Special Abilities of the Eight Realms
In the guild you are able to attain special abilties, after you have read through all the abilities carefully, you are ONLY allowed to pick two Special Abilities and one Magic Ability, you CANNOT change your choice once you have posted which abilities you want. Also, just because you have chosen which abilities you want DOES NOT mean you have them yet. Throughout your interaction and progression in the guild you will be given these abilties, each Special Ability is broken into three different sets, each Magic Ability is broken into six different sets. Each set is a different attack of that Ability, and you will be awarded one set at a time by the Captain (aka me) throughout your progress in the guild.
NOTE: These abilities are Elemental based, you are not limited to pick abilties that correspond with your Home Realm, or your own element, you are free to pick abilities that are the complete opposite of your own attribute.
Special Abilities
-Everlasting Winter
Set 1- Eternal Snow Fall: You create a constant snow fall that obscures the opponents vision. This can be done on your first turn (post) and will end after three turns unless you do the attack again then you have another three turns from when you last cast this abilty.
Set 2- Winter's Kiss: This takes two turns to do, you must announce the attack on your first turn, and then may do the actual attack on your second turn. This attack creates a concentraited sphere of energy that will freeze anything it touches, you can wield this sphere and hurl it at your opponent. Your strength, and the strength of your opponent determines how well you will be able to freeze them. Note, you may not be able to freeze their entire body, but body parts if you are trying to hit your opponent.
Set 3- Everlasting Winter: This takes three turns to do. On your first turn you announce, on the second you are still gathering energy, and on your third turn you launch the attack. This turns the field into a complete Ice Realm for the remainder of the battle or until you are knocked out, or it is cancelled out, the temperature drops continuously each turn and snow fall obscures the opponents vision. Also in the attack you are able to use the forming icicles as health replenishers, they can only replenish minimal energy. The icy field and constant dropping temporature makes it increasingly difficult for your opponent to attack, the longer they are exposed to the unbareable cold, the more energy and health they will lose. While Everlasting Winter is in play you remain uneffected by the dropping temperatures, but also, if you are fighting in a winter/water based arena to begin with when you cast this ability, your opponent will lose more health then normal.
-Earth's Resurrection
Set 1- Titan's Wrath: This Set can be performed on your first turn. The Titan's Wrath allows you to manipulate the earth to cover your fist, arms, legs, chest, back, or feet. In this manner you can also use it as a shield against some physical attacks and Special Abilities, again, depending on your strength and the strength of your opponent determines how well you are shielded from both kinds of attack. The main purpose of this Set however is that if you attack with any body part that is covered in earth, your punch/kick/hit ect will be incredibly stronger. Titan's Wrath will only stay surrounding whichever body part you assign it to for two turns. Also, the earth surrounding you will absorb most elemental attacks, either nuetralizing them or sending them back, this again depends on your strength and the strength of your opponent. Earth is a difficult element to defeat, as water will only turn it to mud, fire will do little damage, light and dark have little or no effect when it is low level, and therefore, the earth that surrounds your body will be hard to penetrait with normal based elemental attacks.
Set 2- Global Bust: This takes two turns to conjure, on your first you announce the attack, and on your second turn you cast the attack. The Global Bust creates a tower of earth to rise from the arena floor, whether or not the arena is earth based or not, this tower then comes crashing down on the opponent inflicting massive damage and causing tremors throughout the field. After the tower has fallen the rest of the arena is covered in earth, creating an earth-based arena. This will make Titan's Wrath more powerful and makes it trickier for your opponent to use effective light, shadow, or fire based attacks as the earth arena will absorb some if not most of the elemental power. However, as always, your strenght and the strength of your opponent determines how well the earth arena will absorb attacks. The earth will stay on the field until the battle is over, or is cancelled out, if you are knocked out the arena does not change, and the earth will remain.
Set 3- Earth's Resurrection: This takes three turns to do, however, if the arena is covered in earth, or in sand, you can summon this Set in two turns. As always, you announce on your first, gather energy on your second, and attack on your third turn, unless the arena is covered in earth or sand, then you may cast this attack on the second turn. Earth's Resurrection creates a powerful Earth Guardian to appear on the field, as long as there is earth or sand as the arena's basis, then the Guardian will gain more strength and will replenish health. Earth Guardians are tough to get rid off, the absorb all elemental attacks to an extent, your strength and the strength of your opponent is again key here in determining how well this Guardian absorbs attacks. And also, Magic abilities of any kind have no effect on this earthy titan. The Earth Guardian stays on the field until it is dispelled or the battle is over, if you are knocked out the Guardian will still remain on the field. This Guardian will attack and defend at your will and can also summon one earth elemental at a time to the field if there is both earth and sand covering the arena. The earth elemental is a lower level version of the Earth Guardian, and though it can absorb elemental based attacks, it can be defeated by Set 2 Special Abilities or Magic Abilities. Both the Guardian and the elemental are at your command.
