- Guild theme:
"What knowledge do you have of the future? What miracles may come only serve to benefit those who've stood their ground! No matter the obstacle you are faced with, never give in to fear, for fortune favors the bold and history remembers heroes! Whether you die here today or live to fight again, we shall all be remembered for our acts of courage and heroism and together, we shall become Immortal! That is what it means to be a mage of Blue Pegasus!"
-Shuhei
The Queen Hera
Type: Aerial - Fast Speed
Size: 100 meters long 40 meters wide & 60 meters tall
Occupation Limit: 14 Mages Maximum
Specialties/Weapons:
Greater flight speed & Maneuverability.
Can be piloted by 3 Mages (though the minimum number of players to enter a thread is still mandatory.)
Seven Magic Cannons along each side. (Deal Light-Based Damage)
Advanced Targeting: Can target up to five targets at once. (Five post cool down.)
Type: Aerial - Fast Speed
Size: 100 meters long 40 meters wide & 60 meters tall
Occupation Limit: 14 Mages Maximum
Specialties/Weapons:
Greater flight speed & Maneuverability.
Can be piloted by 3 Mages (though the minimum number of players to enter a thread is still mandatory.)
Seven Magic Cannons along each side. (Deal Light-Based Damage)
Advanced Targeting: Can target up to five targets at once. (Five post cool down.)
Guild Spells
- Hippocrene:
- Name: Hippocrene
Rank: H+
Type: Defensive/Supplementary
Description: The user concentrates a tremendous amount of magic in to their palms and places one palm over the other approximately ten inches apart. Between the users palms a large sphere of light will begin to form and radiate holy energy. Upon completion of the Sphere, the user will raise their hands to the sky and release the energy gathered in the sphere, in to the sky in the form of a ray of light. The action requires at least three seconds, but after the Ray has been fired in to the sky, there is nothing that can stop the effects from taking hold. The magical energy released in to the sky will mold itself in to the form of a winged horse, and gather a great deal more energy from all sources of light including the sun, moon and stars. The Pegasus will descend from the sky, parting the clouds and piercing through darkness and as it descends all negative spells will be negated. Negative spells include any and all offensive spells and anything that does not affect mages in a positive way. The pegasus will accelerate as it descends and crash in to the earth with its hooves, cracking the earth opening a fissure from which a spring of magical energies from the earth itself will emerge and envelop the pegasus as it erupts in to the sky like a geyser and shower the battlefield with blue magical particles, illuminating the area with a soft blue glow
The Magical particles will be attracted to all those the user has identified as an ally, not just those with the crest of Blue Pegasus. The particles will absorb in to the skin of all those it is attracted to, heal all wounds and negate all negative buffs. The magic which has been gathered from the sky and from within the earth will also be absorbed in to the user, replenishing their stores of magic and restoring their will to fight, resetting all allies on the battlefield including the user of the spell to 100% capacity as well as inspiring them, which will improve their individual performances greatly. This spell is also not incapable of reviving the newly dead, so long as the target has not been dead for more than two days. The primary function of this spell is to inspire and relieve. It is the most Iconic spell of the Guild of Heroes and is a spell meant to demonstrate to all that the impossible is achievable. No matter what difficulty one faces, to never give up hope, For with the existence of this spell the possibility of a miracle is never lost.
Strengths:- This spell is capable of restoring the HP and MP of all allies to 100% within a two mile radius.
- This spell inspires all allies which increases their individual performance greatly.
- Can revive the dead so long as the target(s) have not been dead for more than two days.
- Removes all negative buffs and negates all active offensive spells during the post.
- Has the potential to inspire dark mages to become good, though this effect is highly selective.
- Can not be canceled after the Ray has been fired in to the sky.
Weaknesses:- Although this spell does restore the users MP and HP, the MP used to cast the spell is taken after the effects of the spell and the user must have enough MP to cast the spell before hand as well. (spell costs 40% MP)
- This spell has no offensive purposes.
