Secondary Magic: --
Caster or Holder: Holder
An imprint is usually the battle spirit of great warriors in the past who wielded the same weapon (or those who've forged a similar weapon), however, in can range from a single warrior to an entire armada of men, or perhaps an imprint of the spirit of a blade itself. Often times, the inspiration comes off as physically enhancing abilities such as improved swordsmanship, boosts in speed or ounces of strength, unrestricted movements or the ability to heal injuries, if not for a small measure (for a certain imprint).
In Terith's case, his Etherblade grants him the recollections of the old samurais and ninjas and blacksmiths, the shinsegumi and other old armies of men, and the spirits of the blades such as Tsurumaru or Mikazuki Munechika, even going as far as the souls of those dedicated their time to Shinto or the practice of Onmyodo. In essence, his blade is modeled after the Yamanbagiri and he often refers to it as so. Granted, the Priestess who casted him away was the person who "crafted" the blade from his fountain pen. His etherblade also grants him notable mastery in every branch of Kenjutsu so long as he can successfully call out the inspiration from the imprint.
Strengths:
►Enhances the user's physical fighting prowess and provides diversity with the various Kenjutsu Styles opened up to him.
►The user isn't limited to physical enhancements but can also create magical physical attacks with the right inspiration.
►The user can also cast buffs using the inspiration permitted by the battle spirit towards allies so long as the imprint is not a single warrior (e.g. a boost in determination, perhaps, when the imprint is an army)
►The etherblade doesn't rely entirely on its imprints to deal damage, but rather, as a weapon itself, it deals a relative damage that ranks up with the user, representing its holder's growth.
Weaknesses:
►The user is limited to swordstyles that are related to his affinity (e.g. Kenjutsu)
►Issues arose when the magic was first injected into the vessel's body - because of the strain of his humanity limiting its powers, the Chronicle could not fully manifest its capability, and hence, some of the 'spells' that're stored inside it are viable to lack spell damage (and will instead have melee damage, unless stated otherwise).
►Though diverse in physical attacks, the spells do not offer any form of elemental attack initially and thus has a limited skill set otherwise.
►Every new imprint comes with a price to pay before it can fully house itself in the Chronicle (e.g. an ounce of blood, a memory, etc.).
►The Priestess actually put a penalty on Terith the moment she created Yamanbagiri, one that made him extremely weak if his etherblade was separated from him for more than 20 meters (although this is revertible, The Priestess has several demanding conditions Terith has to meet -plot wise.).
►One can only do so much with a sword in comparison to the more flexible of magics.
Lineage: Conqueror's Courage:
Description: There once was a nameless conqueror who sought to rule the world. However, in his days much land was left unexplored and filled with dangerous creatures man had never faced before. The nameless conqueror was the first to gather a large group of followers and to lead a conquest into those dark lands. Until long ago many people were still unsure about how he managed to convince so many men to follow him. Most believed he had used some form of magic. The only one who ever came back from the conquest was the conqueror's son who explained that all other conquerors had been killed. The conqueror's son eventually joined the military and showed that he possessed the same leader skills as his father, his war cries and morale boosts had resulted in many victories. The descendants of these conquerors today also retain the same abilities as their ancestors. To boost the morale of their companions, and to resist the war-cries of the enemies.
Ability: Can deliver War-Cries. Gains a signature spell of user’s rank(Max A-rank) and a spell of their rank(Max S-rank) that always affects all allies within at least 100meters of any other ally. This War-Cry are magically enhanced and can heal, boost ability, encourage regeneration, ect...They're always supportive and can't cause harm to anyone directly.
Usage: Gains a signature spell slot(Max A-rank) to make a War-Cry and a spell of their rank(Max S-rank) to make another War-Cry. War-Cries are dependent on spell creation.
Unique Abilities:
- Spoiler:
- CHANNEL DIVINITY:
As a form of saving grace from The Priestess, she gifts Terith with the ability to hear the voices of the imprints he's already formed a strong synergy with. The voices are calm whispers of advice or inputs on his battle style when he trains. They also serve him a great deal of helpfulness against ambushes or hidden intentions, or even inputs on possible ways to manage his moves against his opponent swiftly and steadily (in battle, his divinity can channel into their senses to locate hidden enemies or approaching attacks from afar). As of current, when in battle, the imprints can only whisper to him six times (three posts max, two for each post) before losing their connection to him for the next few minutes (loses divinity for four posts) due to his lack of training. The spirits are allowed to ensue idle talk during battle, however if what they say affects their vessel's output in the fight, then it will be counted as a channel. The imprints have no restriction when outside of battle, and may speak to him as freely as they can (though this could bothersome in some situations, fortunately, Terith can cut them off by sheathing his etherblade). His divinity is limited to the current imprint he's channeling, and only if he manages to synchronize with it.
*DUE TO PLOT REASONS: This ability is temporarily disabled until further development.
GREATER ATTUNEMENT:
Etherblades heavily rely on a user's given affinity to battle. Usually, the "affinity" is often mistaken as simply the weapon preference they had in their past lives. However, this isn't entirely the case. The term Affinity is the umbrella term for the user's entire battle preference and past battle experience. An affinity determines the user's weapon, moveset, imprints available, and the stat increase with every inspiration reinstated. A user isn't entirely forced to rely heavily on their inspirations, however, since simply wielding an etherblade awakens a deeper "imprint" within themselves, tapping into the hidden potential they used to have. This "imprint" is notable among the scholars as the "origin", the most primal of battle instincts within the user.
