| | Magical Mumbo Jumbo [Mage's Techs] | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Magical Mumbo Jumbo [Mage's Techs] 5th May 2017, 8:59 pm | |
| - Wind Release:
Name: Ars Ventio: Gust Classification: Soul Tech Rank: D-Rank Class: Offensive Range: Short-Mid
Description: The most basic of the Wind Arts, this technique is invoked by the user shouting the name of the technique and swinging their arm. The soul orb responds and unleashes a long wave of slicing winds at the opponents invisible to the naked eye in a forty five degree cone. Although these winds only move at D-Rank speeds they can be incredibly dangerous as their damage and the bleeding they inflict, unless the opponent possesses D-Rank endurance, is determined by the user's rank, making even this simple technique potentially quite painful.
Rank - Damage - Bleeding(Each PT) D - D - 1 D C - 2 D - 2 D B - 3 D - 3 D A - 4 D - 4 D S - 5 D - 5 D
Name: Ars Ventio: Aero Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Short-Mid(orb), AoE(Detonation)
Description: A stronger form of gust, Aero when formed coalesces into a sphere in the user's hand before it turns invisible to the naked eye. They then launch it forwards at C-Rank speeds to try and collide it with an enemy or an object. Once done the thing struck takes a C-Rank of Wind Release chakra damage before the orb explodes into a radius, causing anyone in the area, including the target struck, to take an additional amount of damage depending on the user's rank and causing them to fall over unless they possess strength of C-Rank or higher.
Rank - Explosion Damage D - D C - 3 D B - C A - B S - A
Name: Ars Ventio: Aerora Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Short-Long (Targeting), AoE(Explosion)
Description: The user locks their eyes onto a spot on the ground within range and calls out the name of this technique. Once done a sphere of chakra appears there before detonating in a maelstrom of slicing winds. This explosion occurs at B-Rank speeds and deals B-Rank chakra release damage to anyone caught in it. Due to the low spread of the explosive waves, anyone struck that doesn't possess B-Rank or higher endurance tiers will find their legs shredded up by the winds, causing them to lose blood equal to one rank below the speed tier they are using to move or equal to strength tier due to it being more strenuous. The area of this effect is determined by the user's rank.
Rank - AoE(Feet radius) D - 20 C - 40 B - 60 A - 80 S - 100
Name: Ars Ventio: Aeroga Classification: Soul Tech Rank: A-Rank Class: Offensive/Defensive Range: Short-Long
Description: The user invokes this technique and throws their hand out in front of them, when done this launches a long line, ten feet wide, ahead of them as a heavy wave aimed at knocking people and objects away. This wave moves at A-Rank speeds and anyone struck is dealt A-Rank wind release chakra damage before being thrown back, along with projectiles, to the end of the line unless they possess strength tiers depending on the user's rank. If they strike and object on the way they also take an A-Rank of physical damage.
Rank - Strength Tiers to Negate D - A C - A+ B - A++ A - S- S - S
Name: Ars Ventio: Aeroja Classification: Soul Tech Rank: S-Rank Class: Offensive Range: AoE
Description: The user activates this technique and throws their hands either up or down. When done a massive burst of wind chakra slams into the ground and detonates around them, filling the area around them with a storm of wind. The speed this erupts at is dependent on the user's rank and it deals S-Rank chakra damage to anyone struck, slicing them open, causing them to bleed for a B-Rank each Pt unless they possess S-Rank endurance. In addition to this anyone struck is stumbled unless they possess S-Rank reaction, causing them to to fall if they try and move above standard tiers for 8 PT, a balancing technique of A-Rank halves this and one of S-Rank negates it entirely.
Rank - Speed of Eruption D - S- C - S B - S+ A - S++ S - SS- 'Z' - SS 'X' - SS+
Name: Ars Ventio: Spiral Classification: Soul Tech Rank: D-Rank Class: Defensive Range: AoE(15 foot radius)
Description: A simple technique but a useful one where the user draws in their chakra and releases it around them causing a burst of winds that blocks people moving towards them as well as projectiles. If anyone or any object doesn't possess/was thrown with D-Rank strength then it is knocked away to the end of the AoE but doesn't take any damage unless they hit an object whereupon they take D-Rank physical damage. This technique is further enhanced as the user becomes more skilled as their the strength required to break through is increased.
