Burst, Buff, Anti-Piercing, Teleport, ImmobilizationDamage:
Doubled base MP cost for 50% more damage. User must pay 10% of their total HP when casting this spell for 50% stronger buffDescription:
The arcane power contained within the Ley Line located underneath Silver Wolf's guild hall is hard to quantify, rumored to be of proportions that are unfathomable to the human mind. Still, as protectors of the Ley Line, certain members of Silver Wolf enjoy the aid of this nexus of magical power, almost as if the world itself assisted them. In times of need, the user can spend their own power to call upon that of the Ley Line under their protection, the will of the world providing them with overwhelming strength in return. When this spell is cast, the user's guild mark will glow in its own color, calling the power of the Ley Line to their aid. This enables them to absorb enormous quantities of magical power from the surrounding world, increasing their own magical capabilities exponentially. While keeping the large amounts of power under control is somewhat damaging to the user's body, the user's Spell Damage is increased by 315% for the duration of this spell. The magic power absorbed by the user can immediately be used in the user's own magic, coating their form in an aura that drives their own powers to the utmost limit and uses one or more elements or concepts from one or more of the user's magics (aesthetic only, element/s are up for the user to pick. Example: The user possesses wind magic, coating them in an aura of hurricane-force winds)
This aura serves a twofold purpose, firstly acting as a shield around the user's form which can take up to 420 HP in damage before breaking and cannot be pierced by spells or abilities that contain piercing effects. The durability of this shield is restored to full once per post for the spell's duration. Secondly, the user can, once per post for the duration of this spell, utilize the aura around them in an offensive manner, allowing them to instantly teleport to a given point within the range of the spell. Once they have teleported, they can strike an opponent within their melee range or alternatively strike the ground or another surface. Upon impacting with the strike, the aura around them releases a massive blast of the element/s or concept/s that it's made of, creating a gigantic explosion that extends up to the spell's range around their position at the spell's speed, dealing the spell's damage to all those hit with it. Further, all hit by this spell are briefly overwhelmed by the sheer mass of magical power that hit them, disorienting them and immobilizing them for a single post. Targets may only be immobilized once every other post at max and must be hit again once this cooldown has passed in order to be immobilized anew.
Ley Line OverloadRank:
Burst, DoT, MP Drain, HP DrainDamage:
315 HP per postRange:
Doubled base MP cost for 50% more damage. Sacrificing 2 base effects for 25% more range and speedDescription:
This spell functions in a manner similar to "Ley Line Arcania", though instead of absorbing the overwhelming power of the surrounding world into their body, the caster utilizes it in a different style. Stretching out a hand, the user briefly accumulates all power of the surrounding world into a sphere within their palm, the arcane orb glowing in a bright, ice-blue color and radiating overwhelming magical energy. Once this process is complete, the user crushes the sphere within their hand, releasing, in an instant, massive amounts of magical power. This magical power is imbued with the elements of ice, wind, and darkness all at the same time, creating a gigantic snowstorm at the user's position that spreads out into all directions around the user, up to the spell's range around them at the spell's speed. Temperatures drop well below zero and all living things within the area will be inflicted with severe frostbite and grievous wounds resulting from the freezing temperatures, dealing 315 HP of damage to them if hit. The frostbite and cold will continue to deal damage over the duration of several posts, even if the affected opponent leaves the area after being hit, dealing 315 HP of damage every post thereafter until the fifth post after the spell's activation has been reached. The cold and resulting pain will also disorient affected targets, draining them of 10% of their total HP and 10% of their total MP once per post for the remainder of the spell's duration.
Guardian Wolf's ClawsRank:
210 MPTake-Over Type:
+258% SpeedMelee Damage:
210 HP per hitRange:
Sacrificing range and speed for 50% more damage. Rank MP cost assigned to this Take-Over for 50% stronger Take-Over buffDescription:
Utilizing the power of the Guardian Wolves that protect the guild hall of Silver Wolf, the user embodies an aspect of these same Guardian Wolves. Argent-hued energy swirls around the user's hands and fingers briefly before coalescing into a physical shape, granting them beast-like claws that are razor-sharp and can be used for devastatingly powerful slashing attacks as well as animalistic swiftness while the Take-Over is active.