At lower ranks, a user is limited to a unique ability dubbed the Lesser Attunement. Their etherblade has bridged a closed gate in the user's soul, and it calls out to the hidden imprint swallowed by the layers of generations. Although the call is heard, the response is weak, what with the link between the origin and the user but a bare thread at this stage.
Terith's Lesser Attunement bestows him a few minor enhancements. Terith's Origin behaves in a way that implied that he once had an affinity with speed and a resistance to general physical attacks. Therefor increasing his speed by 25%, and is further complimented with a relative damage reduction to any form of physical damage, granting him a 25% reduction to physical damage of his rank, and a 50% reduction to ranks below him (with a subtraction of 5% the more he ranks up, e.g. At B-rank, D-rank physicals will have a reduction of 55% and so on).
These base passives immediately disperse when the etherblade is no longer in the user's hand.
BLADE AND SOUL:
An etherblade's sheath is like a man's body, a protective case that provides security for the restless energies within. In the same way, the etherblade is considered an extension of the user's soul. Once separated, the user feels this aching void and the compelling pseudo-thrill of wanting it back. Fortunately, the etherblade provides a unique design in its sheath. So long as the sheath is still with the user, the etherblade will always search for it. The blade is connected to its sheath by an invisible thread-like energy, and upon separation, it gets pulled back by dissolving into energy particles, finally resting in it's sheath as if it were never drawn, thus lessening the possibility of the user being rendered magic-less for a time.
THE THRESHOLD OF MASTERS:
An incident with the Spirit Souji led Terith to question just how much power his imprints have over him. At first, he was originally lead to believe that they simply communicated telepathically due to the voices in his head that pop out ever so often when his etherblade is exposed. But his imprints aren't exactly just spirits blessing him from beyond the grave. From the very first time he tries to communicate with them, it's no longer just an imprint lending him fleeting inspiration. He and the imprint will soon share a spiritual connection that make his body an open door for the spirits to invite themselves in, settling their souls into his psyche as sentient beings with their own morals, emotions and thoughts. This implies that the Records is not a separate space but actually a collection of imprints within the user and the etherblade unlocks them as their 'key'.
The souls will remain dormant unless they're called upon, that was the situation before, but if so Terith wishes, he can sever the chains that bind them from meddling around with his body and leave the threshold open for them to take over. The imprints are all usually noble and they all wish the best for their vessel, so in the most important situations such as learning how to dodge an attack, they have the ability to take hold of his movements and skillfully dodge the attacks for him. Terith keeps his conscience still, he simply allows the imprints to control half of his instincts to better his fighting style.
This ability notably polishes his overall performance in battle. At best, he regularly uses this ability to be able to deal consecutive slashes with his sword in a given second without his hand going numb (which as of current equates to 5 slashes per second), or asking the spirits to control his finesse so he's movements are smoother and more refined, allowing him to reach inhumane feats such as increasing his max jumping height up to 40 meters. Any vacant imprint can take this job in managing the threshold, and Terith can only assign one specific job (e.g. dodging, maximizing the slashes he does) to the vacant imprint. This is to avoid Terith relying on his imprints too much and neglecting his training which is still relevant at his current stage of power.
The Threshold is only open to the greater spirits and can only be held by an imprint whose under cool down. If the spirit is currently active, he can't take over the threshold until his duration is over.
GATE OF THE REVENANT:
The Chronicle behaves in a way that it can be considered an area of closed gates, where power isn't easily accessible without a price to unhinge the chains that bind it. Due to the fragility of human bodies as a whole, the vessel cannot command the Chronicle as freely as he opts to be. As opposed to receiving a steady flow of magic from it, the Chronicle naturally thrives on a system of sacrifice from it's vessel in order to generate a more refined form of energy, allowing it's host to freely manipulate it in the form of spells.
As of recent, the loss of the entirety of his memories posed a hindrance in his social relationships and his sense of purpose. But the vessel's amnesia eventually proved to have not been pointless to a fault - his magic's strange mechanism considered the loss as a form of grand offering that would immediately unearth a pivotal 'gate' that housed deep in its essence: The Gate of the Revenant. The weight of his lost memories appeared to have been enough to amount to it's untimely opening and would later cause the manifestation of the vessel's Origin into a sentient being.
Along with the existence of a disembodied voice now known as the Origin Spirit, the Gate of the Revenant provides the vessel with the ability to freely extract the incorporeal energies (the empurios) that govern the Chronicle to manipulate them into a form of his devising. The vessel may mold the empurios into simple structures such as barriers/shields, cages/snares, platforms, or even bubbles to encase objects. It also possible to infuse them into his melee attacks to override the physical nature of them as a primary element.
Every construct using the empurious equates to the vessel's current rank in terms of measurement. They can only be used once a post and will each last one post; should the vessel desire to extend their duration, he is needed to sacrifice 5% MP for every subsequent post after the first:
►BARRIERS/SHIELDS: If a barrier/shield is made, then it can defend with a max damage equivalent to twice of the vessel's current rank while occupying a space similar to the max area of said rank.