Rank - Strength Required D - D- C - D B - D+ A - D++ S - C-
Name: Ars Ventio: Vortex Classification: Soul Tech Rank: C-Rank Class: Defensive Range: AoE(30 foot radius)
Description: A simple technique but a useful one where the user draws in their chakra and releases it around them causing a burst of winds that blocks people moving towards them as well as projectiles. If anyone or any object doesn't possess/was thrown with C-Rank strength then it is knocked away to the end of the AoE but doesn't take any damage unless they hit an object whereupon they take C-Rank physical damage. This technique is further enhanced as the user becomes more skilled as their the strength required to break through is increased.
Rank - Strength Required D - C- C - C B - C+ A - C++ S - B-
Name: Ars Ventio: Vortera Classification: Soul Tech Rank: B-Rank Class: Defensive Range: AoE(45 foot radius)
Description: A simple technique but a useful one where the user draws in their chakra and releases it around them causing a burst of winds that blocks people moving towards them as well as projectiles. If anyone or any object doesn't possess/was thrown with B-Rank strength then it is knocked away to the end of the AoE but doesn't take any damage unless they hit an object whereupon they take B-Rank physical damage. This technique is further enhanced as the user becomes more skilled as their the strength required to break through is increased.
Rank - Strength Required D - B- C - B B - B+ A - B++ S - A-
Name: Ars Ventio: Front Classification: Soul Tech Rank: D-Rank Class: Defensive/Supplementary Range: Short(Five feet)
Description: Through manipulating their chakra, the user points forwards and raises a wall of winds in front of them that is invisible to the naked eye. This wall doesn't block physical attacks but is instead geared towards knocking away chakra based techniques. The strength of this wall is dependent on the user's rank with techniques weak to wind counting the user as one rank higher while techniques strong against wind count the user as one rank lower for this technique. In addition, when anyone walks through the wall they gain a one tier level speed boost for 2 PT.
Rank - Defensive Properties D - D-Rank C - D-Rank with Piercing B - D-Rank with Bypassing A - C-Rank S - C-Rank with Piercing
Name: Ars Ventio: Wall Classification: Soul Tech Rank: C-Rank Class: Defensive/Supplementary Range: Short(10 feet)
Description: Through manipulating their chakra, the user points forwards and raises a wall of winds in front of them that is invisible to the naked eye. This wall doesn't block physical attacks but is instead geared towards knocking away chakra based techniques. The strength of this wall is dependent on the user's rank with techniques weak to wind counting the user as one rank higher while techniques strong against wind count the user as one rank lower for this technique. In addition, when anyone walks through the wall they gain a two tier level speed boost for 2 PT.
Rank - Defensive Properties D - C-Rank C - C-Rank with Piercing B - C-Rank with Bypassing A - B-Rank S - B-Rank with Piercing
Name: Ars Ventio: Wallra Classification: Soul Tech Rank: B-Rank Class: Defensive/Supplementary Range: Short(15 feet)
Description: Through manipulating their chakra, the user points forwards and raises a wall of winds in front of them that is invisible to the naked eye. This wall doesn't block physical attacks but is instead geared towards knocking away chakra based techniques. The strength of this wall is dependent on the user's rank with techniques weak to wind counting the user as one rank higher while techniques strong against wind count the user as one rank lower for this technique. In addition, when anyone walks through the wall they gain a three tier level speed boost for 2 PT.
Rank - Defensive Properties D - B-Rank C - B-Rank with Piercing B - B-Rank with Bypassing A - A-Rank S - A-Rank with Piercing
- Ambient:
Name: Ars Imperium: Break Classification: Soul Tech Rank: D-Rank Class: Offensive Range: Mid
Description: The user coalesces a sphere of ambient chakra in their hand or at the end of their weapon before launching it towards an opponent at speeds dependent on their rank. If it strikes a foe it deals only a D-Rank of chakra damage but it destabilises their chakra system for a small amount of time unless they are Soulless, causing them to be unable to mold their chakra for usage for a number of PT depending on their endurance tiers.
Rank/Endurance - Speed - PT Affected D/None - D - 4 C/D - C - 3 B/C - B - 2 A/B - A - 1 S/A - S - Immune
Name: Ars Imperium: Ruin Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Mid (Bolt), AoE(Detonation)
Description: Much like Break, the user coalesces their chakra into a sphere of ambient energy before launching it at an opponent at a speed dependent on their skill. This orb deals C-Rank chakra damage and then explodes, dealing an additional count of C-Rank damage to everyone in the AoE other than the target originally struck by the bolt. This also destabilises their chakra unless they are soulless, causing them to be unable to mold chakra for a number of PT depending on their endurance tiers.