Name: Guardian Spirit Pack
MP Cost: 420 MP
Type: Multi Target, Buff, Piercing, Homing
Damage: 474 HP per hit
Range: 1,400 m
Speed: 1,200 m/s
Duration: 25 posts
Downside: Sacrificing 2 base effects for 50% more damage. Doubled base MP cost for 50% stronger buff
Description: With a wolf-like howl, the user can send out a pulse of argent-hued energy, the guild mark of Silver Wolf on their body glowing in a deeply ice-blue, ethereal color. The user and up to 24 additional targets within range viewed as an ally by the caster are granted a 315% buff to their speed. The energy used by the guardian wolves of Silver Wolf will begin to circulate through the user's system, the claws around their fingers shrouded in an ethereal projection of an actual guardian wolf's claws, allowing them to deal this spell's damage with every strike they perform. Strikes that connect with opponents deal overwhelmingly strong magical frost damage. Further, the user can freely summon ice-blue projections of guardian wolves to their side while this spell is active. These projections are nothing more than phantoms and cannot be interacted with, possessing no sentience, but they are inherently imbued with the strong drive to defend Silver Wolf and it's goals, sprinting towards the nearest enemy within the spell's range at the spell's speed and purse them in an attempt to bite into their flesh, dealing freezing ice damage. Enemies can be pursued up to the spell's range at max and only for a distance of up to the spell's range at the most. All damage dealt by this spell is classed as piercing damage, meaning it can easily penetrate shields, barriers, armors, and other defenses, though the spell's base damage is reduced by 50% in cases where this piercing is applied. A max of 25 wolves can be created in a given post.
Arms of the DefenderRank:
420 MPRequip Type:
NormalLinked Equipment: Armory, Page 16 p.°392Requip Damage:
622 HP per hitRequip Durability:
Rank MP cost assigned to this Requip for 50% more damage. Doubled base MP cost for 25% more range and speedDescription:
An ancient spell uncovered by Silver Wolf that is as much mysterious as it is powerful, allowing the user to manifest any weapon they can conceptualize with nothing but a thought, creating the desired weapon from scratch. This power seamlessly integrates into the user's magics and can be used to incorporate any theme/s, element/s, and concept/s the user has control over. Naturally, this power is heavily dependent upon the user's imagination, but one thing remains a constant: As long as it is in possession of Silver Wolf, it will be used to defend the guild and the secrets it protects.
Name: Defender's Will
MP Cost: 420 MP
Type: Single Target, Multi Target, Buff, Piercing, Homing, Negation
Damage: 630 HP (ST) | 474 HP per hit (MT)
Range: 2,400 m (ST) | 2,100 m (MT)
Speed: 2,400 m/s (ST) | 1,800 m/s (MT)
Duration: 25 posts
Downside: Doubled base MP cost for 50% more damage. User must sacrifice 30% of their total HP when activating this ability. In return, range, speed, and the buff are increased by 50% respectively.
Description: Utilizing the power of this ancient spell, the user can coat their weapon in any element or elements / concept or concepts they control in their magics, their form erupting with powerful ancient arcane power. This increases the user's spell damage by 315% while this spell is active. If the user materializes a melee weapon, the weapon in question can be used to either deliver a single massively powerful strike at the spell's ST speed, dealing ST Damage, or can be used to perform multiple strikes at the spell's MT speed, dealing MT damage with each hit. It can also be launched at targets within the spell's ST range in a single massive throw at the spell's ST speed, or the user can create and launch multiple weapons at a rapid pace at targets within the spell's MT range at the spell's MT speed, both variations dealing their respective damage. If a ranged weapon is created, it can fire either a single overwhelmingly powerful projectile or multiple less powerful projectiles, following the same limitations. Only either the Single Target version of this spell or the Multi Target version of this spell may be used in a single given post during the spell's duration. A max of 25 projectiles or weapons may be fired or launched if the MT version of this ability is used.
Regardless of which version is used, the user can control any weapon and projectile created through this spell with nothing but a mere thought, allowing them to wield the weapons even without touching them. If a weapon is used or destroyed, a new one can be created in its place, or the old one can be called back in an instant. Projectiles and weapons created by this spell automatically home in on opponents that are aimed at, but only home if within the spell's respective range around the user and only for a distance of up to the version's respective range at max. Attacks made through the use of this spell can pierce through defenses such as armors, shields, and barriers, though the attack in question sacrifices 50% of its base damage when used to pierce defenses. Lastly, as the defender of Silver Wolf, the user has the ability to negate a single spell or ability once per post using the sheer force of their willpower. The spell or ability being negated must be of H++ Rank or lower, the user must pay MP equal to the cost of the spell or ability being negated, and the spell or ability must be within spell rank burst range around the user in order to be negated successfully.
NormalLinked Equipment: Armory, Page 16 p.°399Requip Damage:
Sacrificing range and speed for 50% higher durabilityDescription:
An armor that presents one of the greatest technological marvels of Silver Wolf, created to enhance the endurance of a fighter beyond reasonable levels. Some quantity of Oblivium and Adamantite was used in its construction, and as such, it possesses considerable anti-magical qualities and an extreme durability, being a welcome addition to any fighter's arsenal and a testament to the inventiveness of Silver Wolf.Plot Ability:
The Armor features a jetpack for effortless flight at the user's speed. Further, the user has access to a complete combat HUD, which displays information such as their own HP and MP, movement speed, condition, etc., and with OOC permission when used against players, player-owned NPCs, or Event NPCs, it can even display information about spells and other abilities it has analyzed.