- This spell has the potential to be cancelled during casting. The user requires 3 seconds to charge the sphere of light, but once the spell has been cast, it cannot be turned off. As a result of this, if the user is being heavily assaulted by enemies, the likelihood of being able to cast this spell is greatly reduced.
Duration/Cooldowns 1 post / Regular Guild Spell CD - This spell is capable of restoring the HP and MP of all allies to 100% within a two mile radius.
- Aganippis:
Name: Aganippis
Rank: H+
Duration: 1 post
Cooldowns: N/A
Type: Supportive
Description: The user extends his/her hand and channels an enormous amount of magical power in to the palm, and slowly tips his/her hand. The Magic manifests itself in to a drop of water that falls from the users palm and lands on the ground creating magic ripples that resemble water. As the ripples travel outward, wreathes of mistletoe will rapidly sprout and small puddles of water will manifest creating a small beautiful garden surrounding the user. From the magic water, many feminine figures will emerge and soar in to the sky, splashing and dancing. These female creatures will dance through the air and very quickly go to the aide of all allies in the area.
These Muses will embrace the allies and be absorbed in to them. The water of which they were made of will fuel them with an overwhelming source of power and inspiration, to the point that they will be capable of composing Spells of extreme complexity and beauty. The effects however do not last and those affected will only be capable of imagining a single, powerful spell that will be composed primarily of the raw magical power the Aganippis has granted them and influenced slightly by the allies primary magic. There are two spells the Allies can choose from depending on the situation, one offensive, the other Defensive and the spell will cost the Allies 0% magic.- The Sword:
- Name: Sacred Sword
Rank: S-Rank
Duration: 1 post
Cooldowns: N/A
Type: Offensive
Description: The user channels the essence of Hippocrene in to a single beautiful burst of magic power that takes the form of a brilliant ray of Blue Light. The spell can be influenced by the users primary magic. For instance a fire mage would add spirals of flame surrounding the Ray of energy. The ray will have a max range of 100M
Strengths:- An entirely offensive spell that will overcome other S-Rank spells.
- This spell costs the wielder 0% magic.
- The Ray is a neutral spell and has no weakness or strength over any other form of magic, other than the Asthetic influence of the wielders primary magic.
Weaknesses:- This spell is a 1 time cast so the user has to make it count.
- The Influence of the Users magic is solely asthetic.
- The spell must be used the post after Aganippis has been cast or the ally will miss his/her chance to cast it.
- The user of Aganippis does not get the option to use this spell.
- An entirely offensive spell that will overcome other S-Rank spells.
- The Shield:
- Name: Sacred Shield
Rank: S-Rank
Duration: 1 post
Cooldowns: N/A
Type: Defensive
Description: The user channels the essence of Hippocrene in to a single beautiful burst of magic power that takes the form of a brilliant sphere of Blue Light that protects the caster and any nearby ally or civilian within 10 feet from attacks from all directions. The spell can be influenced by the users primary magic. For instance a fire mage would add spirals of flame surrounding the sphere of energy.
Strengths:- An entirely Defensive spell that will defend against any other S-Rank spells.
- This spell costs the wielder 0% magic.
- The Shield is a neutral spell and has no weakness or strength over any other form of magic, other than the Asthetic influence of the wielders primary magic.
Weaknesses:- This spell is a 1 time cast so the user has to make it count.
- The Influence of the Users magic is solely asthetic.
- The spell must be used the post after Aganippis has been cast or the ally will miss his/her chance to cast it.
- The user of Aganippis does not get the option to use this spell.
- An entirely Defensive spell that will defend against any other S-Rank spells.
Strengths:- Provides all allies with a means to use a strong offensive or defensive spell.
- The number of allies that can be affected has no limit.
- The muses that are summoned are liquid and cannot be destroyed.
Weaknesses:- This spell does not provide the caster with an additional spell.
- The caster must be standing still for an entire post to be able to cast this spell.
- All allies affected will only be able to use one of the two spells unanimously.
- This spell costs 35% MP