-The Burning Sun
Set 1- Pyro's Revolution: This ability can be performed on your first turn. Pyro's Revolution allows you to weild a living flame around your body. The flame is at your full command and will last on the field for up to four turns. This living flame will grow in size depending on your own strength and determination. The flame can be used to cover your physical attacks making them more powerful, and also can be used as a projectile at the opponent. The living flame is connected to you mentally and will do as you desire.
Set 2- Eternal Sunrise: Taking two turns to use, you must first announce this attack on your first, and attack on the second turn. Eternal Sunrise is more powerful during clear sunny days, but that aside, the attack itself will conjure two fire elementals onto the field along with melting any ice that is on the field, however, this again depends on how powerful you are and your opponent. Those with higher Set knowledge casing ice will make it more difficult for Eternal Sunrise to melt the attack of the opponent. While your two fire elementals are in play they will gain health and strength while the sun is out, they will also absorb many of your opponents attacks as long as they are not water, ice or shadow based. The fire elementals will attack and defend at your will. They will only be dispelled by water, ice, or powerful shadow attacks.
Set 3- The Burning Sun: This attack takes three turns to cast. You announce it on your first, gather strength on your second and conjure it on your third turn. The Burning Sun will change the arena to a fire spring like domain. Dotted around the arena will be three mini volcanoes, from them you can conjure fire elementals, you may only conjure three at a time, however, after that, each time a fire elemental is dispelled another one will be summoned from one of the volcanoes to take it's place. You are uneffected by the heat change, but the temperature will be continuously rising, the hotter it gets, the more powerful the elementals are, especially if the attack is conjured during the clear day. Remember that their general strength will still depend on your own strength. The Burning Sun will stay in play as long as the battle is going on, or if you are knocked out, or it is cancelled out.
-Midnight's Wrath
Set 1- Shadowed Deception: This can be done on your first turn. You create shadow clones of yourself, your opponent, or any other living or non living thing if you wish. You may only create up to three clones at a time, however, these clones have no substance and once attacked, will dissapate into nothingness.
Set 2- The Reaper's Calling: This is a two part attack, you must announce the attack on your first turn, and attack on the second. You are able to do one of two things with this attack, you can give the opponent a vision of their own death that stuns them for up to two turns, depending on how powerful you are and how powerful your opponent is determines how long they will be stunned. The other ability you can attack with instead of the vision is calling darkened energy derived from the Spirit World, this energy can be wielded into a projectile that you can hurl at the opponent, draining their life force, or use it to cover a part of yourself and attack with the covered body part. Example, you could cover your arm and punch out your opponent, your punch will be more powerful due to the darkened energy surrounding that body part. You can only do this once per turn, this attack is not continual.
Set 3- Midnight's Wrath: This takes three turns to do, announced on your first, gathered on your second and on your third turn you may attack. This blankets the arena in night time, but that's not all, this attack is continual and will remain on the field until the battle is over or you are knocked out, or it is cancelled out. When you summon Shadow Deception in this, your clones are real, again you can only summon up to three clones, their power will be equal to yours and not necessarily equal to what you are cloning. For example, if you make a clone of a Deity, the Deity Clone will not be as powerful as an actual deity, but it's power will be equivolent to yours.
-The Tree of Life
Set 1- The Serpent's Emerald: This attack can be done on your first turn, the Serpent's Emerald creates a third emerald gem eye in the middle of your forehead. The attack lasts four turns. With the third eye you are able to temporarily hyponotize your opponent at will, however, how well you can hypnotize them depends on the strength of your opponent and yourself. The Serpent's Emerald also gives you certain attributes of a snake, you gain a serpent's sharp eyes, and speed.
Set 2- The Forest Barrior: This attack takes two turns to do. On your first you announce the attack and on the second turn you perform it. The Forest Barrior allows you to call the to field up to three nature elementals, these spirit creatures take the form of anything that lives in the forest. They will attack and defend at your will. Their strength depends on yours, and they will remain in play until the are defeated. Note, they are weak against fire based elementals and attacks.
Set 3- The Tree of Life: A three turn attack, announced on the first, gathered on the second and finally, conjured on your third turn. This summons a massive ancient tree to the middle of the arena. The Tree of Life's leaves are constantly falling to the ground. Each leaf replenishes health and strength. They will only replenish your strength and the strength of your allies. Also, when on the field, you may summon up to five nature elementals, it still will take two turns however. Your nature elementals can also replenish their lost health from the Tree's leaves, and while the Tree of Life is in play, all nature elementals strength and HP are doubled. The Tree of Life will stay in play for as long as the battle is going, or until you are knocked out, or, if it is overpowered by fire.