Name: Oblivium Steel
MP Cost: 420 MP
Type: Single Target, Anti-Piercing, Buff, Reflection, Redirection, Negation
Durability: 630 HP
Duration: 25 posts
Downside: Doubled base MP cost for 50% increased durability. Sacrificing range and speed for 50% stronger buff
Description: When supplied with magical power, the material of the armor springs to life, activating the technological systems implemented within the combat suit. The faint hum of vibration fills the air around the user, and around their form, an invisible shield of anti-magic is created, buffing the user's Spell Durability by 315%. This personal shield fits around the armor perfectly and can take up to 630 HP of damage before breaking. The durability of this shield is restored to full once per post as the armor's anti-magic generators reassemble it, and its exceptional design means it cannot be pierced by spells containing piercing effects. The primary strength of this shield, however, lies in its anti-magical qualities. Once per post, the user can reflect a spell or ability back at an attacker, provided the spell or ability makes contact with the armor or its shield, the spell or ability is of H++ Rank or lower, and the user pays twice the MP cost of the spell or ability being reflected. Further, the user can once per post redirect a spell or ability that makes contact with the armor or shield (though the spell or ability in question cannot be redirected at another individual), effectively neutralizing it. This can only be done if the spell or ability is of H++ Rank or lower and the user pays MP equal to the original cost of the spell or ability being redirected. Lastly, the user can once per post negate an incoming spell or ability that makes contact with this armor or shield entirely, provided the spell or ability is of H++ Rank or lower and the user pays the MP cost equivalent to the original cost of the spell or ability being negated.
Ley Line's CitadelRank:
Burst, Buff, Piercing, HP Drain, MP DrainDurability:
Doubled base MP cost for 50% higher durability. Range and speed lowered by 50% for 50% higher damageDescription:
A spell devised to protect the guild of Silver Wolf and the Ley Line it guards in cases of emergency. Raising their right arm to the sky, a massive magic circle, which engulfs the guild symbol of Silver Wolf within it, will extend up to the spell's range around the user at the spell's speed with a massive burst of magical power. The magic circle will persist around the user for the duration of the spell. As soon as it has expanded to its full range, it will instantly form a dome made from pure white arcane magic that encircles the target area around the user. The dome will move with the user. No one viewed as an enemy by the caster can enter or leave the dome, while allies are free to enter and leave freely as long as the dome has durability remaining. The dome possesses a durability of 1,260 HP, which is restored to full once per post of the spell's duration. As this spell was created to essentially form a sanctuary, an undefeatable fortress for Silver Wolf. Creatures and existences seen as an enemy by the caster cannot exist within this sanctuary, and they find themselves feeling this contradiction via a sharp increase in gravity around their form, crushing them and their bodies while all strength seems to be sapped from them. If an enemy is within the magic circle, this will automatically apply to them, the enemy receiving 630 HP of damage every post they remain within the magic circle and dome. Further, the strength sapped from them will drain all enemies affected by this of 10% of their total HP and 10% of their total MP once per post for the spell's duration. This crushing damage is so strong that it easily shatters mundane defenses, penetrating armor, shields, and barriers, though this reduces the spell's base damage by 50% in cases where such an effect occurs.
Cursed Tome of UndyingRank:
Burst, Buff (Spell Damage, Strength, Speed)
, HP Drain, MP DrainHealing:
Doubled base MP cost for 50% more healing. 50% reduced range and speed for 50% stronger buffDescription:
A tome found by Silver Wolf on one of its many expeditions. While from the outside it appears like a simple leather book, it contains the sigil needed to cast an immensely powerful spell, some rumoring that it is a dark art akin to necromancy, though this has yet to be proven. The spell is capable of restoring flesh and heal any wound, proving to be one of the strongest healing spells in existence, though it also carries a dark secret. When casting this spell, the tome appears beside the user, rapidly flipping through its own pages until it reaches the ones bearing the sigil of the spell, a golden magic circle glowing on the opened double page. With a flash of magical energy, the tome closes and disappears, a dark mist spreading out from the user's position up to spell range around the user at the spell's speed. While appearing ominous, the mist is anything but ... to allies, at least. All those seen as allies by the caster of the spell will not only receive a 315% buff to either Spell Damage, Strength, or Speed at their own choosing, they will also be healed for 630 HP. Their wounds will close and any damage their bodies suffered will be magically restored, no matter the source or extent of the damage or wounds they have incurred. All those seen as enemies by the caster, however, will be afflicted with a more sinister consequence when making contact with the mist, finding it poisonous to them. The mist will break down their physical body as well as their magical system, draining them of 10% of their total HP and 10% of their total MP once per post for the rest of the spell's duration.