Magic Name: Saga of War - Ragnarök
Magic Type: Auxiliary Apocalyptic (+25% to HP and MP. Character can use 5 Partial Take Over spells per Full Take Over) - Primary Requip (Character can have up to 3 Requip spells active at once)
Additional Notes:
- Altered magic type from the lineage "Herald of Destruction"
- 5x Additional spell slots bought here
- Giving up H rank spell for one additional H+ spell as per the conditions of the lineage ability "Warrior of Catastrophe".
- H++ spell from the lineage ability "Armageddon"
Description:
The Saga of Ragnarök is old, some argue older than magic itself, its origin reaching back to ancient times long before the advent of modern Earthlandian society. First written down in runes, this Saga has survived the flow of time until today, people still telling and listening to the story of how everything, even most of the gods, perished in an endless storm, the world being consumed whole in ashes and flame before finally being born anew once more, the endless cycle of death and rebirth continuing from the beginning.
These runes have been imprinted into the user's skin, the runes that form the Saga of Ragnarök adorning their body, granting the user access to the power of Ragnarök itself. This magic allows the user to manifest runes in order to produce a set of elemental effects from them as well as use the runes to manipulate their own body and use apocalyptic take overs that stem from the Lord of War sealed within them, granting the Nephilim partial or full control over the vessel they share. Mars' specialty is the control of his own aura, while the vessel is granted control over elements. Regardless, whether Ragnarök is simply the inspiration for this particular use of magic or indeed grants the user apocalyptic power is up for debate, though the fact of the matter remains: The end of the world has to come eventually, and the user happily serves as a vessel for destructive powers that rival those of the Apocalypse. The elements granted by this magic are representative of the nine worlds swallowed by Ragnarök, each world representing a different element the user can utilize within the spells of this magic, with the addition of pure arcane aura for the Second Seal of War. The elements granted by this magic are:
- Metal (Midgard)
- Wind (Vanaheim)
- Water (Jotunheim)
- Fire (Muspelheim)
- Lightning (Asgard)
- Ice (Niflheim)
- Light (Alfheim)
- Shadow (Svartalfheim)
- Crystal (Myrkheim)
- Aura / Arcane Energy (Apocalypse)
Lineage:
Herald of Destruction
Unique Abilities:
- ᚱᛂᚿᚮᚡᛆᛐᛁᚮ - The Restoration Rune (Passive): His magic allows the user to keep fighting no matter the cost, even sacrificing his own life to deal damage. This effect increases the user's HP by 60% and allows the user to, instead of using his magical energy to cast spells, use his blood instead. The user can expend his HP in place of spending MP, though the user must always expend double of the original MP cost in HP when using this ability (For example, a D rank spell costs 20 MP to use. The user can instead pay 40 HP to cast said spell).
- ᚡᚪᛃᛏᚣ - The Life Rune (Passive): The user's physical and magical abilities are passively enhanced through the runes at their disposal, altering the properties of their body and how magic interacts with it. The user gains a passive 60% increase to MP. Further, the user may once per post heal themselves automatically upon taking damage, or alternatively, may heal an ally within melee range through a simple touch for 120 HP, restoring any damage they have taken.
- ᚫᚾᚣᛗᚣᛋ - Runed Senses (Passive): Due to the nature of this magic the user's senses are heavily enhanced. This boosts the user's reaction time and all senses (hearing, sight, smell, etc.) to be extremely precise, perhaps even surpassing those of slayers. Additionally, the user can, three-dimensionally, visualize their surroundings in user rank burst range (Up to S) by combining these heightened senses as well as hide their presence, thus being able to fight even without a visual. Within their rank burst range, the user can sense any and all movement, matter, the flow of magical energy and other energies, their intensity as well as the nature of creatures (Size, emotional status, magical and physical strength, living or non-living, etc. This is a plot ability and OOC permission will be sought to gain info on players, player-owned NPCs or Event NPCs), further extending their spell range by 60%. Further, the user regenerates 5% of their HP per post.