-The Sands of Time
Set 1- Sand to Glass: This can be done on your first turn. The Sand to Glass attack will allow you to summon a mound of sand to the field, and though this does not sound impressive, the Sand to Glass will allow you to turn the mound into living glass that you can manipulate and wield. Meaning, you can make the glass form an incredibly sharp edge. The living glass will take on any form you please and depending on your strength and determination, the glass will be come stronger until it can cut diamonds. This living glass, if already in a sand based arena, will summon more of itself and become greater in mass and strength, also depending on your strength, the living glass can refract light attacks and if you are stronge enough, repel light attacks. You can only do this if you are able to turn your living glass into a living mirror, how this is accomplished is if you combine fire based attacks with your living glass, the living glass will absorb any fire attacks and turn to a living mirror that will reflect any light based attack, Special, and Magic, your strength and your opponents strength are still key here. The living mirror will also gain strength from the sun on a clear day. This living glass lasts on the field for four turns.
Set 2- Desert Oasis: With this Set you must announce it on your first turn, and then cast it on your second turn. The Desert Oasis creates a mini Oasis in the center of the field, sanding in the oasis will replenish health and strength. Also, while the Desert Oasis is in play and you are already on a sand based arena, you can conjure up to three sand elementals that will attack and defend at your will, if they absorb fire they will turn to mirror elementals and repel light based attacks, this again depends on your strength and the strength of your opponent to determine how well they will repel these attacks. The Desert Oasis will also aid your elementals, and also, the elementals, and the Oasis will stay on the field until they are over powered.
Set 3- The Sands of Time: On your first turn, if you are already in an earth based arena, you may cover the arena with sand as well. However, if you're not in an earth based arena at the time, then you will have to wait till your third turn to cover the field. On your first turn (if there is no earth) you announce your attack, on the second you gather strength and on the third you cast Sands of Time. You will cover the field in sand if you weren't already able to do so on your first turn, the Sands of Time will create a giant hour glass stays out in the open somewhere in the arena, while the hour glass is in play all of your opponents movments are slowed dramastically. Also, if you have the Oasis in play, it will be able to summon sand elementals. The Hour Glass can only be destroyed by another sand based techniques, or earth Magic. With control of the hour glass you are able to do a couple things, you can reverse the flow of the hour glass, which means that all of your opponents movements become inverted, they try to move forward, and they will move backwards, left becomes right, right becomes left, and if they try to summon a Set 3 Special Abilty they have to roll one six-sided dice. They go through the same process, they announce their Set 3 attack on their first turn, however, on their second turn they must select "Roll Dice" under "Post Action" then they must select "6 sides" and put "1" for number of dice, once they roll the dice and get any number heigher then 4 (4 itself is not included) they may cast their Set 3 attack on their third turn, if they get 4 or lower, their attack fails. Note, you must announce "Time Inversion" in order for you to invert the hour glass, this will stay in play until you turn the hour glass back by announcing "Time Redemption" this will turn right back to right, left to left, ect. for your opponent.
-Divinity's Light
Set 1- Retribution: This can be done on your first turn. You can create a light shield that repels Special Abilities and sends them back at the opponent, however, your strength and the strength of your opponent determine which Special Abilties you can shield. If you only know Set 1 of this abilty, then you can only block Set 1 of other Special Abilities. If you know up to Set 2 of this ability, then you can block up to Set 2 of Special Abilities, and so on and so forth, however, if your opponent knows up to Set 3 (Or their knowledge of Set's is higher then yours on any level) of one of both of their Special Abilties, then your chances of blocking and repelling their attacks becomes less. Remember, you cannot block Magic Abilities with this shield, only Special Abilities.
Set 2- Harmony Rising: This attack takes two turns to conjure. You announce the attack on your first, and attack on the second turn. Harmony Rising creates a barrior of light around you in which all your physical attacks are surrounded by the energy of light, increasing their power, this also cancels out any shadow based attacks, however, as always, your strength, and the strength of the opponent determines how well you can cancel their attack. If their knowlegde of Set's is higher then yours then your chances to cancel their attacks becomes less. Harmony Rising lasts for up to three turns and during this time, on your last turn of Harmony Rising, you may summon four light elementals. These creatures will attack and defend at your will and can only be defeated by powerful shadow based attacks.
Set 3- Divinity's Light: After three turns you may cast this attack. You announce on your first, gather energy on your second, and attack on your third turn. Divinity's Light creates a shield that will repel both Special, and Magic Abilties, however, if your opponents knowlegde of Set's is higher then yours, then you may not be able to block all of their attacks, especially if they have knowlegde of up to Set 3 in both their Special Abilities and are using a shadow based attack. Also if their knowlegde of Set's is greater then yours with their Magic Abilties and they are using shadow based magic against you, then your shield may be penetraited. Divinity's Light remains on the field for up to four turns. On the fourth turn you may summon a Light Guardian to your side who will attack and defend at your will, the Light Guardian has the strength of five light elementals and will only be dispelled by powerful shadow based Magic Abilties. The Light Guardian can block and repel Magic and Special Abilities (Unless it is Shadow Magic), they are able to block up to Set 2 of Special Abilities Unconditionally, but their ability to block Magic is only guarenteed for Set 1, after that, it depends on your own strength as to how well the Light Guardian will block and repel Magic attacks.