►CAGES/SNARES: Cage constructs affect the max area of his current rank and will break if exposed to damage equivalent to the vessel's rank. Snare constructs can only affect 1-3 targets with a penalty on their speed (-50% for the same rank, -75% for anything lower).
►PLATFORMS: Platform constructs deal no damage and serve a utility oriented-purpose, such as crossing canyons or building stepping stones. The platforms are especially unique such that they can be affected by flying-type spells, allowing them to serve as brief transport or as hovering platforms in aerial battles.
►BUBBLES: The bubble constructs are solid, circular structures that can be used to encase personal objects of various forms, allowing them to be housed there for safe-keeping. These constructs are limited to things such as weapons or pieces of armor and cannot extend to large structures like buildings and vehicles (should it be a player-owned, the bubble constructs can only house items/weapons/armors with grades equating to the same rank as the user). They can also be affected by any teleport-type spell to some extent, though they will break immediately after.
►ELEMENT: As an element, the empurios is considered to have ARCANE like properties, which is pure, raw magical energy that is known to have nothing as its effective element as much as it isn't strong to any either. Once infused into the Etherblade, this will liberate all his melee attacks from its physical element and replace it with Arcane, ensuring that all his melee attacks will deal damage equivalent to the Etherblade's rank in spell-damage (e.g. Legendary = B-rank). This will not affect spells, however.
Spells:
- War Cries:
C-RANK SPELL:
Name: Eiko
Rank: C
Type: Supportive
Duration: Instant
Cooldown: 2 posts
Description: When Terith decided he'd become a writer, he was compelled to write a novel that circulated around the glory days of the samurai, and in his younger days, he studied their history and the cultural heritage that it had to offer. Of course, this was Terith's attempt to mask his samurai fanboy-ism under a seemingly acceptable reason.
But more than that, he realized that, in the wars they fought, the Japanese would scream a notable battle cry: "BANZAI!" which roughly translates to "a thousand more years (of life to you)".
Terith discovered one evening as he started training under Hyouga that screaming "banzai" over and over actually had a positive effect on him. Apart from being notably humiliated by Hyouga for his accent, they both realize that "banzai" actually healed Terith's scars and had prominently stopped his bleeding. Of course, Hyouga saw no need to name it, but his student insisted and thus it's current name (which means glory, but is a play on the english word "echo")
Eiko is a war cry involving a traditional Japanese war cry ("Banzai!"). After Terith yells, all allies within a 100 meter radius, including himself, regain HP equivalent to one C-rank's worth of damage and will disperse 1 ailment/status equivalent to it's rank.
Strengths:
►Terith doesn't need extra preparation to successfully cast Eiko
Weaknesses:
►If Terith is not strong enough to deliver a full shout (say, when he's left at a staggering 10 HP), the effect suffers greatly and instead heals only 10% of total HP, and only affects allies within a 10 meter radius.
►Terith cannot cast it properly if he is either gagged or silenced.
SIGNATURE:
Name: Defiance
Rank: C
Type: Supportive
Duration: Instant
Cooldown: 1 use per post
Description:
Determination is a strong word, and Terith wholesomely believes that there is power in the thought of it alone. On the first few months of his journey, he realizes how important hope was when there was nothing left to save you. And all alone, he clung unto an irrevocable hope fueled by his determination to find his way home. Against all odds, he'd yell this phrase: "Hic manebimus optime!" ("here we will stay, most excellently!") and he notices how he slowly gains the strength and the will to survive the obstacle.
Defiance is a war-cry that aims to fill you with the power of determination in the form of MP. It restores 4% of your total MP and will affect all allies with a 100 meter radius so long as they will themselves to believe in the notion of determination.
Strengths:
►It helps to get out of ganks or tight spots.
►Even just a small inkling of hope in someone's heart is enough to light this fire.
Weaknesses:
►It cannot help those who no longer have the will to survive.
►It will not help those who have given up entirely.
►Like his Eiko, if Terith is silenced or gagged, he cannot cast it effectively.
►Defiance relies heavily on the phrase, so if it's incomplete or isn't properly yelled, then it might not have any effect.
- D Rank:
Name: 晴天の霹靂 | Seiten no Heki-reki
Rank: D
Type: Crowd-control, Utility
Duration: Instant
Cooldown: 2 posts
Description:
The Etherblade traces its power from it's vessel's Origin, the purest form of fighting spirit that is far greater than any imprint because of it's nature being the inner most portion of the user's soul, underneath layers of eons and personalities. Though it is normally impossible to make contact with the Origin, the imprints have coordinated in a way that stabilizes this part of their vessel, pushing their energies into the blade before it even leaves the sheath, and they have all collectively gathered to dub this massive gathering of inspiration as the Kigen-ryuku, the power to bypass the barriers of one's soul and release the rapture momentarily.
The Seiten no Heki-reki, the first stage of Kigen-ryuku, is performed while the blade is still sheathed. The action of unsheathing it causes a burst of power that could be akin to the breakage of a layer of the vessel's inner being. It acts as a pushing force that renders surrounding targets to be thrust back ten meters away, affecting anyone within a five meter radius, dealing D-rank damage at the same time.
Strengths:
►It can be performed as the first opening attack, allowing for better range and a possibility of disrupting both movement and balance of those affected for a limited time.
