Name: Perseverance
Rank: H+
Guild: Sabertooth
Type: Passive, Utility, Support
Description: As Aegis Bright became the guild master of Sabertooth, he used the powers and insight he had from Recreation magic to alter the properties of the guild mark. Through a ritual of supreme magic, he created a permanent link between the guild mark and Akasha, the source of infinite magic. As a result, all who bear the mark of Sabertooth have a constant and powerful stream of mana flow into them from Akasha, which not only gives them a greatly improved rate of mana replenishment, but thanks to the properties of the Akashian magical energy, also have a health regeneration buff that is both constant and powerful. Finally, thanks to being constantly fuelled by power, those who bear Sabertooth's insignia also have their strength and agility increased as well.
The Might of Sabertooth can also be activated to achieve one of two effects. If it is used normally, it restores all of the guild members' HP and MP to 100%. If, however, it is used on a single person, it is actually capable of reviving him/her should he/she have been killed. In order for that to work, the user of this spell must concentrate and pour mana into their guild mark, thus making it glow with a brilliant golden light. As that happens, the marks of all other Sabertooth members present in that thread will begin to faintly glow as well, signalling their bearers of the activation of the spell. As the insignias all begin to glow, all Sabertooth mages must concentrate and drive mana into their mark, creating a magical resonance between themselves and their comrades. As the resonance intensifies, the life-giving power of this spell increases proportionally until it reaches the level needed to achieve the forbidden miracle of magic known as True Resurrection. It is not Healing sorcery, nor is it any kind of Restoration. True Resurrection is the incarnation of righteous defiance of the laws of the world. It does not restore anything, instead it manifests the benevolence of those who hold a sincere belief in all that is good. It channels their hope and mercy into not the mind nor body, but the concept behind their existence, the soul, thus reconnecting it to it's only host. Not so much an effect invoked through magic, but rather magic invoked through the untainted desire to bestow a second chance to the righteous, the ultimate form of the belief in the battle for a "world with no evil".
This belief in Righteousness and Hope as derivatives of the "yearning for power in the name of the world worth fighting for" so pure that it can manifest itself into magic is the first of three gifts Aegis Bright bestowed upon his guild.
Note: During the process of Resurrection, the one being revived begins having dreams related to their revival, despite being dead.
Strengths:
- Provides a powerful and constant HP and MP regeneration effect. (Those affected regenerate 5% of their maximum MP and HP per post.)
- Provides a passive boost in physical strength and agility. (10% and 15%, respectively)
- Can completely heal all Sabertooth members if activated with that purpose.
- Can achieve one of the great miracles of magic, True Resurrection, if used with that purpose.
- When True Resurrection is used on a Dark Mage, it will purify their tainted soul and turn them good, provided their soul is not entirely consumed by evil.
Weaknesses:
- Provides no direct offensive effect.
- If the spell is cast, the passive HP and MP regeneration is lost while it is on cool-down and the passive power boost is lost until the end of the thread.
- Can only resurrect a single person.
- In order for True Resurrection to be invoked, all Sabertooth members present in the thread must aid the user as he/she casts the spell and none of them must be disturbed. True Resurrection has a 1 post charge time.
Duration: Constant for the passives, Instant for the actives.
Cool-down: 15 posts
Active range: Infinity /5 metres for True Resurrection. (Only the caster of the spell must be within said range of the one being revived)
Name: Defiance
Rank: H+
Type: Weapon
Description: This is the second gift Aegis bestowed upon Sabertooth, the ability to stand one's ground against the overpowering forces of darkness. The Second Magecraft of the guild as he refers to it, it is the ability to fulfil a wish, as opposed to the First Magecraft which is the ability to form a wish.
There are two prerequisites to using the spell. First, the caster needs to have a strong belief in something greater they fight for, something that surpasses selfish goals and second, they need to have the clarity and valour to understand when their fight is hopeless, yet still fight it because it is "the right thing to do". If both are met, the caster can focus on those two aspects of themselves and imagine them as a physical object, a weapon.
While the shape, looks and size of the weapon depend on who the caster is, its magical stats are always the same. It boosts the caster's magical power by 100% for its duration and three times per post, the weapon can be swung to fire a beam of magical energy which is as wide as the swing performed to fire it and has the strength of an S-rank spell (Note that the element of the energy beams depends on the caster's main magic. When wielded by Aegis, the beams are of pure and primordial magic, thus they have no element. Also, if the weapon is a ranged one, the projectile it fires replace the beams, but have a rank equal to the weapon- H+). This weapon lasts for 6 posts. Also, upon cast, this spell cleanses the caster from all negative effects that are applied on him.