-The Endless Ocean
Set 1- Heaven Crying: This can be done on your first turn, you create endless rain that pours from the sky, depending on the ferocity of your emotions determines how hard the rain will pour. The rain will obscure your opponents vision and if any nature elementals out they will gain strength from your rain. Heaven Crying will also influence your opponent with your own emotions, if you are sad, they will cry, if you are angry they will feel your hatred, ect ect. Heaven Crying will stay in play as long as you want it to.
Set 2- The Midnight Moon: This allows you to create a feign full moon over the top of the arena on your second turn. As always, you announce the attack on your first turn, and cast it on your second turn. The Midnight Moon allows you to summon and manipulate any water in the surrounding area. You may attack and defend with the water you manipulate, you can make the water take the form of anything you wish and if Heaven Crying is still in play you may summon three water elementals to the field. With the Midnight Moon and Heaven Crying both out, your elementals cannot be destroyed. If after your elementals have been summoned your stop Heaven Crying, and one of your elementals is destroyed, as long as there is water on the field and the Midnight Moon, another elemental will be automatically summoned to take the fallen elemental's place. The Midnight Moon can only be dispelled by Light Magic Abilities. Shadow abilities of any kind will be absorbed by the Midnight Moon and make it stronger.
Set 3- The Endless Ocean: This is a three turn attack. On your first you annouce the attack, on your second you gather strength and on your third turn you cast the attack. The Endless Ocean will transform the arena to a water world. You and your allies are able to breathe underwater, you and your allies will also gain gills, and webbed hands and feet. Your opponent will not be given these abilties. If you have Heaven Crying, and the Midnight Moon still in play the you may summon Diaderapochi. A type of water deity that will come to the field, the water deity is 30ft tall and will attack and defend at your will, Diaderapochi can summon water elementas at his own will. Note, if Heaven Crying is stopped after Diaderapochi is out then nothing will change, however, you only have control of Diaderapochi as long as the Midnight Moon is in play, if it is destroyed, then Diaderapochi will turn rouge and will attack both you and your opponent. Diaderapochi can only be dispelled if the Water based arena is countered. Note, while you have control over Diaderapochi, the stronger your emotions, the stronger he is, and also, if you know up to Set 3 in both your Special Abilities you can able Diaderapochi to heal you and your allies.
* * *
NOTE: Some Attacks change the actual arena, example, turning the field to ice, or darkness ect, if you summon an arena changing attack, and then your opponent summons an arena changing attack, BOTH will stay in play unless they are the complete opposite of eachother, example, your opponent changes the field to ice, and you change it to fire, they will CANCEL eachother out and the field will be as it was to begin with.
Magic Abilities
Magic Abilities are different from Special Abilities in that some require incantations and also, Magic Abilities can only be countered by other Magic Abilties, unless a Special Ability specificly says it may or will counter Magic Abilities. Also note that some Magic Abilities will physically transform you or another depending on what the Magic Ability is. Magic Abilties are harder to level up Set wise as they are stronger then Special Abilties, and also because each Magic Ability is broken into 6 different Set's instead of 3.
There are only 6 different kinds of Magic Abilities:
Fire, Water, Earth, Wind, Light, Shadow. These are also Elemental based attacks but a Shadow Magic Ability is stronger then a Shadow Special Ability, and a Fire Magic Ability is stronger then a Fire Special Ability and so on and so forth.
Remember, please read through the Magic Abilities Carefully, you may only pick one of the Magic Abilities below.
-The Phoenix Redemption
Set 1- Phoenix Fire: This can be done on your first turn, and done multiple times during that turn. Pheonix Fire allows you to create magic fire that can be used as a projectile at the opponent, however, you control the heat of the flame, the stronger your emotions and determination, the hotter the flame. Pheonix Fire also has an effect, not only will it do damage to whoever it's being thrown at, but also whoever, or whatever it touches will be cursed, not a lasting curse, but the curse will cause delerium and turn everything your opponent sees through their eyes to a barron wasteland filled with monsters and chaos. This effect will last for up to two turns, depening on your own strength and the strength of your opponent. The curse effect can only be blocked by specific Magic Abilities that specify that they can block curse effects. If your opponent is already cursed, throwing more Pheonix Fire will only damage them, and not curse them more, they can only be re-cursed once the previous curse effect wears off.
Set 2- Redemption: This can also be done on your first turn, but only once per turn. Redemption allows you to wield a different kind of flame. This magic fire is blue, and is used to regain lost health. Whatever it touches will be drained of a small amount of health which will be resorted to your own health in the process. However, if you know up to Set 4 or higher of this Magic Ability, then you are able to steal more health, up to 1/6 of the opponent's health, if you know up to Set 6 of this Ability, then you are able to steal up to 1/4 of the opponents health.
Set 3- Rebirth: This can also be done on your first turn, but can only be done once per turn. You wield a green magic flame that will restore life to anyone or anything that has been KO'ed. However, whatever you restore will only be at 70% of their full health, so keep that in mind. You can also use this ability on yourself in which cause you must announce "Pheonix Ring!" this will create a ring of green fire around you and will last for three turns. What this means is that if you are knocked out within those three turns, you will automatically have your health restored to 70% and it will not count as a knock out.