Weaknesses:
►The blade has to be sheathed. When used mid-battle, Terith will need to unsheathe the blade, therefor timing it is risky overall.
►Wizards of a higher rank than him are not affected by the burst.
Name: 早い者勝ち | Hayai Mono Gachi
Rank: D
Type: Utility
Duration: Instant
Cooldown: 2 posts
Description:
According to legend, Fujibayashi Nagato was one of the three greatest jonin of the Iga, along with Momochi Sandayu and Hattori Hanzo. He was also the co-head of the Iga ninjas. Despite how little we know about his life, however, Nagato did in fact leave behind an important legacy: His descendants would eventually compile the ninjutsu knowledge he left behind to create the Bansenshukai. The Bansenshukai is a multi-volume compilation of the “secrets” and techniques of the ninja as written by the Fujibayashi clan—a lot of the information we have about ninjas today come from this compilation.
The Hayai calls out to the spirit of Fujibayashi and and in turn grants the vessel an inspiration akin to the knowledge contained into the Banshenshukai. During its active stage, the user will be able to use a form of "dashing" that involves moving across a surface with an instantaneous speed of approximately 17 meters per second (at a max distance of 20 meters) . In that one moment, Terith's figure would appear non-existent, merely adopting a blue-ish spur of particles from his point of origin.
Should an ally target within a 15 meter radius be hit with a ghost sword from the vessel's growing signature, they will instead gain the speed, but not without getting a little bit hurt.
Strengths:
►The Hayai's dash can be boosted with exterior abilities (such as UAs, other spells, etc.) and could also be chained with attacks in between.
Weaknesses:
►The Hayai dash cannot outrun spells faster than the Dash's speed.
►It cannot be cast unto allies
Name: 雲散霧消 | Unsan Mushō
Rank: D
Type: Utility
Duration: Instant
Cooldown: 2 posts
Description:
Mochizuke Chiyome is quite possibly the most famous kunoichi (female ninja) of all. She was a noblewoman, the wife of samurai warlord Mochizuki Nobumasa, and rumored to be originally from the Koga ninja clan. While most locals believed that Chiyome was running an unofficial orphanage for victimized girls, Chiyome was in truth training them to be part of her elaborate espionage network, trained to utilize disguises such as miko (Shinto shrine priestess), prostitutes, or geisha for purposes of espionage or assassination.
The user would appeal to the spirit of Chiyome to grant them the skills to successfully blend into their environment for various purposes. Enabling the vessel to mold their existence into a liquid shadow that a target would automatically deem unimportant, making enemies lose focus on the user for a brief instance. This will affect anyone within a ten meter radius.
If an ally is hit with a forged copy of the Etherblade, it's possible for them to appear invisible instead upon the vessel's discretion, although this doesn't mean the ghost sword will not deal damage to the ally.
Strengths:
►Most helpful in regards to situations where stealth is highly credible.
Weaknesses:
►The targets can actually negate the effect if they feel that something is missing from the environment, making him vulnerable merely by proposing the possibility for those with very high intellect (as for non-wizards, anyway).
►For mages with a rank above him, they will notice eclipses of his faint figure as he moves around, especially under intense light.
Name: 自業自得 | Jigou Jitoku
Rank: D
Type: Offensive, Physical
Duration: 2 posts
Cooldown: 3 posts
Description:
Terith firmly holds unto Yamanbagiri and wills an imprint to listen to his inner voice, and out of pity, the spirit of an old blade responds. He is the spirit of the sword Yamato no Kami Yasusada, one of the two swords under the Shinsengumi's First Unit Captain, Okita Souji. Yasusada lends him his spiritual energy and blesses him with a warding aura, a gentleness that comforts Terith through the battle.
The Jiguo Jitoku is a unique form of spell that affects Terith’s melee attack capacity. When active, all his light and normal attacks become equal to the force of heavy attacks without the need for Terith to exert extra effort, keeping his base speed without penalty.
When an enemy is hit with a forged copy of the Etherblade, the caster is allowed to cast the Jiguo Jitoku on them, essentially making their normal and heavy melee attacks equivalent to light attacks for the entire duration of this spell.
Strengths:
► The boost to his melee damage is applied after accounting the weapon boost.
Weaknesses:
►When deactivated, all his attacks will revert to their normal melee output.
►Jiguo Jitoku cannot be cast unto allies.
►Much like its original purpose, it can only be used to debuff one enemy target when coupled with a ghost copy prior to its activation.
Name: 愚公山を移す | Gukou Yama o Utsusu
Rank: D
Type: Utilityand for catching your attention, baka
Duration:1 post
Cooldown: 2 posts
Slot Purchase: This
Description:
The Ikedaya Incident - or better known as the Ikedaya Affair would later mark one of the most prolific attacks that the Shinsengumi would instigate against ronins of the Choshu and Tosa domains, both of whom were largely rebellious in their plans to overthrow the Bakufu (or the Shogun government). One that night, Souji Okita would fracture the point of one of his prized swords. This blade, under the name Kashuu Kiyomitsu, was decidedly abandoned by his owner at the Ikedaya inn due to its broken state. Despite this, the incident would soon increase the Shinsengumi's reputation as a powerful force within Kyoto.