Rank/Endurance - Speed - PT Affected
D/None - D+ - 5 C/D - C+ - 4 B/C - B+ - 3 A/B - A+ - 2 S/A - S+ - 1
Name: Ars Imperium: Mana Barrier I Classification: Soul Tech Rank: D-Rank Class: Defensive Range: Self
Description: Coalescing their chakra, the user surrounds themselves in it, generating a barrier of chakra around them that is invisible to the naked eye. This barrier only protects against physical attacks but draws off of excess chakra used in the surroundings to slowly strengthen itself. The longer the mana barrier is active the more powerful it becomes with a cap depending on the user's rank. Piercing equal to the user's rank will also break through the barrier regardless of its damage threshold. This level of barrier gathers 1 D-Rank each round adding to its full total. Damage on this stacks however and slowly wears down the defenses forcing it to be regenerated. This passive stacking only comes into effect if the user has used chakra based techniques prior to this.
Rank - Maximum Strength D - C C - B B - A A - S S - SS
Name: Ars Imperium: Mana Barrier II Classification: Soul Tech Rank: C-Rank Class: Defensive Range: Self
Description: Coalescing their chakra, the user surrounds themselves in it, generating a barrier of chakra around them that is invisible to the naked eye. This barrier only protects against physical attacks but draws off of excess chakra used in the surroundings to slowly strengthen itself. The longer the mana barrier is active the more powerful it becomes with a cap depending on the user's rank. Piercing equal to the user's rank will also break through the barrier regardless of its damage threshold. This level of barrier gathers 3 D-Rank each round adding to its full total starting at C-Rank. Damage on this stacks however and slowly wears down the defenses forcing it to be regenerated. This passive stacking only comes into effect if the user has used chakra based techniques prior to this.
Rank - Maximum Strength D - C C - B B - A A - S S - SS
Name: Ars Imperium: Mana Barrier III Classification: Soul Tech Rank: B-Rank Class: Defensive Range: Self
Description: Coalescing their chakra, the user surrounds themselves in it, generating a barrier of chakra around them that is invisible to the naked eye. This barrier only protects against physical attacks but draws off of excess chakra used in the surroundings to slowly strengthen itself. The longer the mana barrier is active the more powerful it becomes with a cap depending on the user's rank. Piercing equal to the user's rank will also break through the barrier regardless of its damage threshold. This level of barrier gathers 1 C-Rank each round adding to its full total and starts at B-Rank. Damage on this stacks however and slowly wears down the defenses forcing it to be regenerated. This passive stacking only comes into effect if the user has used chakra based techniques prior to this.
Rank - Maximum Strength D - C C - B B - A A - S S - SS
Name: Ars Imperium: Hold Classification: Soul Tech Rank: D-Rank Class: Offensive/Supplementary Range: Contact
Description: The user touches the ground and leaves a marker hidden to all but chakra sensory of C-Rank or higher. This marker is actually a condensed chakra trap that is activated when an opponent steps within ten feet of it. When they do wires of chakra flash out at speeds dependent on the user's rank to try and wrap the target up, requiring a reaction tier one rank below the speed to notice, causing them to become immobile unless they possess high enough strength to break the bindings alongside a chakra flow technique due to the chakra based nature of the hold. The strength of these bindings is D-Rank- but can be reinforced with chakra to a different max dependent on the user's rank. This is classified as a trap technique and does not need to be placed in spoilers unless the opponent has the necessary perception to find it or it is activated.
Rank - Speed - Max Strength D - D - C- C - C - B- B - B - A- A - A - S- S - S - SS-
Name: Ars Imperium: Bind Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Contact
Description: The user touches the ground and leaves a marker hidden to all but chakra sensory of B-Rank or higher. This marker is actually a condensed chakra trap that is activated when an opponent steps within ten feet of it. When they do wires of chakra flash out at speeds dependent on the user's rank to try and wrap the target up, requiring a reaction tier one rank below the speed to notice, causing them to become immobile unless they possess high enough strength to break the bindings alongside a chakra flow technique due to the chakra based nature of the hold. The strength of these bindings is C-Rank but can be reinforced with chakra to a different max dependent on the user's rank. This is classified as a trap technique and does not need to be placed in spoilers unless the opponent has the necessary perception to find it or it is activated.