Set 4- Apollo's Vengence: This takes two turns to wield. You must announce on your first turn, and attack on your second. Apollo's Vengence allows you to create four magic fire elementals in the form of wild stallions, they represent the horses that pulled Apollo's charriot. These beasties are 10 ft tall and are tough to get rid of. Only Set 4 or higher Water Magic can oust these firey stallions. They will attack and defend at your will and also, because they are Magic Fire Elementals, any Special Ability shields that do not specify blocking magic attacks will be easily penetraited. The Stallions will also gain health from any Special Ability Fire based attacks and are uneffected by Fire Magic. If it is a clear day they will also regain health from the sunlight.
Set 5- From the Flames: This takes two turns to conjure. You announce it on your first and attack on your second. This attack allows you to summon a massive fire phoenix. It's entire body is cast from Magic Fire, and on clear days, yep, you guessed it, the Fire Phoenix will regain health. If Apollo's Vengence is still in play both the Fire Phoenix and the Stallions will be doubled in their health and strength. The Fire Phoenix is 30 ft long and can wield the Fire of Redemption, different from the Redemption attack, this Fire will gain energy from anything it touches and turn it into an attack back at the opponent. If one of your stallions is destroyed while the Fire Phoenix is in play, they will be automatically resummoned. Everytime that a stallion has to be resummoned, the phoenix will gain more strength. The Fire Pheonix can only be destroyed by Set 5 or higher Water Magic. If you are KO'ed while the Fire Phoenix is in play your phoenix will sacrifice itself and you will be restored to 100% health and it will not be concidered a knock out.
Set 6- Fire Flow: A three turn attack. You must announce on your first, gather strength on your second, and on your third, you may conjure this attack. Fire Flow turns you into a fire elemental, your entire body will be engulfed in flames, and you will gain be concidered fire magic based, therefore normal Special Ability water attacks will have no effect on you, also, you can create fire to propel yourself forward alot faster then you can normally. The only way to be defeated in this form is by Set 6 Water Magic, or enhanced Water Magic attacks, however, depending on your strength, and the strength of the opponent will determine whether or not you will be dispelled from this form. Any Fire elementals, Apollo's stalions, and the Fire Pheonix itself will be greatly increased in the own strength, also if you summon "From the Fire" in the Fire Flow form, your pheonix is allowed to ressurect itself up to two times. Any Fire based attack will be greatly increased also, and if you are in the Fire Flow form, you may summon "The Burning Sun" (Special Ability) in two turns instead of three.
-The End of Atlantis
Set 1- Ocean's Tide:
Set 2-
Set 3-
Set 4-
Set 5-
Set 6- Neptune's Curse:
-The Titan of Colossus
Set 1-
Set 2-
Set 3- Titan's Revolt:
Set 4-
Set 5-
Set 6- Land Shifter:
-Heaven's Calling
Set 1- Winds of Change: This can be done on your first turn. With every move you make you may conjure winds to attack the opponent. A sweep of the hand will send a blade of wind in the desired direction and so on and so forth. With Winds of Change you are able to form a type or mini hurracane swirling arounf your fist, arm, legs, feet (Note: You won't be able to fly like this unless you know up to Set. 4 of this ability) ect. With the small hurricane, any kick, punch, hit you make will be increased strength wise by a minimun of 60%, this percentage will increase depending on your own strength and Set Knowledge. Also, you will be able to create Wind Shield that will deflect most Special abilities (Up to Set 2, Set 3 if you know up to Set 3 of this attack and you will be able to deflect Magic Abilities up to Set 2-3 if you know up to Set 5 of this attack.). Be careful when deflecting Fire Elemental attacks as they may be deflected, however, you may very well be fanning the flames, so don't do this attack unless your Set Knowledge is higher then that of the Fire Set being conjured or you will only increase the opponents attack.
Set 2- Sound Staff: This can be done on your first turn, you are able to conjure a Sound Staff whose length and width will be appropriate to the wielder and the wielder's strength, the bigger the Sound Staff, often will mean the more powerful the Sound Staff is. In wielding this device, you are able to create different pitches, and music which will do a number of things. From this staff, (all the effects of the staff will last for three turns) you are able to paralyize the opponent, make the opponent confused, make the opponent horribly sick, or cause the opponent delerium which will neutalize there ability to summon Set 2 or lower of any Ability, however if you know up to Set 5 of this Magic Ability, then you are able to neutralize their summoning abilities up to Set 4. You may only do one of the effects of the sound staff at a time, however, if you do not know up to Set 5 of this attack here is how it works, you must roll one 6-sided dice. To do this you must select "Roll Dice" under "Post Action" then they must select "6 sides" and put "1" for number of dice. On your attack you annouce which effect your going to do, however, depending on the post action, will determine what effect you can actually do, remember you only need to go through this process if you do not know up to Set 5 of this ability. Now, if you roll a 1 you will Paralyize the opponent, if you roll a 2 you will confuse the opponent, if you roll a 3 you will make the opponent horribly sick, if you roll a 4 you will cause the opponent delerium, and if you get a 5 any effect that you annouced will happen, it's like a Joker Card. However, if you roll a 6 then your entire effect will be neutralized and nothing will happen.