- ᛆᛔᚮᚲᛆᛚᚤᛔᛋᛁᛋ - Apocalyptic Mastery (Passive): The user unlocks their full potential, enabling them to use their magic at their maximum possible strength. The user's magic acts like an extension of themselves and can be controlled to a perfect degree with no room for human error or mistake, meaning that the user's body will instinctually move to prevent such circumstances, for example. The user's body can automatically activate the spells and abilities that would be the most useful in any given combat situation, depending on the situation in question and the circumstances surrounding it. This also means that the user has mastered their magical abilities to a degree that allows them to breach certain boundaries of magic. The user can, once per post, cast a Requip ability or a Take-Over ability without the respective Requip spell or Take-Over spell having to be active and as if it was a normal caster spell or ability. The user must still pay MP according to the cost of the ability, and every other condition and circumstance needed to cast said ability must be met in order to do so. Once an ability has been activated through this UA the duration will start and continue as normal. If the associated Requip or Take-Over is activated after the ability in question is activated, the duration will not reset and will continue to run down as normal. The user's mastery over magic and their body further grant them a 60% increase to speed. (Unlocks at X+ Rank)
- ᛔᚱᚮᛔᚼᛂᛐᚢᛋ - Prophet of Destruction (Passive): The user's sheer power has grown to a point that they can barely be considered a normal being anymore, embodying the power of apocalypse. This effect blends the user's magic, blessing, and curse into a single overarching source of raw power. This means that not only is it instantly noticeable how powerful the user truly is once their magic is used, but also that every given element at their command, no matter which magic it originates from, can be used as the basis for any of the user's spells at the user's will. Elements can freely be utilized, blended, mixed, and separated at the user's discretion (This effect pertains to the appearance and element of spells only and does not alter their mechanics or the way they function in any way). Further still, through the embodiment of apocalypse, the user gains a peculiar power that is the single most powerful incarnation of the apocalyptic abilities bestowed upon the user. The user, through spells and abilities, may impose an "End" or "Ending" on any thing, or even any concept, on a similarly conceptual level. The user can strike, hit, and kill anything they wish, even if the thing in question is abstract and intangible (such as, for example, time, sound, or even immortality and invincibility, meaning that anything can be ended by the user. This can be used in a possibly endless variety of ways and the usage is dependant on what is affected and the circumstances surrounding the use of the ability). This power, while immense, however, has its limitations, and some things cannot be affected, or will be restored after being affected by this ability through an unknown higher force. OOC permission is required if this ability is used on any player, player-owned NPC, or Event NPC. As a vessel of apocalypse, the user's speed is increased by 60%. Further, the user can, once per post, negate a single spell or ability that affects or would otherwise affect them, given that the spell or ability makes physical contact with the user, the spell or ability is of S Rank or lower, and the user pays MP equal to the original MP cost of the spell or ability being negated. Range and speed for this ability is both "Self". (Unlocks at Y+ Rank)
- Plot Ability:
Versatile Scripture:
Outside of combat scenarios the user can use and produce the runic scripture and elements it produces freely for various effects, such as lighting a dark room, forming a wall of runes, inscribing runes on someone/something et cetera. This ability is purely for story/plot and cannot be used against players, player-owned NPCs, or Event NPCs under any circumstances unless explicit OOC permission has been given.
Inside combat, the user can use his runes to store and summon equipment that is brought into the thread and switch between the equipment he wields at will, de-summoned equipment remaining in the user's own pocket dimension when not in active use.
- Signature Spells - 3:
Name: ᛚᚮᚱᛁᚲᛆ ᛘᛂᛐᛆᛚᛁᚲᛆ (Plate)
Rank: S
MP Cost: N/a
Category: Defensive
Type: Single Target, Buff
Durability: 360 HP
Range: Self
Speed: Self
Duration: 10
Downside: 50% more durability as trade-off for range/speed
Description:
The user's runes protect them at all times, acting as a shield spell on their skin that protects them from 360 HP of damage. The durability of the shield is restored once per post as the spell is recast. The user's spell durability is buffed by 70%. This spell can alternatively be used on an ally in melee by placing a rune on them, granting them the spell's effects.
Name: ᛚᚣᚴᛋ (Protection)
Rank: S
MP Cost: N/a
Category: Defensive
Type: Single Target, Buff
Durability: 360 HP
Range: Self
Speed: Self
Duration: 10
Downside: 50% more durability as trade-off for range/speed
Description:
The user's runes protect them at all times, acting as a shield spell on their skin that protects them from 360 HP of damage. The durability of the shield is restored once per post as the spell is recast. The user's spell durability is buffed by 70%. This spell can alternatively be used on an ally in melee by placing a rune on them, granting them the spell's effects.
Name: ᛁᚱᛆᛂ ᛂᛚᛂᛘᛂᚿᛐᛁᛋ (Elemental Wrath)
Rank: S
MP Cost: N/a
Category: Offensive
Type: Single Target, Buff
Damage: 180 HP
Range: Melee
Speed: Melee
Duration: 10
Downside: 50% additional damage as a trade-off for range/speed
Description:
The user activates any one of the elemental runes on his body, buffing his spell damage by 70% for the duration of the spell and gaining the ability to coat his fists or melee weapons in the element of choice for a quick, yet powerful, magically enhanced strike that'll potentially knock targets back deal the spell's damage.