Rank - Speed - Max Strength D - D+ - C C - C+ - B B - B+ - A A - A+ - S S - S+ - SS
Name: Ars Imperium: Bindra Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Contact
Description: The user touches the ground and leaves a marker hidden to all but chakra sensory of A-Rank or higher. This marker is actually a condensed chakra trap that is activated when an opponent steps within ten feet of it. When they do wires of chakra flash out at speeds dependent on the user's rank to try and wrap the target up, requiring a reaction tier one rank below the speed to notice, causing them to become immobile unless they possess high enough strength to break the bindings alongside a chakra flow technique due to the chakra based nature of the hold. The strength of these bindings is B-Rank+ but can be reinforced with chakra to a different max dependent on the user's rank. This is classified as a trap technique and does not need to be placed in spoilers unless the opponent has the necessary perception to find it or it is activated.
Rank - Speed - Max Strength D - D++ - C+ C - C++ - B+ B - B++ - A+ A - A++ - S+ S - S++ - SS+
- Passives:
Name: Ars Anima (Signature) Classification: Soul Tech Rank: D-Rank Class: Passive Range: Self
Description: Mage's unique belief in herself and the 'magic' that she wields causes some odd changes in how it is molded and focused. She believes that to truly utilise a spell she needs to shout the name of it to focus the power and launch it with maximum strength. Due to this when she does shout the name of her technique the effects are increased by a number of tier levels, other than damage, dependent on Mage's rank. However when she is unable to call the name of her technique they cost more chakra to use due to the failed focusing, the amount of additional chakra is dependent on her rank as well. This also has a unique cosmetic effect of causing her eyes to change colour depending on the element she is currently using.
Rank - Tier Level Increase - Chakra Cost Increase D - 0 - 5-Ranks C - 1 - 4-Ranks B - 2 - 3-Ranks A - 3 - 2-Ranks S - 4 - 1-Rank
Name: Magical Study Classification: Soul Tech Rank: D-Rank Class: Passive Range: Self
Description: Due to her extreme focus in her magical studies, Mage has found herself uniquely able to learn them to a much better degree than normal. Due to this all of her chakra based techniques only require half word counts in order to train but due to this she has sorely neglected her physical training and is quite weak due to this, causing all physical techniques to take double the word count in order to learn, it also means she really hates physical exercise.
Last edited by Blade on 15th August 2017, 6:17 pm; edited 1 time in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 5th May 2017, 9:51 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 5th May 2017, 9:59 pm | |
| - Fleeing:
Name: Initiate's Fleeing Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A Mage is not one to run directly into combat, especially not physical combat, in fact that's the last thing they want to do. Due to this they need to learn how to run away from enemies, especially fast ones that want to cut them to pieces. However they love standing back and launching fireworks at another mage over a large distance, letting their firepower do the talking. Due to this when an opponent is over thirty feet away, the user's speed is dropped by two tier levels, when an opponent is over twenty feet away but not yet thirty their speed is reduced by one tier level, when between ten and twenty feet away, speed is not modified, when between five and ten, the user's speed is increased by one tier level and when a foe is within five feet their speed is increased by two tier ranks. This technique counts as D-Rank speed otherwise.
Name: Neophyte's Fleeing Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: A Mage is not one to run directly into combat, especially not physical combat, in fact that's the last thing they want to do. Due to this they need to learn how to run away from enemies, especially fast ones that want to cut them to pieces. However they love standing back and launching fireworks at another mage over a large distance, letting their firepower do the talking. Due to this when an opponent is over thirty feet away, the user's speed is dropped by two tier levels, when an opponent is over twenty feet away but not yet thirty their speed is reduced by one tier level, when between ten and twenty feet away, speed is not modified, when between five and ten, the user's speed is increased by one tier level and when a foe is within five feet their speed is increased by two tier levels. This technique counts as C-Rank speed otherwise.
Name: Journeyman's Fleeing Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: A Mage is not one to run directly into combat, especially not physical combat, in fact that's the last thing they want to do. Due to this they need to learn how to run away from enemies, especially fast ones that want to cut them to pieces. However they love standing back and launching fireworks at another mage over a large distance, letting their firepower do the talking. Due to this when an opponent is over thirty feet away, the user's speed is dropped by two tier levels, when an opponent is over twenty feet away but not yet thirty their speed is reduced by one tier level, when between ten and twenty feet away, speed is not modified, when between five and ten, the user's speed is increased by one tier level and when a foe is within five feet their speed is increased by two tier levels. This technique counts as B-Rank speed otherwise.