Set 3- Rivalry: This can be done on your first turn. You are able to conjure (how many times you like during your turn) a sphere of swirling winds at any size you wish, depending on your strength, and hurtle it at the opponent, however, that's not all. Rivalry can intercept your opponents attacks and absorb them into the sphere and attack back with their attack and your attack in one. If you know only up to this Set, you may absorb any of their Special Abilities, and up to Set 1 of their Magic Abilties, and if any of their attacks are fire based, your attack is even stronger. If you know up to Set 4 of this attack then you can intercept up to Set 3 of your opponents Magic Abilities, and if you know up to Set 5 then you can intercept their Set 5 Magic ability. With Rivalry you do not necessarily need to hurl the wind sphere at the opponent, you may have the Wind Spheres orbiting around you as a type of shield. If you hit your own Wind Sphere's with your own attacks, they will absorb them as well, providing you follow the restrictions on your own Set Knowledge, i.e. if you only know up to Set 4 of this ability, and you attack your Wind Sphere with Set 4 of this attack, your Wind Sphere will be dispelled, canceling eachother out. The longer the Wind Spheres are on the field, the faster the wind creating them will flow and the stronger the Wind Sphere.
Set 4- Pegasus Guard: This Set takes two turns to conjure. You announce on your first, and attack on your second turn. The Pegasus Guard allows you to summon a magnificent pure white Pegasus to appear from the sky. The Pegasus will attack and defend at your will and is also able to attack with the "Wings of Eternity" allowing the Pegasus to attack the opponent with hurracanes and summon Wind Elementals. Your Pegasus will summon these elementals (which can also absorb attacks up to Set 4, unless you up to Set 6 of this Ability, then your Elementals can absorb up to Set 5) on your command, however, you can only have the Pegasus summon two elementals per turn. You are able to ride on the back of the Pegasus also, which will also increase any Wind based attack you conjure from the back of the Pegasus. The Wind Elementals can only be disguarded by more powerful Wind based attacks, along with the Pegasus. Your Pegasus can also put up a powerful guard against Special and Magic Attacks, up to however high your own Set Knowledge is. Your Pegasus can only be dispelled by another Pegasus summed by someone with great Set Knowledge then you, or Set 6 Wind Magic Ability.
Set 5- Lightening Revolution: This attack takes two turns to cast. You announce on your first and attack on your second. The Lightening Revolution is thanks to the Wind Deity Rin, who had an affinity for casting lightening. With Lightening Revolution, you can send bolts of lightening down at the ground, however, it is tricky, and hard to hit directly and you may only do this three times during your turn. With Pegasus Guard in play it is easier to hit more accuarately with the bolts of lightening, however, unless you know up to Set 6 of this ability, your lightening bolts will not get a "Direct Hit." Sending bolts of lightening isn't the only thing you can do, you can electrically charge a small sphere of energy, "Spark Spheres", contained within whirling winds and hurl it at your opponent, these you can conjure as many times as you like during your turn. The Spark Spheres will of course gain power ups if you are attack a Water Elemental or your opponent has conjured anything that makes the arena a Water Based Arena. With Lightening Revolution, and the Sound Staff in play you can use your staff to help wield the lightening and instead of just sending sound waves, you can send electric bolts out as well, this also means that if you hit your opponent with your staff they will have a shocking surprize. Remember if your Set Knowledge is high enough you can charge your Wind Sphere's with lightening making a very large Spark Sphere. If you know up to Set 6 of this ability then you will be able to isolate lightening around your arms, legs, feet, fists, ect, and physically attack the opponent with lightening charged kicks, punchs, hits ect as many times as you like during your turn.
Set 6- Rin's Gift: This takes three turns to conjure. You announce on your first, gather strength on your sencond turn, and cast it on your thrid turn. Rin's Gift will give you massive white and silver feathered wings, and you will resemble a type of winged Centaur. With Rin's gift in play your indepenents, i.e. your Pegasus and Wind Elementals will be given a power ups. You yourself will be able to conjure lightening in the form of arrows and will be able to summon the "Bow of Revelation" allowing you to shot lighentening arrows at your opponent. If you still have Sound Staff in play it will be turned into the "Symphony Staff" allowing you to also send Wind Elemental attacks from the staff and charge them with lightening. With Symphony Staff you will not need to roll a dice to get the desired affect you want (same ability as the Sound Staff). If your Pegasus is still in play and you are knocked out, you can sacrifice your Pegasus' life for your own, however your Symphony Staff will also be dispelled if it is in play. You will be given back 90% of your health. High level Wind Magic can only be countered by other Wind Magic Attacks, however, Wind is somewhat weak against Earth Magic, and lower level Wind Magic Abilities.