Gukou Yama o Utsusu aims to call out to the spirit of the forgotten sword. Sad and distraught, Kashuu Kiyomitsu develops a fondness for the vessel that stems from its need to be appreciated and remembered. His presence as the dominion will allow the caster to choose a target (with a max of three targets) within a 15 meter radius as the receiver of Kashuu's need for attention. Once selected, the enemy is immediately pulled 10 meters back by ways of teleport, much like the Mono no Aware, dealing D-rank damage at the same time.
If a large number of targets (or a single target) had been hit by a ghost copy of the Etherblade and this was the spell that follows it, the Gukuo will instead cause massive agro to befall on the vessel, causing all enemies within a 10 meter radius to direct their focus and strongest attacks on him.
Strengths:
►The Gukou is a great way to break distances and pull back targets within spell range.
Weaknesses:
►Managing all that agro can be tricky without the proper skill (and timing).
►Wizards of a higher rank than him can break free of Kashuu's attention with light struggle.
Name: 一盲衆を引く | Ichi Mou Shuu o Hiku
Rank: D
Type: Utility
Duration: 1 post
Cooldown: 2 posts
Slot Purchase: This
Description:
In 1562, Tomo Sukesada, famed for his status as a jonin (master ninja) of the Koga clan and head Tomo Ryu school, was to commit his services to the esteemed Tokugawa Ieyasu who at that time was still working for Oda Nobunaga. Following the Battle of Okehazama (against the Imagawa) two years prior, the remaining members of the Imagawa Clan refused to give into Ieyasu's plan to permanently wipe them out. Under the command of general Udono Nagamochi, the Imagawa fled to Kaminogou Castle, which at that time had been a highly secretive location. Along with their move was the abduction of some of the family members of Ieyasu as hostages, which made the infiltration of the castle difficult for him.
Ultimately, Tokugawa would eventually overcome this by hiring 80 Koga ninjas, all lead by Tomo Sukesada, to invade Kaminogou Castle. At his side was Hattori Hanzo, revered for his impressive sword technique. The two would later successfully accomplish the infiltration, setting the castle towers ablaze and killing 200 of the Imagawa garrison, including Nagamochi.
Ichi Mou Shuu o Hiku, as the brief Japanese history suggests, beckons to the soul of Tomo Sukesada with the objective of borrowing one of his skills, no doubt commendable for his level of ninjitsu mastery. Hesitant as he is initially, Sukesada eventually manages to comply by sharing his extensive knowledge on the art of throwing shurikens for utility purposes. With his blade edged sideward and his enemy chosen, the vessel must slide a finger down the length of his weapon (the amount of fingers indicates the amount of shurikens created, implying that his max is five at a time for one target), where reaching the tip triggers the immediate creation of a spectral blue shuriken that should hurdle itself forward at a speed of 10 m/s. The conjured projectiles are actually somewhat 'solid' despite being made of pure, magical energy, hence, they can bounce of walls and other similarly tangible structures.
Its primary effect is activated once the target looks at the shurikens, which would cause the projectile to trace an automatic path that aims for the enemy target's eyes provided that the target is within a 15 meter radius. Upon impact, their vision will temporarily be hindered by a blurred out blue filter that makes it extremely difficult to determine the current state of their surroundings, as if they were blind. For spectators, these enemy eyes appear to have changed color, adapting a light blue glow for the entire post.
Because of the selection process of this spell, his hit box is actually extremely limited. Since one set of five shurikens can only be dedicated to one enemy, he can only true hope to hit five enemies.
Strengths:
►Within the brief instance that he casts this, the vessel is not limited to creating the shurikens once, but he can do it multiple times (a max of five times), hence increasing the chances of the target to notice at least one.
Weaknesses:
►Can be blocked by shields and barriers.
►Can affect allies if not warned prior, and this is especially dangerous in an enclosed area, since the shurikens tend to bounce.
- C-Rank:
Name: 毒食わば皿まで | Doku Kuwaba Sara Made
Rank: C
Type: Offensive, Physical
Duration: 3 posts
Cooldown: 4 posts
Description:
The captains of the Shinsengumi are all notoriously ruthless. However, most of them held a certain heart for those in need, and in their path, they formed the basis of bravery against the odds of failure. Okita Souji was known to be quite gentle with children, however, blood curdles when he unsheathes his sword.
An active Doku grants the user the ability to use a special sword skill pioneered by Souji himself by appealing to his imprint. It is a commendable technique dubbed the Sandanzuki (which translates to Three Piece Thrust), said to have the ability to attack one's neck, left shoulder, and right shoulder with one strike(the Mumyo-ken supposedly could hit all three points simultaneously, but this is an embellishment). Through out the duration of the Doku, the first hit will automatically split into three different gashes, hitting the three aforementioned areas regardless of where it landed. The first successful hit of the Sandanzuki on the enemy (meaning all three slashes must hit) causes a bleed-type DOT that deals 25% C-ranked damage after the first post for two posts.
Strengths:
►The split equates to a tripling of the collateral melee damage that the first slash deals (taking into account any additional weapon boosts).
Weaknesses:
►The split slash can only originate from one hit at a given time, negating any of Terith's abilities to deal multiple hits in a second. This removes the prospect of spamming hits to earn more damage.
►The bleed will only affect the very first attack he does on a target, it won't work a second time unless he casts the spell again.
