Masteries

From Chronicles of Eternia
Revision as of 00:23, 10 April 2020 by 66.177.64.201 (talk)
Jump to navigation Jump to search

These are rare, high level abilities that characters obtain by influencing the world and the people within it in a way that justifies a power boost. This is not intermediate magic (poison, bone, magma, sand, etc), which can be taught in-game or learned with consistent play. This tier of power has higher quality expectations and is seen as a reward for exceptional actions. This might mean a well written in-game journal, or an approved application in the ability section of the forums.

Characters with a hidden spell are less likely to progress beyond that point unless they show exceptional proactive storytelling.

Guide: https://chronicles-of-esshar.com/forum/showthread.php?tid=6&pid=6#pid6

Archive: https://chronicles-of-esshar.com/forum/forumdisplay.php?fid=21

Contents

Intermediate

Lion Fire Barrage - Fire

The Signature ability of Radiant Atrosus Vandigan in the 1600s, the Lion Fire Barrage is a series of powerful blasts of fire, shaped like a fierce lion charging forward. With every strike, the target is knocked back and takes fire-based damage. The technique requires immense control over fire magic, and is said to be an alternate technique to the skill, Sear.

  • Cost: 15 RPP
  • Alternate ability of Sear. Cannot have both.

Water Dragon's Roar - Water

Rushing forward like a geyser, the Water Dragon's Roar is unrelenting and unforgiving like the tide itself. Requiring immense control over water magic, the skill takes the shape of a great dragon rushing forward, taking anything in it's wake and pushing it to the end of it's path, dealing water damage every step of the way.


Arc of Devastation - Lightning

A spell of absolute.. devastation. Lightning surges forth, arcing and sparking in a burning wave, destroying everything in it's wake. It is a spell of destruction, harnessing a storm's worth of thunder into one single blast.

  • 20 RPP

Energy Cannon - Energy

Where energy magic is melding anything with their mana to throw at the opponent, the Energy Cannon is the overflow, the excess of mana condensed into a beam sent at the target. It sacrifices the concussive blasts for pure offense, and requires mastery over basic energy magic to perform.

Deflecting Palm - Energy

Redirecting the flow of mana- the flow of energy, is a skill that not all energy magi are all capable of. For most, it is a test of patience- creating a barrier of energy around the user to collect the power of a strike and send it back to the caster. For some, it is merely precision, and others, a gamble.

Stardust Explosion - Cosmic

Like a shooting star, the stardust explosion is a swathe of cosmic magic that sears with starfire.

Witchcraft - Occult

An eternal contract with the netherworld. An ancient pact with demons. The entire tree costs 5RPP. However, certain spells (Hex and Dream Walk) must be mentored by more experienced witches and serve as progression milestones. You begin with 'Coven's Sabbath', ' Essence Steal', and 'Spectral Sight'.

Witchcraft requires Essence to cast. Witchcraft does not require the occult tree, but is still occultic in nature and cannot be learned by Holy magi.

Essence Steal - (Passive): With the conclusion of a dangerous battle, gain 1 Essence.

Coven’s Sabbath: A ritual that enacts a night of debauchery and increases all participating Witch Essence by 1.

Telepathy: Speak directly into someone's mind. Target them and use the spell to send a message.

Dreamwalk: Asks for a character's name. If the target accepts the scene, both them and the caster fall into a deep sleep, entering the Dreamworld for a time. Requires 1 Essence.

Hex: Anonymously spike a target with visceral, sinful emotions for a time. Grants them a small buff while they carry out the witch's desire (custom message). Requires 1 Essence.

Blessing - Holy

This is a form of White Magic that grants the target a temporary boon and inflicts a temporary nerf on the user.

Master

Affinity Empowerment - Armed

The user channels and stabilizes a stream of mana through their weapon, whether it's a flow of electricity or the flames of fire. Creative takes on this are welcome.

  • Combat Style
  • 10% AP
  • 5RPP; upgrade to a base style

Primordial Flame - Fire

The very essence of fire, pure and unrefined. Surrounding the caster, their flame- and overall magic, is immensely augmented and fire follows in the wake of their steps. It is a mark of true pyromancy, and considered to be a pinnacle of mastery for the school of magic.