- Aegis' form of the weapon:
Strengths:
- Has a very high damage output
- Lasts for a fairly long time
- The S-ranked beams use the weapon's energy to be fired, thus do not consume the caster's mana
- The weapon itself increases the user's spell power greatly
- As a conjured weapon, its rank is the same as the spell's
- Enemies can not wield the weapon properly or fire the energy beams.
Weaknesses:
- The effectiveness of Defiance relies on the caster's ability to use the sword both as a weapon and as a catalyst.
- The number of energy beams one can fire is limited
- While the weapon can be swung around and is incredibly powerful, it is limited by its range and holds standard weapon weaknesses. Long weapons are near-useless in closer range, and short ones do not have the length to exceed close-range combat.
- The user -can- be disarmed, though the weapon will automatically dissolve and reform in their hands after one post.
Duration: 6 posts.
Cool-down: 15 posts.
Name: Prayer
Rank: H+
Type: Counter-offensive, Anti-Army
Description: This is the third gift Aegis bestowed upon Sabertooth, the power to dream. Despite being one of the Three Magecrafts of Sabertooth, the ability of Prayer as the Third is quite different than the First and Second. While Perseverance and Defiance are the belief in a wish and the unending struggle to fulfill it, Prayer is the dream of a world where that wish has been achieved. It is the longing for Heaven and the hope that such a concept can exist. In its essence, it is the materialised desire to make a change.
Prayer can only be used by one whose most earnest desire is to live in a "world without the presence of evil". Much like its name suggests, the Third Magecraft is performed through the invoking of a three-step chant, but unlike regular ones, it does not use special words of power. Instead, through Prayer, one speaks of their earnest desire as the ultimate command, thus they force the world itself to respond to their words. Each of the three parts of the Prayer is a separate command and carries with itself the three sides of the caster's belief.
The first part contains one's sorrow, for they see the world's darkness, destroying the lives of those it encounters. Through its invocation, the caster rejects its influence.
The second part contains one's anger, for before their eyes the innocent have been slain with no mercy, no remorse. Through its invocation, the caster denies its tenacity.
The third and final part contains one's resolve, for they dare believe in paradise.
Through its invocation, the caster denies the existence of Evil.
When the first part is spoken, a pulse if purifying energy will be released in a 180 metre radius which causes all enemy magic to dissipate along with its effects and interrupts any spell the enemy may have been in the process of casting. Depending on whether this part "deletes" an enemy spell of S-rank or above, the second and third parts may not have their full effect.
When the second part is spoken, the skies would darken as every enemy within the 180 metre radius AoE gets a large portion of their magical energy drained. If the first part has successfully dissipated an S-ranked or above spell, all enemies in the AoE lose 75% of their magical energy, if not they lose only 25%.
While the third part is being spoken, the earth in the area of effect of the spell begins to rumble violently and as the caster nears the end of the chant, it starts to crack and streaks of light would emerge from underneath through the cracks. As the final word of the Prayer is spoken, a massive ray of energy which resembles light with a 180 metre radius will erupt from under the ground, piercing the heavens and causing the darkened sky to brighten up due to the sun rising once more. (The centre of the beam is where the caster stands and it covers the same Area of Effect as the first two effects of the spell)
The ray of "light" at the end of the Prayer is so bright it blinds absolutely everyone who are in it or look at it regardless of any eye-protection they might have. It extends seemingly infinitely into the skies.
The damage of the ray of energy depends on whether the first part of the invocation has dispelled a spell of S-rank or higher. If it has, its base damage is H-ranked, if not, its S-ranked. Regardless of which case it is, the damage is increased by a factor of 1 S-rank's worth for every 150% magical energy the second part of the Prayer has drained.
- Aegis' chant:
Strengths:
- Very powerful if used properly
- Has a massive AoE
- The first part of the chant can dissolve magic of any rank and in any form, even debuffs on allies such as magical poisoning
- If triggered properly as a counter-offensive anti-army spell, it can cause cataclysmic damage
- Does not hit allies
Weaknesses:
- Highly conditional
- If it is not used in the right scenario, it has power equivalent to an S-ranked spell while the cool-down of a guild one
- While the first part dispels enemy magic, foes can still cast magic freely after it
- Nearly useless if used against a single target, or a very small group
- It provides no consistent defensive mechanic, thus it relies on proper timing to execute
Duration: 1 post/while it is invoked.
Cool-down: 15 posts
Last edited by TehDMCmaniac on 7th February 2014, 7:30 am; edited 3 times in total