Name: 秋茄子は嫁に食わすな | Akinasu wa Yome ni Kuwasuna
Rank: C
Type: Offensive
Duration: 2 posts
Cooldown: 3 posts
Description:
Hijikata Toshizo, The Demon Commander of the Shinsengumi, was a man of many achievements, for he had been credited with a number of success attributed to the Shinsengumi body. With a keen eye for technique and precision, he is an imprint that specializes in both accuracy and leadership.
Upon appealing, the strategic genius Hijikata Toshizo temporary lets his vessel borrow his signature Hirazuki, a versatile stance which begins with the user holding his katana parallel to the ground and up near the shoulder. From this position, a quick, powerful and extensive thrust can be initiated and then, if necessary, altered to form a sideways slash.
This Hirazuki involves Terith dashing across an area after assuming the given stance, hitting 10 enemies (max) within a 25 meter radius with either the blunt or the sharp end of his sword. The Akinasu primarily relies on the essence of a 'cycle' -where in, through out the duration, the vessel has the option to return to the first enemy target that took a hit from the Hirazuki after hitting the tenth and final target. The return causes a cycle that automatically follows the order of how they were hit from first to last. The cycle can only be used three times, however guarantees 100% accuracy provided they stay within range, and that the targets have all been hit by a ghost replica of the Etherblade forged from the Koketsu ni Irazunba Koji wo Ezu, one of Terith's signature spells. These swords act as the Akinasu's "mark".
The movement needed to conduct this action is made possible through Toshi's providence of a necessary speed stat, adding another 25% to his vessel's speed.
Strengths:
►The Hirazuki, though limited to 3 cycles (or 3 hits) per enemy over its duration, is still lethal when used to lighten the burden of too many spawns.
Weaknesses:
►Without a damage boost, the Hirazuki will primarily rely on Terith's overall melee output (including weapon boost).
►Higher-ranked targets are able to disperse the effects of the Forged copies simply by performing a spell that removes status effects.
Name: 木枯らし | Kogarashi
Rank: C
Type: Offensive
Duration: 3 posts
Cooldown: 4 posts
Slot Purchase: This
Description:
Many of those who knew Saito Hajime saw him as solemn and quiet, yet tact and precise when it comes to the arts of the blade. In the past, he served life under many names, but is famously known for his services as the captain of the third unit of the Shinsengumi during the Bakamatsu Period. Though the true nature of his technique remains unclear, sources say that he mainly practiced Iaijutsu (particularly Yamaguchi Itto-ryu), a type of drawing strike that has its focus on speed and accuracy that would largely contribute to the act of unsheathing the blade as a prerequisite to any attack.
Casting the Kogarashi immediately ushers in the presence of Saito Hajime into dominion over the Chronicle, ensuring the passing on of the necessary details in order for the caster to properly execute Hajime's form of Iaijutsu. Provided that the Etherblade is in its sheathe, the Kogarashi can be used to brandish the sword as quickly as possible, triggering a frenzy of 7 rapid cutting motions within the first second, which is immediately directed to a solitary enemy within a meter radius. When successfully executed, the action of sheathing the blade causes the target's wounds to open more, dealing a bleed-type DOT of 25% C-rank damage for two posts after the first post.
Strengths:
►The Kogarashi performs best when used against a large, singular enemy.
Weaknesses:
►Sheathing and unsheathing must be timed carefully and precisely.
►The Kogarashi does not have an independent spell damage. Instead, the total damage will rely on Terith's rank melee damage (not counting weapon boost).
►Despite being a C-rank spell, the target has to be within a meter distance for the attack to truly hit them.
Name: 水に流す | Mizu ni Nagasu
Rank: C
Type: Offensive, AOE
Duration: 1 post
Cooldown: 2 posts
Slot Purchase: This
Description:
Kondo Isami was the namesake of the man who would later be attributed to be one among the many who spearheaded the creation of the Shinsengumi, where his figure amongst the old scrolls was subject to praise as much as it was to tragedy. Past the circumstances of his death, the popularity of the Shinsengumi (as per the Bakufu's favor) would become difficult to separate from his name due to him being hailed as the squad's honorary leader at the time of the Bakumatsu Period.
The Mizu ni Nagasu is a memorial to Kondo Isami's known swordsmanship school, Tennen Rishin Ryu, which was practiced by several of the core members of the Shinsengumi , particularly Souji Okita and Hijikata Toshizo, both of whom were personally taught by Kondo even before the squad was merely an ideal. Now, as a ounce of inspiration granted by the soul of the fatherly Isami, the Nagasu essentially dissolves the main blade and leaving nothing but the hilt and handle. In doing so, the Nagasu would later create a set of exterior blades (10 being the max amount) that could attack targets provided the hilt and handle of the Etherblade remains in the user's hand. Bearing in mind that the Tennen Rishin Ryu leaned towards group fights, the spell will act as if there were others wielding the blades. Simply by swinging what remained of his Etherblade, the 'split swords' would follow the movement as if they were directly being held by the vessel, attacking targets within close proximity (at a max distance of 30 meters) and dealing the damage accordingly, and because this is an AOE, the closest enemy to him will receive 100% of the damage, while the remaining get 75%.
Strengths:
►The blades can be scattered at random locations, giving a sense of unpredictability.
►Within the given duration, the vessel is free to execute up to five slashes before it ends.