- B rank Spells - 5:
Name: ᛁᛘᛔᛂᚱᛁᚢᛘ (Supremacy)
Rank: B
Category: Auxiliary
Type: Passive
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the strive for supremacy, increasing the user's spell speed by 50% passively.
Name: ᛑᚮᛘᛁᚿᛆᛐᛁᚮ (Domination)
Rank: B
Category: Auxiliary
Type: Passive
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the desire for domination, increasing the user's spell speed by 50% passively.
Name: ᚱᛂᚵᚿᚢᛘ (Rule)
Rank: B
Category: Auxiliary
Type: Passive
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the right to rule, increasing the user's spell range by 50% passively.
Name: ᚱᚢᛁᚿᛆ (Destruction)
Rank: B
Category: Auxiliary
Type: Passive
Description: The user's magic is ancient, it's secret lost to the tides of time, yet it is as powerful as it is enigmatic, infusing the user with their strength. The runes come with the power to destroy, increasing the user's spell range by 50% passively.
Name: ᚠᛚᛂᛪᛁᛒᛁᛚᛁᛐᛆᛋ (Flexibility)
Rank: B
Category: Auxiliary
Type: Passive
Description: The runes alter the user's physical properties in many ways. One such way is expanding the user's magical capabilities and flexibility indirectly, passively granting them a 50% increase to spell healing.
- A rank Spells - 9:
Name: ᛆᛘᛒᚢᛚᛆᛐᚢᚱᛆ ᛘᛁᚲᚮ (Flash Step)
Rank: A
MP Cost: 100 MP
Category: Defensive
Type: Burst, Teleport, Buff
Durability: 300 HP
Range: 75 m
Speed: Self
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff
Description:
Runes flaring up on their body the caster is able to vanish in a sudden, subtle flash of the chosen element once per post for the duration the spell, reappearing anywhere within the spells range instantly. The rune remains active for the duration of the spell, granting the user a 97% increase to spell durability. The user is surrounded by a thin layer of magical aura that acts as a shield around their form, protecting them from up to 300 HP of incoming damage before breaking. The shield restores its durability to full once per post for its duration as it is recast.
Name: ᚢᚿᚢᛋ (First Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛞᚢᚩ (Second Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛐᚱᛂᛋ (Third Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛩᚢᛆᛐᛐᚮᚱ (Fourth Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛩᚢᛁᚿᛩᚢᛂ (Fifth Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛋᛖᚴᛋ (Sixth Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell.The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᛋᛂᛔᛐᛂᛘ (Seventh Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast. The user can choose to automatically cast the next spell in the sequence if he has enough MP to cast it.
Name: ᚪᚴᛏᚣᚡᚢᛋ (Eighth Sequence of Ragnarök)
Rank: A
MP Cost: 100 MP
Category: Offensive, Defensive
Type: Multi Target, Buff
Damage: 112 HP per hit
Durability: 150 HP
Range: Melee
Speed: Melee
Duration: 7
Downside: Doubled base MP cost for 50% stronger buff. Sacrificing range and speed for 50% additional damage
Description:
The user activates a rune on their own body or places a runic circle on the body of an ally within melee range, granting himself or the ally the effects of this spell. The affected gains the ability to freely coat their extremities and/or melee weapons in one of the elements of this magic, adding the spell's damage onto the strikes delivered with the affected extremity or weapon. The spell durability of those affected by the spell is increased by 97% for the duration of the spell. The runic circle further acts as protection for the user and up to 6 other targets they can touch in their melee range, covering their skin in an aura that can take up to 150 HP in damage before breaking, restoring its durability up to full once per post as the spell is recast.
- S rank Spells - 6:
Name: ᚲᛚᚤᛔᛂᚢᛋ ᚲᚱᚤᛋᛐᛆᛚᛚᚢᛘ (Block)
Rank: S
MP Cost: 120 MP
Category: Defensive
Type: Single Target, Buff, Redirection
Durability: 540 HP
Range: Self
Speed: Self
Duration: 10
Downside: 50% more durability as trade-off for range/speed. Doubled base MP cost for 50% stronger buff
Description:
Runes light up on one of the caster's hands, a thin shield of the chosen element appearing on the user's skin. The shield can be used to absorb damage and is able to take 540 HP in damage before breaking, moving around with the user until destroyed or cancelled. The durability of the shield is restored at the beginning of every post as the spell is recast. While this spell is active the user's spell durability is increased by 70% and their spell damage is increased by 35%. While this spell is active the user can, once per post for the duration of this spell, reflect a spell or ability of equal or lower rank to his spell into a random direction away from himself and thus neutralize it, provided the spell or ability makes physical contact with the shield around the user and the user pays the original MP cost of the spell being redirected. This spell can alternatively be used on an ally within melee range, granting them the spell's effects.