  • Aura
  • 15% AP
  • 3x3 Fire Trail

Spring's Bloom - Nature

The antithesis to another, more cruel nature spell, Spring's Bloom is the personification of being one with nature, ultimately wielding its forces with such high level of mastery. In the face of danger, a practitioner of this art summons forth vines capable of taking on even the strongest foes. Furthermore, flowers bloom wherever they go, signifying their high immersion in nature and life.

  • Aura
  • Requires heavy investment in Nature.
  • Immortal vines. 5% DR.
  • On E, creates 5 Deadly Bloom flowers for 6 seconds.

Cruel Thesis - Nature

An ability for those truly attuned with nature and its more viscous aspects; the tearing of thorns, the piercing of brambles and the false allure of the blue rose. Blue, poisonous petals fall around the caster gently, a subtle and beautiful effect that can be thrown into a deadly storm at a moment's notice.

A magi must fully attune to the 'cruelty' of nature to unlock this ability.

  • Aura
  • Requires heavy investment in nature.
  • Increases AP. Makes summoned vines immortal. E spell similar to Blizzard.

Ruby Bloodstones - Crystal

The ruby itself is power. As one gives in to such a feeling, and harmonizes with the ruby, they tap into a new power- different from the Shardform skill, that allows them to sap at the opponent's lifeforce as their crystals connect. Ruby Bloodstones augments the power of the caster, and allows them to regain lost stamina in battle.

  • 15 RPP
  • AP, Lifesteal.

Sapphire Shards - Crystal

Where the ruby is power, the sapphire is warding, and protection. As a user harmonizes with this technique, their ability to protect themselves is augmented in the same vein as the Ruby Bloodstones... As their magic strikes, conserved power makes its way back to the caster, rejuvenating their reserves and allowing them to press on.

  • 15 RPP
  • AP, Lifesteal.

Tremor - Earth

The land roars and splits at your call with absolute mastery over the aspect of Earth Magic. As the earth trembles and splits apart, anyone caught in it's path is sent flying backward in the wake of this spell.

  • 15 RPP
  • An AoE version of the spell Rockslide, with knockbacks.

Storm - Lightning

Storm magic is the mastery of lightning, water and wind. By forming clouds around the user and saturating them with lightning, the user turns the air about them into a thick enough fog to touch, a constant conductor and amplifier for magic and bursts of their associated elements.

Storm's Wrath - Lighting

Harnessing the power of a thunderstorm, the caster can surround themselves in clouds and winds alike to harness the true power of their lightning magic. It requires immense magical power to sustain and harness a thunderstorm in itself, as the user is able to traverse the field like a bolt of lightning itself- and create powerful bursts of wind from the same storm they draw power from.

  • Aura
  • 20 Crit, 10% MD
  • 15 Agility
  • On Q Launches a Homing Tornado that does 5 MD
  • Click TP, Space TP

Crimson Vapor - Blood

A fell spell that requires powerful control over blood magic. By mixing and saturating their own blood into the air, the caster can create a vortex of their lifeblood, spinning and causing immense damage to anyone caught in it's path. It is unconventional- but powerful, in it's own right.

  • 15 RPP
  • A cannon of blood that does high impact damage and light damage following on hit, like Vacuum Vortex.

Omega Overdrive - Energy

Above 50% HP it gives: 30 Power, + Silence chance on all physical strikes, +AOE attacks when facing more than 1 opponent

Below 50% HP it gives: 30 Power, additional 20% total AP, +silence on all physical strikes, +AOE damage when facing more than 1 opponent

  • Cost: 15 RPP

Spiral Bomb - Energy

Rather than release energy projectiles like the magic is known for, the Spiral Bomb focuses the mana at a single point and keeps it connected during to the palm, continuing to control and empower the sphere until they release it in a close-ranged strike.

Ethereal Wings - Energy

Overflowing with energy in the same way that the strongest of Cosmic magi are able to become one with their star, the mastery of mana allows an energy magi to form wings of their own power and augment their abilities- and defend from attacks in the perfect mix of offense and defense, while granting flight.

  • 10% AP and DR for 20 seconds on cast.
  • Cost: 15 RPP

Starlight Overdrive - Cosmic

The practitioner of this ability develops a harmonious relationship with a star within Leonaus's blue branch, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.