Weaknesses:
►The Nagasu does not generate spell damage, and hence relies on the user's raw melee damage (which is not split between the blades, but is 'copied' unto each upon creation).
►Targets are free to move away from spell range.
►It cannot be used to attack a single enemy as per Kondo Isami's discretion, as he believes that it defeats the purpose of the Tennen Rishin Ryu.
Name: 我田引水 | Gaden Insui
Rank: C
Type: Defensive, Crowd-Control
Duration: 2 posts
Cooldown: 3 posts
Slot Purchase: This
Description:
Along with the significant growth of the vessel's ability to accommodate the Chronicle's needs is the parallel increase to his Origin's stabilized form. Following the incident that led to the sacrifice of most, if not all his memories up until his most recent, the Origin, that was once deemed dormant and intangible, would possess a physical 'soul' that allowed it to communicate its opinions and judgment to the vessel. However, its purpose of animation wasn't purely for voicing out its thoughts, but rather, because of its now tangible form, the Origin can be considered closer to the Chronicle, where it can automatically feed its energy into Terith directly - where the only restraint was his physical body's limits that hindered the full benefit of the flow.
Nevertheless, the increase of proximity between them and the opening of the Gate of the Revenant allows the user to come to terms with the Origin's energy. And much like it's weaker version, the Gaden Insui is the second Kigen-ryu, where it aims to break the second outermost layer of the Origin. To do so, the user must have taken damage prior to its activation. After receiving a significant amount of hits, the vessel is now able to 'reflect' the exact amount of damage he received by sheathing his Etherblade, causing a burst of harsh white light to spread out in a circle with a 30 meter radius. The blast's damage is equivalent to the total damage taken by the user and will simultaneously cause surrounding target to be pushed back 20 meters that immediately hit similar or lower-ranked enemies (the potency of the knockback for higher ranked targets is determined by a hit die, while the number of targets hit for higher ranked enemies is quantified with a normal die x 2, where the hit die affects all of the rolls from the normal die).
After its casting, the Gaden Insui heals 50% of the damage that the user received prior.
Strengths:
►The more damage dealt to him, the better the quality of the burst.
Weaknesses:
►The blast has no way of determining ally from enemy, and it may result to non-hostile targets getting hurt should they be within range.
►Because the spell doesn't heal the damage entirely, it can prove to be too dangerous to receive damage so openly if used in a strategy, since the user has to mind his max HP which could easily dwindle down into single digits if not careful.
- B Rank:
Name: 一石二鳥 | Isseki Nichō
Rank: B
Type: Offensive, Buff
Duration: 3 post
Cooldown: 4 posts
Description:
The Sengoku period saw the auspicious rise of the samurai in the wars that would come to pass in this era - some of which were largely due to the tension created by various lords (daimyos) who fought for lands and influence over the Shogunate, which was the governing body at that time. The uproar of thirst for power would eventually breathe life into a civil war that would be called the Onin War, a long drawn out period of warring states as various domains and families rushed to take control of the entire country.
The powerhouses of this period would be the many warlords who were all ambitious in their individual, self-proclaimed quests to unite the country under their names. Among those of similar aspiration rose the of Oda Nobunaga, a man of charisma who led his army with brutality to unite the country with force.
The Isseki Nichō aims to beckon to the great daimyo whose sword fought many to taste victory, though he's not alone. With him are the voices of those who were lead into war with Nobunaga's words in their oaths, and because of this, the spell imbues inspiration into the every ally within a 50 meter radius, granting whomever wields them a 50% increase to their melee damage. If the ally has a weapon, then the weapon's damage is upped 50% as well (though the standard rule for weapons and their damage according to a user's rank still applies).
Strengths:
►Affects everyone including the user.
Weaknesses:
►It can only boost melee damage and not spell damage.
►Allies without weapons are more likely to not reap the complete benefits of the buff.
►The buff can only affect only one allied weapon per ally and not multiple.
Name: 継続は力なり | Keizoku wa Chikara Nari
Rank: B
Type: Offensive, AOE
Duration: 1 post
Cooldown: 2 posts
Description:
Strengths:
►
Weaknesses:
►
►
Name: 起死回生 | Kishi Kaisei
Rank: B
Type: Offensive, Crowd-control, AOE
Duration: 1 post
Cooldown: 2 posts
Description:
The Satsuma province of the old orients in 1533 would come to see the birth of Shimazu Yoshihisa, a fine man who would eventually mature enough to have his name be written among the many warlords who fought for dominance in the Sengoku Period. In his attempt to conquer Kyushu, his hands would accomplish many victories, ultimately paving for his clan's control of the Kyushu Area for several years. It wasn't until his clash with Totoyomi Hideyoshi did he find defeat. Others testify that Shimazu opted to retire into solitude as a Buddhist monk after the incident, though no one can say for sure.
Kishi Kaisei sifts back to the ancient soul of Yoshihisa, whose warrior blood remains thick among his lineage. Upon casting, the vessel is entitled an ability to call out to the deceased members of the Shimazu bloodline into the current plane of reality. Though docile to an ally's eyes, they will appear dominantly hostile and malevolent. Once afflicted, any target within a 50 meter radius will find their movements restricted as if they were bound, which is an effect of the souls clinging unto the target as if they mimicking a hugging action. The Kaisei is also liable to induce fear into the affected targets (the success rate is determined by a hit die and the number of targets are determined by a normal die x 2) for a single post after its duration.
