weaknesses:
- Must move the allies to another ally and can't move them to a new location, such as conveniently up a cliff face no one else is at yet or to safety when there's a threat to all of them at once (such as a large AoE).
- The situational awareness only tells general direction and if they're hit or not, it doesn't say how they got hit, hit with what, by who, or if they're dead or simply down.
- Has to be used on everyone at once, new individuals can't be added in after it's cast.
- Everyone's MP is reduced by 3% permanently while this is in effect.
- Can only be used once per topic.
A-Rank Spell Name: Warsage
Type: Support
Description: Warsage causes either all allies within 25 meters half the effect or 1 target the full effect. Whoever is within Warsage's influence is granted an insight into the future as all the most minute movements are calculated based on the experiences of a thousand sages of war throughout generations of strife that flood the bearer's minds. This gives them an absurdly sharp intuition and sense of the flow of battle, as though they have seen all threats before. They can't be surprised or taken off-guard, they can only have their guard powered through. If it's effecting a bunch of allies it manifests as all they were all seasoned warriors while when used on one individual it's as though they're blessed by the gods of war & wisdom. Confidence is one thing though and something you RP, but mechanically its as though the character knows exactly what it is they are seeing at all times, and see the next 3 seconds before it happens with some leeway as their own actions can alter what occurs within that 3 seconds. Meanwhile a group use makes it seem like they all have a good idea of what they're seeing when they see it and that they see a second of what's yet to come.
Strengths:
- Turn a group of inept noobletts into battle-hardened veterans.
- Turn a single target into an avatar of battle.
- Great both for handling combat situations personally but also in strategy and tactics.
Weaknesses:
- Doesn't take into account the number of effected allies. Even if it's just split between two or three people it's still at reduced effectiveness as though it were benefiting a squad of six or ten.
- Reduces the caster's MP by 5% so long as it is active which does not recover until the effect ends at her command.
- Cooldown once ended of 8 posts.
- Predictions can be evaded by quick thinking and unpredictability to get an attack in every now and then if you're own martial skill is at least of A-rank+, meanwhile it can be avoided by simply doing things that would take more than 1-3 seconds to react to, such as AoE's and/or multiple attacks.
S-Rank Spell Name: Hero's Call
Type: Support
Description: Hero's Call will either internalize or expel an aura of heroism that siphons off Claire's own aura to reinforce others, or to redouble her own. Allies within 60 meters of her or within 30 meters of another ally effected by this aura gain an overall enhancement to magical intensity and their durability/vitality equal to 50% per rank below Claire they are. A D-rank mage influenced by Hero's Call would receive a 250% enhancement making them capable of standing their ground roughly comparable to a weaker B-ranked character or a strong C-rank. Meanwhile an S-rank would only receive a 50% enhancement. Doing so sacrifices some of Claire's own effectiveness, reducing her own magical intensity by 20% per mage effected by this. This effect applies to non-magical/mundane allies as well (NPCs) but only regarding their durability.
If Claire internalizes her aura instead of expelling it, she boosts her strength, speed, and durability by 50% at the cost of a 50% decrease in magical intensity, reducing an S-rank spell to an A-rank and so on.
Strengths:
- Allows Claire to boost a whole allied force or team of mages to turn the tide of battle or help people help themselves rather than stealing a show.
- By internalizing rather than expelling, it hardens her aura to provide personal benefits instead that can help in a pinch.
- Scaled enhancements balance it out to provide a more unified boost that benefits all ranks without being overpowered if used on already higher ranks.
Weaknesses:
- In either application it reduces Claire's own magical capacity as it's siphoned off for other uses.
- Duration of up to 7 posts with a cooldown of 1 more than it remains active. It can be deactivated at any time, and can be switched between internal and external at any time as it's active. It takes a partial 1 post for the switch to take place, so it can't just be toggled sporadically.
- Though it provides a could-be dramatic increase in potential among allies it can still be outnumbered and outmatched giving them hope for nothing meanwhile this ability doesn't do much to help people escape, only to push back harder.
- Even though someone may be boosted they still have the ~skill~, understanding of their unboosted self. It's like giving a civilian hunter a marksman's longbow, or perhaps a longbowman of yesterday the rifle of tomorrow. It may take them a moment to adapt and even then they might not know or grasp their new limitations or their own strength.
- Tertiary Spells:
Spells:
D-Rank Spell Name: Queen of Hearts I- Truth
Type: Support
Description: Truth allows Claire to read a person's heart, to see into their core. In doing so she can witness for herself the true merit of a person, to see the desires of their heart and feel their true character and loyalties. In doing so she can easily see lies and corruption for herself.
Strengths:
- Read a heart to see the truth.
- Read a heart to judge character.
- Read a heart to sense general loyalties
Weaknesses:
- It's only a general sense. She can't know for certain if they're truly lying or why, or about what.
- It's only a general sense. She only knows the general character, not specifics. It's just sensation, not detail.