-The Goddess of Harmony
Set 1- Light Guard: This takes one turn to conjure. You are able to create light based weapons of any shape and size (depending on your Set Knowledge, avoid outragous weaponry.) These Light weapons will repel Shadow Special Abilities (Set 1 - Set 2) And are also a good defense against some fire based Special and Magic Abilities (as long as the Set Knowledge is lower or equivolent to yours). The Light weapons will gain power from the sun and any other Light Based elementals on the field. The Light Weapons can shield against lightenening attacks, obsorbing them into light weapon, unless your opponent has a higher Set Knowledge. Your light weapons will remain on the field unless the are dispelled by Shadow Magic, or Set 3 Shadow Special Ability.
Set 2- Harmony's Shield: This can be done on your first turn. You are able to create light armor to cover your body. This light armor is like a mirror, it will gain from light elementals, and sunlight. The armor will reflect back any fire, or wind attacks, and Set 1 and 2 of Shadow Magic Abilities. You can charger your armor with light from any source and create a barrior of light energy to protect you, or to use as a projectile at your opponent. If you have any Light Weapons in play while in the Light Armor, both the weapons and the armor will gain strength from eachother. Harmony's Shield allows you to summon two light elementals to the field per turn. Remember, your armor is like a giant mirror, use this to your advantage. While Harmony's Shield is in play, and you have at least two light elementals out on the field you can summon Light Staff in replace of any current Light Weapon you have out. Light Staff allows you to shoot light energy at your opponent and because it will also have a mirror base, you can use the staff to help deflect attacks. Keep in mind your strength and the strength of your opponent when deflecting attacks as if their Set Knowledge is greater then yours, you may not be able to deflect to attack well, or at all.
Set 3- Wrath of Divinity: This attack can be done on your first turn. Wrath of Divinity will change your body to appear as glass, meaning it will be transparant. Your armor will remain as a mirror unless you don't wish it to, and will turn transparant as well. While like this it makes it incredibly hard for your opponent to spot you and also you will be completey immune to any opposing Light Abilities, and partially immune to Wind based Abilities. This is not the only thing Wrath of Divinity does, while you may transform yourself, you are also able to use a technique called "Refraction" meaning any attack you do in this form will be broken up into four seperate attacks, but will hit all at once. However, you must call out "Refraction" when you wish for your attack to be increased four fold, or it will be as a regular attack. With Refraction your attacks will have a longer range also, increased by 20%.
Set 4- Daydream: This takes two turns to conjure. You announce on your first, and attack on your second. Daydream will allow you to summon a Phantom Light Creature that will possess your opponent. The light creature will put them into a destructive daydream, starting off with the persons happiest thoughts and then turning to tragedy. While they are in this delerium they will not realize that you are attacking them, or feel the loss of energy. Daydream is a rather crewl ability, however, if your opponent's Set Knowledge is higher then yours, then the chances of your light creature being able to possess them becomes slim, depending on how much greater their knowledge is to yours. Daydream will also allow you to attack with spheres of light that upon hitting your opponent will eat the energy from their dreams, weakening them and returning it to the summoner as health. The Light Creature can only be dispelled by Shadow Magic, and will remain in play until the tragic end of the day dream that will result in heavy energy loss for the opponent being possess.
Set 5-
Set 6- Wings of Purity:
-The Shadow of Death
Set 1- Night Terror: An attack that may be done on your first turn. You are allowed to conjure a type of demon to the field. The demon is considered Shadow Magic based, and therefore is resisitent to Set 2 and lower Light Magic Abilities. The Demon will wonder around the field, lurking in shadows and dark places, the Demon's main goal is to get a hold of the opponent. If the opponent comes in contact with the Demon, then the shadow magic based creature will possess your opponent, changing everything they see to reflect their worst nightmares. The Demon will also gain strength if the attack is preformed at night, or in a dark confined space. Once it possesses your opponent, the Demon will inable your opponent to perform any Light Special Abilities, and up to Set 4 of Light Magic Abilities. The Demon will possess the opponent until it is dispelled by powerful Light Magic.
Set 2- Desolate Darkness: This attack may also be preformed on your first turn. Desolate Darkness will create a blanket of night to cover a select area of the arena, the maxium span of this dark blanket is 100 feet in diameter, however, this isn't all Desolate Darkness does. The attack allows you to create pure shadow magic energy spheres that can be wielded in any way you choose, because this is Shadow Magic, the blanket, and the sphere's are resistant to Light Special Abilities. The spheres will steal health and sanity from anything they touch, and will return it to the wielder, as long as they are conjured under the night blanket, which really creates a bubble that turns the esabilished area to a night time setting and will also be considered shadow based, so any Magic or Special Abilities that gain from a shadow based arena will be given that power up as well, as long as it's conjured under the night blanket. If the sphere's are conjured outside of the blanket then they will still do damage, however, they will not steal health or sanity and return it to the wielder.