Strengths:
►Proves it worth when a large amount of enemies need to be bound into place.
Weaknesses:
►The fear's duration leaves much to be desired in terms of usefulness.
►Targets who have a strong affinity with any magic pertaining to human souls may find this spell easy to disperse for them.
Name: 木漏れ日 | Komorebi
Rank: B
Type: Offensive, Buff
Duration: 1 post
Cooldown: 2 posts
Slot Purchase: This
Description:
One of the many samurai who rose in opposition to Oda Nobunaga's campaigns during the era of the Warring States was the Dragon of Echigo - Uesugi Kenshin, of whose technique was commended through out the oriental's known history, having gone as far as obtaining a label as the avatar of the God of War of their belief, Bishamonten. His rivalry with fellow swordsman Takeda Shingen would later become part of the fame that surrounds his name for its extensiveness and the intensity of each conflict ensued.
Komorebi is the namesake for a spell that opts to deal greater damage to a solitary target with the help of the vessel's allies, as per Kenshin's decision to uphold camaraderie even to his grave. Provided that the allies remain within a 30 meter radius of the user, the Komorebi would instantiate a significant increase to their next B-rank spell's damage by 50% each, which should only manifest if the present team all mutually agree on one specific target to hit (who has to be within a 50 meter radius of the user). Once the spirit realizes the intent and the person of interest of whom would receive the damage, the Komorebi would automatically direct the spells unto the chosen enemy with pin-point accuracy, dealing damage relative to the boost.
Strengths:
►Excels in team play, especially at any battle where only one enemy prevails.
Weaknesses:
►Should it be used, it will slightly limit spell options for all mages present due to it only affecting B-rank spells.
►Without any allies in the vicinity, the spell would render itself unusable (even if the vessel wills the spirit to submit) up until an ally makes his/her presence known.
- Signatures:
Name: 虎穴に入らずんば虎子を得ず | Koketsu ni Irazunba Koji wo Ezu
Rank: C (Ranks up with user)
Type: Physical, Offensive
Duration: Instant
Cooldown: 1 use per post
Description:
Masamune is widely recognized as Japan's greatest swordsmith, forging many blades such as daggers and tachis respectively. Though he can only converse with this spirit for a short moment, Terith feels Masamune's divinity and regards it with high respects. The old man is certainly pleased by Terith's efforts to understand the magic as a part of him and therefor has allowed him to temporarily borrow his forge to conjure up several ghost copies of his Etherblade that will instantaneously hurl themselves towards a designated direction at a max of 40 meters away from him, with a max speed of 20 meters/per second. All the ghost copies deal damage that ranks up with user and maxes out at S-rank.
Strengths:
►Terith controls the ghost blades telepathically, keeping the element of surprise.
►The copies disperse into particles as soon as they hit a solid object/hit their target, disabling any enemies from an attempt to the blades to their advantage or reflecting them (plus it keeps things nice and tidy).
►The copies are allowed to spread out in any formation and are not restricted to one specific movement apart from their direction and that they are instant (which removes the possibility that the swords can 'home' in on a target).
Weaknesses:
►The forged blades are easily avoidable given their "tangible" appearance.
►Can be blocked by walls or shields who have all the right to do so.
►Terith still doesn't gain any sort of elemental advantage because all the ghost copies are physical.
►As he is now, the forge can only allow him 20 swords as max per post (but this increases at a rate of 10 swords per rank).
Name: もののあわれ | Mono no Aware
Rank: D
Type: Utility
Duration: Instant
Cooldown:--
Description:
In many ways, Kato Danzo was the ninja who popularized the notion that ninjas held supernatural powers. Danzo was an illusionist who many believed was an actual sorcerer. His tricks included swallowing a bull in front of crowds, causing seeds to sprout and flower the instant they were thrown, and even flying—giving him the nickname Tobi Kato (flying Kato). Today. researchers believe that he must’ve been a master of hypnosis, even though there is nothing to verify this.
Danzo is an obscure imprint who prefers not to mingle with the other imprints and avoids conversation with Terith at all costs. Though that makes it easier for Terith to use this since he doesn't need to bother Danzo for it. Almost as if it's a switch that Danzo leaves on just to keep his vessel quiet.
Mono no Aware is a unique form of dodging ability that allows Terith to teleport himself to a different direction to sometimes avoid an incoming attack, his maximum distance being 10 meters away.
Strengths:
►Terith doesn't exactly need a special process to initiate this, he just needs a focus and a place where he wants to end up in.
►The shorter the distance, the faster he gets there (usually takes less than a second)
Weaknesses:
►Focus is the magic word for the Tejun. Without focus, he might accidentally find himself in an unwanted corner or snared in a trap.
►Maxing out the distance actually makes him slower (going up to two seconds, which is pretty slow).
►Terith can't boost the distance neither the speed with outside abilities.
Name: 金繕い | Kintsukuroi
Rank: B
Type: Defensive
Duration: 1 post
Cooldown: Once per post
Slot Purchase: This
Description:
Strengths:
►
Weaknesses:
►
►
- Spell Code:
Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
►
Weaknesses:
►
►
- SPELL FUSIONS:
►TBA.
Last edited by Terith on 24th March 2017, 10:40 pm; edited 46 times in total