Name: ᛔᛚᚢᚡᛁᛆᛘ ᚱᛂᛋᛐᛁᛐᚢᛐᛁᚮ (Restoration)
Rank: S
MP Cost: 120 MP
Category: Supportive
Type: Burst, Buff, Negation
Healing: 180 HP
Range: 50 m
Speed: 50 m/s
Duration: 10
Downside: 50% less range and speed for 50% more healing. Doubled base MP cost for 50% stronger buff
Description:
Once per post for the duration of the spell, with a sweeping motion, the user can activate one of their runes, causing sparkling pieces of the chosen element to fall from the sky instantly within a 50m radius as an aura of the user's energy spreads out in the same range. These pieces are infused with the caster's magic and heal allies in the spell's range for 180 HP. Additionally, those healed by the spell benefit from a 105% buff to spell damage for the duration of the spell. While this spell is active the user can, once per post for the duration of this spell, negate a spell or ability of equal or lower rank to his spell, provided the spell or ability is in range of this spell and makes physical contact with the aura persisting in the spell's range. The user must pay the original MP cost of the spell being negated in order to successfully do so.
Name: ᛐᚱᛆᛒᚢᛋ ᛐᚢᚿᛁᛐᚱᛂᛘ (Beam)
Rank: S
MP Cost: 120 MP
Category: Offensive
Type: Single Target, Buff, Paralysis
Damage: 120 HP
Range: 400 m
Speed: 400 m/s
Duration: 10
Downside: Doubled base MP cost for 50% stronger buff
Description:
Runes light up all over one of the user's arms, buffing spell damage by 105% for the duration of the spell. Once per post for the duration of the spell he can point a finger at a single enemy in the spell's range, immediately releasing a crackling beam of the chosen element that impacts for full S rank damage. Additionally, the person struck by this spell will be paralyzed for their next turn. The duration may only affect opponents that were not affected by immobilization in their last post, and may only affect opponents again after the cooldown period of 1 post is over and only if they are struck again
Name: ᛆᛂᛐᛆᛋ ᚵᛚᛆᚲᛁᛆᛚᛁᛋ (Burst)
Rank: S
MP Cost: 120 MP
Category: Offensive
Type: Burst, Buff, Drain
Damage: 180 HP
Range: 100 m
Speed: 100 m/s
Duration: 10
Downside: Doubled base MP cost for 50% more damage
Description:
Activating a set of glowing runes that circle around the caster's tricepses, once per turn for the duration of the spell, they can release a burst of the chosen element around themselves with a snap of their fingers, starting at their position and spreading out to the edge of the spell's range. Enemies struck by this burst will suffer from a 5% MP drain once per post for the duration. As soon as the spell is activated the user benefits from a 70% increase to spell damage.
Name: ᛁᚿᚠᛂᚱᚿᛆ ᛁᚿᚠᛂᚱᚿᛆᛚᛁᛋ (Inferno)
Rank: S
MP Cost: 120 MP
Category: Offensive
Type: Single Target, Burst, Buff
Damage: 180 HP
Range: 400 m
Speed: 400 m/s
Duration: 10
Downside: Doubled base MP cost for 50% more damage
Description:
The runes on both their hands flaring up, the user can bring them together before releasing a projectile of the chosen element at a single target or location within range. Once the projectile impacts it will explode into a burst (100m range, 100m/s speed) of the same element, dealing the spell's damage to everyone within the area. As soon as the spell is activated, the user gains a 70% buff to spell durability.
Name: ᛁᛘᛔᚢᛚᛋᚢᛋ ᛔᚱᛂᛋᛋᚢᚱᛆ (Impulse)
Rank: S
MP Cost: 120 MP
Category: Auxiliary
Type: AoE, Blinding, Deafen, Immobilization
Damage: N/a
Range: 300 m
Speed: 100 m/s
Duration: 10
Downside: Doubled base MP cost for 50% more range
Description:
Glowing runes light up on the user's fingers, the user able to once per post snap them to activate the spell. The area around the user within range of the spell explodes with the chosen element, starting at their position and spreading out to the edge of the spell's range at the spell's speed, passing through all shields and ignoring counter-effects as per rules for Auxiliary spells. All affected by the explosion will be marked with a rune that appears somewhere on their body, this rune blinding, deafening, and paralyzing their entire body for their next post. These effects can only affect opponents who did not suffer from an immobilization, blinding, or deafening effect in their last post, and may only apply to targets again once they are hit again.
Last edited by Johann on 13th September 2020, 11:50 am; edited 144 times in total