Set 3- The Clock Tower: This attack can also be preformed on your first turn. The attack will allow you to create a feign Clock Tower in the middle of the arena. With the Clock Tower in play you are able to do one of many things. If you have already casted Desolate Darkness, the Clock Tower will enable you to double the diameter of the night blanket. However, that's not all, Clock Tower cannot be attacked or destroyed while in play and on your second turn of casting this attack, the Clock Tower will strike Twelve Midnight summoning the Dio Demon from the underworld. The Dio Demon will combine it's power's with your's allowing you to wield a dark sword created from Shadow Magic. The sword has the ability to steal health and return it to the wielder. With the dark sword in hand the Clock Tower will disappear and the sword will stay in play until it is destroyed by Set 4 or higher Light Magic. If you doubled the diameter of the night blanket, this will stay in play after the Clock Tower disappears. If you wield the dark sword while under the night blanket or while in any shadow based arena your sword will be able to project sphere's of dark energy that will take up to 1/8 of your opponent's health. If you know up to Set 5 or higher then you are able to steal up to 1/5 of your opponent's health. Note, remember that the Dio Demon combined with you, which means that anything that isn't Light Magic attacks will have little or no effect on you, and you are able to summon Set 3 of Shadow Special abilties in two turns, and Set 2 Shadow Special Abilities in one turn.
Set 4- Reaper's Reach: This attack takes two turns to cast. You announce on your first, and attack on your second turn. The Reaper's Reach allows you to summon the flames of hell to engulf your right or left arm. The arm will be muatated and resemble the Guitar of Demona Arm, with this your attacks made with the demonic arm are increased ten fold. Anything you touch will have it's life force slowly drained away and will return it to the wielder. With the demonic arm you are able to summon demonic replicas of yourself (once per turn) that will attack and defend at your will. They have the ability to suck out the soul energy of the opponent if they are able to get a hold of them (however they can only take a slight amount of your opponent's soul energy at a time). The demonic arm also allows you to conjure the 'Dark Fire's of Hell' a black flame that will do quite a massive amount of damage if it hits directly, however, conjuring the black flame requires a sacrifice of 1/8 of your own health, but if the black flame is successful in hitting it's target you are given back your scarficed health along with cursing your opponent. The curse will disable their ability to summon Set 5 or higher Light Magic for three turns. If you still have the dark sword in play from the Clock Tower attack then the sword will be transformed into the Axe of Dispair. the Axe of Dispair is twelve feet long and has a massive sharp blade capable of leaving a trail of fire behind it if it is wielded fast enough.
Set 5- Solar Eclipse: This takes two turns to conjure. You announce on your first, and attack on your second. Solar Eclipse will totally black out the sun if there is one and will change the arena to a Shadow Based Arena. With Solar Eclipse in play you are granted the ability to summon Undead Dragon Mages. The Dragon Mages can only be summoned two at a time, and will attack and defend at your will. They are able to fly and you can use them to carry you and attack from their backs. Since they are Shadow Based, anything that gains a power up from being conjured under a Shadow Based Arena will be given that power up as long as you conjure the attack from the back of the Dragon Mage. These Shadow beasties breath the "Dark Fire's of Hell" however, be warned, any damage your dragons take, you take 1/4 of that damage. The Dragon Mages can only be harmed by Light Magic of Set 5. or higher. Solar Eclipse can only be dispelled if your opponent casts an attack that changes the arena to a Light Based one. If you have any Shadow Clones, Night Blanket, or Demonic Clones, your Dragon Mages will absorb them to regain health if any is lost, however, you will only gain back 1/2 of whatever your dragon's gain back.
Set 6- Midnight Flight: This takes three turns to conjure. You announce on your first turn, gather strength on your second, and attack on your third turn. Midnight Flight will turn you into a Humanoid Dragon Mage. You will stand up right, have massive 47 foot wing spand. You will be able to fly in this form, and also, your wings will be a mixture of black feathered and dragonic style wings. In this form the only thing that can harm you is Set 6 Light Magic Ability. Any independents ((i.e. Shadow clones, Demonic Clones, Dragon Mages)) Will be powered up and gain a higher resistance to Light Abilities. While in the form any Shadow Based Attack you preform will be increaced by 80% in general, however, if your Set Knowledge is complete in all Special Abilties, you can increase your Shadow Attacks by 120%. You yourself will be able to conjure Set 3 Shadow Special Abilties in one turn, and if you have two Dragon Mages in play, and at least one demonic clone and two Shadow clones, you are able to be ressurected if you are knocked out in battle, however, your dragon mages will be sacrificed and you will only be at 80% of your health, to gain all health back you can choose to sacrifice all independents, which means if you have more clones out then you need inorder to be ressurected, they will be sacrificed as well. There is one other significant ability that you can do with this ability, any dark energy you summon, like the energy spheres in Desolate Darkness will be transformed into Purple Lightening as long as you are in this form, you may wield it at will.
* * *
-SADE!!!
-SADE!!!