Name: Adept's Fleeing Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: A Mage is not one to run directly into combat, especially not physical combat, in fact that's the last thing they want to do. Due to this they need to learn how to run away from enemies, especially fast ones that want to cut them to pieces. However they love standing back and launching fireworks at another mage over a large distance, letting their firepower do the talking. Due to this when an opponent is over thirty feet away, the user's speed is dropped by two tier levels, when an opponent is over twenty feet away but not yet thirty their speed is reduced by one tier level, when between ten and twenty feet away, speed is not modified, when between five and ten, the user's speed is increased by one tier level and when a foe is within five feet their speed is increased by two tier levels. This technique counts as A-Rank speed otherwise.
Name: Master's Fleeing Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: A Mage is not one to run directly into combat, especially not physical combat, in fact that's the last thing they want to do. Due to this they need to learn how to run away from enemies, especially fast ones that want to cut them to pieces. However they love standing back and launching fireworks at another mage over a large distance, letting their firepower do the talking. Due to this when an opponent is over thirty feet away, the user's speed is dropped by two tier levels, when an opponent is over twenty feet away but not yet thirty their speed is reduced by one tier level, when between ten and twenty feet away, speed is not modified, when between five and ten, the user's speed is increased by one tier level and when a foe is within five feet their speed is increased by two tier levels. This technique counts as S-Rank speed otherwise.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 5th May 2017, 10:00 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 6th May 2017, 11:04 am | |
| - Fire Release:
Name: Ars Pyro: Ember Classification: Soul Tech Rank: D-Rank Class: Offensive Range: AoE(5 ft radius)
Description: Charging their chakra into their soul orb, the user manifests it as a sphere of flame that is launched forwards at D-Rank speeds. Upon impacting a surface it detonates, causing an explosion of flames at D-Rank speeds. This burst of flames deals 2 D-Ranks of fire release chakra damage and heats up any materials caught in the explosion. Anyone caught in the fire that doesn't have heat resistant armour or weapons will take additional damage, 2 D-Ranks for the former and 1 D-Rank for the latter, and will drop their weapons unless they possess D-Rank endurance or D-Rank barrier to force themselves to keep hold. Due to the power of this technique it requires a charge up time before it can be activated that is dependent on the user's rank.
Rank - Charge Time(PT) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Ars Pyro: Fire Classification: Soul Tech Rank: C-Rank Class: Offensive Range: AoE(15 foot radius)
Description: The upgraded form of Ember, Fire is a much more powerful technique and subsequently has a much longer charge time but for a greater effect. When fully charged, an orb of flames will launch from the user's soul orb at C-Rank speeds before detonating in a fifteen foot radius burst of fire at C-Rank speeds. Anyone caught in the flames will take B-Rank fire release chakra damage and their equipment will be superheated, potentially causing them to take more damage. If their armour or weapons do not possess heat resistance, they will take another B-Rank of damage for the former or C-Rank of damage for the latter and will drop their weapon unless they possess C-Rank endurance or C-Rank barrier tiers to overcome the pain and keep their grip.
Rank - Charge Time(PT) D - 10 C - 8 B - 6 A - 4 S - 2
- Water Release:
Name: Ars Hydro: Droplet Classification: Soul Tech Rank: D-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: Collecting chakra within their soul orb, the user focuses it and launches it forward in a wave at D-Rank speeds. Anyone struck takes D-Rank water release chakra damage and are smashed with the concussive force of the water. This causes one of two things to happen dependent on the victim's tiers. If they possess D-Rank strength to root themselves in place, they take D-Rank internal physical damage and are weakened for a short amount of time dependent on their endurance tiers, causing their physical tiers to be lowered by a tier level until it wears off. If they are thrown aside they take no additional damage but become dizzy, causing them to fall if they attempt to move at max tiers or higher but this can be negated by D-Rank barrier tiers and lasts for a set number of PT depending on the victim's endurance tiers. Lastly this technique does have a cooldown, lowered dependent on the user's rank and generates 2 D-Ranks of water materia when used.
Tiers - Status Duration(PT) None - 6 D - 4 D+ - 3 D++ - 2 C- - 1 C - Immune
Rank - Cooldown(PT) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Ars Hydro: Water Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: Collecting chakra within their soul orb, the user focuses it and launches it forward in a wave at C-Rank speeds. Anyone struck takes C-Rank water release chakra damage and are smashed with the concussive force of the water. This causes one of two things to happen dependent on the victim's tiers. If they possess C-Rank strength to root themselves in place, they take C-Rank internal physical damage and are weakened for a short amount of time dependent on their endurance tiers, causing their physical tiers to be lowered by a tier level until it wears off. If they are thrown aside they take no additional damage but become dizzy, causing them to fall if they attempt to move at max tiers or higher but this can be negated by C-Rank barrier tiers and lasts for a set number of PT depending on the victim's endurance tiers. Lastly this technique does have a cooldown, lowered dependent on the user's rank and generates a B-Rank of water materia when used.