  • Aura
  • 10% AP and 10% DR
  • Cost: 5 RPP

Rosegold Overdrive - Cosmic

The practitioner of this ability develops a harmonious relationship with a star within Leonaus's yellow branch, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.

  • Aura
  • +15% AP and 5% DR
  • Cost: 5 RPP

Crimson Overdrive - Cosmic

The practitioner of this ability develops a harmonious relationship with a star within Leonaus's red branch, synergizing their magical circuit with the flow of ethereal energies. Acceptance and acknowledgment from their star as a vessel for cosmic is required, to cleanse and act according to the will of the natural order of the cosmos.

  • Aura
  • +12% AP
  • Special: +10% AP for 12s. 40s cooldown

Barrier - Holy

Where death magic is considered to be the pinnacle of the occult, and the perfect offense, barrier magic is meant to be the perfect defense. By creating barriers of pure light magic and harnessing the desire, and power to protect, a holy magi is able to create barriers of light to come to their aid and triumph over evil...

Faeroum Arcana - Light

A blessing rarely given to anyone- It is the ultimate sign of friendship and trust between the user and a clan of Fairies. Wielding it can cause the user's hair to turn into a plethora of colours resembling a rainbow, representing the individual Fairies' colours that took part in giving the blessing. The only known variation of this power is closely tied to Holy magic, making some historians believe that an 'evil' version of it could exist.

  • Aura
  • +10% DR
  • Passive self heal
  • Special: Fires out a rainbow-coloured shockwave that hits everyone up to 3 tiles away

Lightspeed Rush - Light

A secret technique among light magi, this spell utilizes the power of light- and harnesses with the speed of it, allowing them to whip around their target and strike them as many times as they wish.

  • Caster fades white and teleports around the target, dealing a series of rapid blows (10 in 1 second).

Spatial Rush - Time

Similar to the Lightspeed rush, practitioners of this technique tap into a deeper understanding of Chronomancy to teleport around their target, striking them as many times as they can as time flows in their hand and theirs alone.

  • Caster fades white and teleports around the target, dealing a series of rapid blows (10 in 1 second).

Chronos - Time

The mastery of time magic, this technique allows the caster to bend time to their will, using it to augment their magic and speed to their will. Considered to be a step above the Transcendence technique, they are even capable of feats like stopping attacks from reaching them entirely for a short time.

  • Grants 10% AP & 10 Agility, on E grants 3 second immunity.
  • Aura
  • Cost: 10 RPP

Exalted

Crescent Moon - Armed / Bladestyle

Giant Form - Armed / Unarmed

Requiring an immeasurable amount of brute strength, this art subjects the user's body to a temporary transformation. Their muscles swell up from magical impulses as their entire form would grow to an incredibly large size. While enlarged, the user is much stronger and more durable than their normal form. Thick fat and muscles dull blows as enlarged and heavy fists deal extremely deadly blunt damage.

  • Toggle-buff
  • Requires 200 base melee
  • Increases size and power
  • Drains mana heavily

UltraSMASH - Armed / Unarmed

The caster jumps toward the target, slamming down and delivering an ultra-sized powersmash that generates enough kinetic energy to conjure tornadoes.

  • Requires Powersmash
  • Leap towards the target, hitting them hard enough to make tornadoes, slowing the opponent on impact
  • The user is inflicted with -10% DR for 10 seconds

The ability to move so fast that it doesn't appear like you're moving at all; sacrificing strength for speed, the practitioner must be a master of the blade and possess an indomitable will that can sustain the overwhelming flow of mana within a single arm for the brief (but deadly) strikes forward.

Flashsword - Armed

For 10 seconds, strike's range is increased to 3x3 and the character's total agility is added to the damage. Cooldown of 60s.

  • Requires 200 base agility.

Pandemonium Drive

Pandemonium Drive is drawing in the essences of the Black Wolf Spirit; Saekanis into your being. Through dedicated ritual-cannibalism of humanoid creatures and harnessing of the Chaos Wolf's destructive essence, one can access a portion of his mana to amplify their physical combat abilities. However this does not come without a price. As Saekanis is considered the Devouring God, using his ability devours your life-force while active as tribute.