- It's only a general sense. It only senses roughly the fact that they aren't loyal to her but are loyal to an enemy or ally.
- It's only a general sense. She can't know why a person has true merit or values or a "Purity" inside them, only that it's there.
C-Rank Spell Name: Queen of Hearts II- Desire
Type: Support
Description: Desire allows Claire to read the needs and wants of a while civilization. In effect she magically feels a census of the local population and then knows as a whole what the people need and are lacking, as well as their general wishes. This allows her to know if there are shortages or disease that are running rampant in an area and what the people need to boost their happiness, whether it be a new source of water or shipment of some resource, or if they simply wish there was better roads. Through this connection, Claire can send her own ripples through the sea of desires to subtly make a population start to want new things, or stop wanting something.
Strengths:
- Tweak the desires of a population.
- Sense the desires of a population.
- Effects a whole population.
Weaknesses:
-- Tweaks are subtle and can take time and repeated uses over a length of time to make obvious effect depending on the current state of emotions. Small changes can be noticed by the perceptive / astute off the bat however, and a single cast could be enough to push people over the edge at times.
- Senses are more general and aren't too specific.
- Only applies to the local population while the effect has to be carried further by travelers ingoing and outgoing.
- Can't easily influence stronger wills, particularly those that are also strong mages.
B-Rank Spell Name:Queen of Hearts IV- Sorrows
Type: Support
Description: Sorrows allows Claire to read the fears and pains of a population. Hope directly measures the spirit of a population, it measures their sorrows as you might imagine. By reading the overall sorrow she can get a feel for the spirits of the people and their strength of character but also the what and why of these sorrows, she feels for herself the pains of loss or injury, the ravages of plague or war. Through this connection Claire can artificially raise or lower their sorrows which provides a more direct influence on the overall happiness of the population. Using Sorrows she can directly make a population happier, uplifting them and making everyone more cheery. Or, using Sorrows, she magnifies the despair and sadness they all feel as though a dark cloud looms over a city.
Strengths:
- Tweak the sorrows of a population.
- Sense the sorrows of a population.
- Effects a whole population.
Weaknesses:
-- Tweaks are subtle and can take time and repeated uses over a length of time to make obvious effect depending on the current state of emotions. Small changes can be noticed by the perceptive / astute off the bat however, and a single cast could be enough to push people over the edge at times.
- Senses are more general and aren't too specific.
- Only applies to the local population while the effect has to be carried further by travelers ingoing and outgoing.
- Can't easily influence stronger wills, particularly those that are also strong mages.
A-Rank Spell Name: Queen of Hearts III- Health
Type: Support
Description: Health allows Claire to read the state of health over a population. Health measures the overall vitality and well being of a population, it measures the levels of sickness and injury as well as age and fatigue and the general causes of all these things. (Ie; "Bandit activity" "Crime" "Plague" "Poor work ethics". By reading the overall health she can determine what and why the people are suffering. Through this connection, Claire can artificially stimulate the health of the people, making them more or less susceptible to diseases and sickness and providing them with more or less vigor/vitality and youthfulness.
Strengths:
- Tweak the health of a population.
- Sense the health of a population.
- Effects a whole population.
Weaknesses:
- Tweaks are subtle and can take time and repeated uses over a length of time to make obvious effect depending on the current state of health. Small changes can be noticed by the perceptive / astute off the bat however, and a single cast could be enough to save dozens of lives that weren't too worse for wear. A second, and hundreds. People would still die off before the health can improve too greatly, but generally III-Health can put an end to a disastrous Plague within weeks with heavy use of this power.
- Senses are more general and aren't too specific.
- Only applies to the local population while the effect has to be carried further by travelers ingoing and outgoing.
- Can't easily influence stronger wills, particularly those that are also strong mages.
S-Rank Spell Name: Queen of Hearts V- Aggression
Type: Support
Description: Aggression allows Claire to read the overall sense of unease and whether the people are more relaxed, or agitated, even hostile. By reading aggression she can judge the restlessness of the people and why they are at unease. Perhaps they don't like certain policies or taxes. Through this connection Claire can artificially raise or lower their aggression which serves as a direct method of suppressing riots or rebellion, or to provoke it by raising the aggression of a population directed at someone or something.
Strengths:
- Tweak the aggression of a population.
- Sense the aggression of a population.
- Effects a whole population.
Weaknesses:
- Tweaks are subtle and can take time and repeated uses over a length of time to make obvious effect depending on the current state of emotions. Small changes can be noticed by the perceptive / astute off the bat however, and a single cast could be enough to push people over the edge at times.
- Senses are more general and aren't too specific.
- Only applies to the local population while the effect has to be carried further by travelers ingoing and outgoing.
- Can't easily influence stronger wills, particularly those that are also strong mages.
Last edited by Serapheal on 15th March 2015, 12:11 pm; edited 21 times in total