  • Toggle
  • +Power, Agi and Crit
  • Self Health Drain
  • Increased movement Speed when 6 or more tiles away from your 'Prey'

Thunder King - Lightning

Harness Lightning to the true pinnacle of mastery, surrounding yourself in a light blue haze of pure static electricity. Power is augmented immensely and short-range teleportation is easily achieved once a lightning magi has his this point in their journey.

Godspeed - Lightning

Where the Thunder King is about power, Godspeed is what true speed is about. Moving faster than lightning rather than at lightning's speed, this technique harnesses power and agility as equals.

Blast Rush - Explosion

A barrage of explosions through the air, destroying everything in their wake. The mastery of explosion magic and considered to be the strongest technique of the school of magic, this blanket of explosive flames typically leaves nothing in the wake of destruction but ash.

Winter Crown - Ice

Every king needs a crown, and mastery over the aspects of winter surely deserves one. An ice magi of this tier is able to augment and harness their power to the point of absolute zero, allowing every spell to creep in with the aspects of winter's true killer; frostbite.

Water Prison - Water

While standard users of water magic are capable of manifesting and controlling water to astonishing degrees, the users of Water Prison are capable of taking such skill to the next level. This spell creates a torrential shell of water around the immediate area of the caster, effectively imprisoning them within its boundaries. Such mastery doesn't come easy however, as only the most dedicated of water magi manage to muster the magic necessary.

Creates an AoE of water like flood, but instead of healing it does more damage and applies a slow.

  • Requires heavy investment in water magic.

Tsunami - Water

A massive wave, like one of the sea, that crashes and washes away those who oppose you. Its strength oppressing and devastating.

Upgrade to Tidal Wave, requires heavy investment in Water Magic

  • 5 RPP

Wintermute - Ice

The frigid wastes has been home to practitioners of magic attuned to its icy winds. Those who can already muster of such icy influences can further master their abilities, leading to an almost perfected use of Ice magic. Wherever a practitioner of this magic goes, the temperature itself drops, causing snowflakes to fall regardless of the area's temperature.

Toggle-buff

  • Requires heavy investment in Ice
  • 30 power and gives 30 crit
  • When the user Mist Forms, a small blizzard is generated
  • Cost: 15 RPP

Great Spiral Bomb - Energy

A large ball of energy magic, spiraling in one's palm. It propels the user forth.

Celestial Ascension - Cosmic

An augmented art derived from the cosmos above, Celestial Ascension calls the user to channel their connection with their star in a strong, yet dangerous way. The caster would overcharge their mana circuits to the point of overflowing it with cosmic power, causing the excess to protrude behind the user, creating two glittering wings. Such an act is a detriment to the caster's health and well-being, however, their martial and magical capabilities are greatly enhanced by the overflow of magical energies.

  • Toggle-buff
  • Requires cosmic.
  • Increases MD and Agi/Crit
  • Special - %AP Increase

Comes with Aesthetic Fly. They're wings!

Galaxy Explosion - Cosmic

Where the Stardust Explosion is a shooting star, the Galaxy Explosion is a meteor shower, as thousands of blasts of astral mana surge forth to strike their target. Starfire flies forward, searing and destructive in it's wake. It is a mastery of the Stardust Explosion technique, and mastery of cosmic magic.

World of Nightmares - Illusion

It is the light fog of the night, or the fall straight into the dark. As the pinnacle, and mastery of illusion magic, this spell brings on a phantasmal assault of the caster's wish as they overwhelm the target in a blanket of illusions. Horrors are meant to come alive, and everything comes to light except the target in the wake of an illusionist's true power.

Dark Guardian - Occult

One of the aspects of advanced Occult magic, this summons forth a guardian to stand protectively over the user while also strengthening their magic.

  • Toggle
  • +8% AP and passive heal ticks.
  • Cost: 10 RPP

Devil's Eye - Occult

Death Magic - Occult

It is the darkest magic known to Esshar, and feared by many. Where Barrier Magic is meant to be the perfect defense, Death Magic is the perfect offense- meant to sap at the life force, and in tales long past, the souls, of those the caster wishes to inflict death upon. It is the true mastery of Occultism's destruction, and leaves nothing in it's wake. Forbidden in every city, and kingdom, the magic itself is an atrocity to practice- and yet, the perfect technique for those wishing to inflict nothing but pain and death on the world.

Shadow Cannon - Occult

A pure, condensed, charged blast of occult magic, wide and powerful enough to bring destruction on anything in its path. It turns the caster into the ultimate weapon and requires mastery of the occult- and one's own willpower to harness.

Executioner's Beam - Occult

A mastered version of the Shadow Cannon spell, this allows the user to give their beam a powerful push, causing the width size of the beam to grow by a large scale, dealing the same powerful blow.

  • Requires Shadow Cannon
  • Bigger Shadow Cannon

Holy Cannon - Holy

A pure, condensed, charged blast of holy magic, wide and powerful enough to bring judgement on anything in its path. It turns the caster into the ultimate weapon and requires mastery of the light- and one's own willpower to harness.

Titan of Light - Holy

One of the aspects of advanced Holy magic, this summons forth a guardian to stand protectively over the user while also strengthening their magic. (Toggle).

  • Gives 8% AP and an occasional heal.
  • Toggle
  • Cost: 10 RPP

Valor's Light - Holy/Light

Where barrier magic focuses on the protective and defensive nature of holy magic, Valor's Light focuses on the strength of a purely resolute will. Holy magic is said to manifest from one's desire to protect, yet how does one protect? Valor's light is the refinement of holy and or light mana in one's will to never give in and fight for what they believe in; courage and righteousness shine through.

  • +15% AP
  • +15 Vit
  • Holy AOE on Powersmash (Cosmetic, no damage.)
  • Cost: 15 RPP

Eye of The Blood Moon - Blood

  • Cast Buff
  • 20 Second Duration
  • 5-tile Space Tele

Vacuum Vortex - Air

Utilizing the magic of the winds in a unique way to form a vortex that shoots out towards the opponent. The act itself requires extreme control over the magic of the winds, spinning the vortex in either the palm of their hand or around their weapon throughout the battle, before unleashing it upon their opponent in a devastating manner.

Supreme Blazing Wave - Fire

Manifesting in the soul of the users of those who have attuned themselves to the flame, complete mastery and control over their craft displayed through one powerful explosive ability. Achieving this technique requires unique, empowering methods of magical technique. It is never as simple as raw fire.

  • Requires GFW

Mythical

White Magic - Holy/Cosmic

"The White Mage is kind. She is gentle. He is patient. We are not soldiers seeking to harm others, but guardians looking to save and undo what tragedies the heavens will permit us to alter." - Calael Elisheva Kang

A potent and absolute mastery of The Light, this magic is an advanced form of cosmic or holy magic. A life of servitude to not only one’s patron star or holy source but to other people as well is required to grasp the psychological requirement for this magic. The magic itself is entirely selfless; it is the act of asking a favor of powers that have the ability to undo fatal injuries or even death itself at the cost paid by the White Mage alone. It is freely giving up a part of yourself to save another, a far cry from the selfishness that is Azrael’s art.

The practitioner of White Magic must be an accomplished magi with access to a great source of power to fuel the ritual. It is, after all, a lesser act of divine magic. In Calael Elisheva's case, this involved constructing a 'Lighthouse' that he synergized with and bring him closer to his star, Io, going so far as to power the construct with a Spire Cluster.

  • The primary use of White Magic is the revival of the recently deceased. This action requires a body that has been dead for less than a year, and even then, every day between the death and the attempt at resurrection makes the process more difficult to pull off. This act, if successful, will leave the practicing White Mage permanently injured in some way, for it is they that pay the price for life. Even then, the person who is revived has seen the other side. Their ‘new’ life will not be the same as the last, and while they are not undead or plagued by what necromancy would curse someone with, they might still experience unique side-effects such as quirks, hallucinations, or other such things that might come over one who has died and come back.
  • White Magic can mend even fatal injuries without the required aid of medical tools or kits. White Magic manifests itself as a supreme method of healing the body, one that can regrow limbs or organs if need be.
  • White magic is of the highest order of The Light, requiring either holy magic or cosmic, preferable both. The primary source discovered for this magic is the pathing of souls towards the stars, and the celestial bodies granting their servants a bargain or reward of some kind for years and years of loyalty and work. It is a question, a request asked of beings greater than any mortal man. One must be in good standing with such entities if they will even consider granting something to a White Mage.
  • In some cases, White Magi have been reported to slow their aging and even extend their lives, though this might be a rumor.