Tiers - Status Duration(PT) None - 8 D - 6 C - 4 C+ - 3 C++ - 2 B- - 1 B - Immune
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
Name: Ars Hydro: Watera Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: Collecting chakra within their soul orb, the user focuses it and launches it forward in a wave at B-Rank speeds. Anyone struck takes B-Rank water release chakra damage and are smashed with the concussive force of the water. This causes one of two things to happen dependent on the victim's tiers. If they possess B-Rank strength to root themselves in place, they take B-Rank internal physical damage and are weakened for a short amount of time dependent on their endurance tiers, causing their physical tiers to be lowered by a tier level until it wears off. If they are thrown aside they take no additional damage but become dizzy, causing them to fall if they attempt to move at max tiers or higher but this can be negated by B-Rank barrier tiers and lasts for a set number of PT depending on the victim's endurance tiers. Lastly this technique does have a cooldown, lowered dependent on the user's rank and generates an A-Rank of water materia when used.
Tiers - Status Duration(PT) None - 10 D - 8 C - 6 B - 4 B+ - 3 B++ - 2 A- -1 A - Immune
Rank - Cooldown(PT) D - 15 C - 12 B - 9 A - 6 S - 3
- Wind Release:
Name: Ars Ventio: Gust Classification: Soul Tech Rank: D-Rank Class: Offensive Range: Mid
Description: Gathering chakra within their soul orb, the user infuses it with their wind nature and then expels it in a burst of wind that can be directed at max mid ranges away from them. This wind can be in any direction the user wishes, and moves at D-Rank speeds, and if an opponent is struck they will be knocked five feet in that direction unless they possess D-Rank strength to root themselves in place, if they do they take an additional D-Rank of internal damage. If they fail to resist they are moved at D-Rank speeds, if slammed into the ground from standing they take D-Rank physical damage and if launched upwards they take damage dependent on how far they fell before hitting the ground. Lastly this wind can be used to redirect projectiles moving with D-Rank speeds or slower and deals D-Rank crushing damage to projectiles thrown with strength. For an additional price of 2 D-Ranks of chakra, this can also slow C-Rank speed based projectiles by one tier level and for 3 D-Ranks of chakra it can slow C-Rank speed based projectiles by two tier levels or C-Rank strength based projectiles by one tier level.
Height - Fall Damage(Physical) 5 - D 10 - 3 D 20 - C 40 - B 80 - A 160 - S
Name: Ars Ventio: Aero Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Mid
Description: Gathering chakra within their soul orb, the user infuses it with their wind nature and then expels it in a burst of wind that can be directed at max mid ranges away from them. This wind can be in any direction the user wishes, and moves at C-Rank speeds, and if an opponent is struck they will be knocked ten feet in that direction unless they possess C-Rank strength to root themselves in place, if they do they take an additional C-Rank of internal damage. If they fail to resist they are moved at C-Rank speeds, if slammed into the ground from standing they take C-Rank physical damage and if launched upwards they take damage dependent on how far they fell before hitting the ground. Lastly this wind can be used to redirect projectiles moving with C-Rank speeds or slower and deals C-Rank crushing damage to projectiles thrown with strength. For an additional price of a B-Rank of chakra, this can also slow B-Rank speed based projectiles by one tier level and for an A-Rank of chakra it can slow B-Rank speed based projectiles by two tier levels or B-Rank strength based projectiles by one tier level.
Height - Fall Damage(Physical) 5 - D 10 - 3 D 20 - C 40 - B 80 - A 160 - S
Name: Ars Ventio: Aerora Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Mid
Description: Gathering chakra within their soul orb, the user infuses it with their wind nature and then expels it in a burst of wind that can be directed at max mid ranges away from them. This wind can be in any direction the user wishes, and moves at B-Rank speeds, and if an opponent is struck they will be knocked twenty feet in that direction unless they possess B-Rank strength to root themselves in place, if they do they take an additional B-Rank of internal damage. If they fail to resist they are moved at B-Rank speeds, if slammed into the ground from standing they take B-Rank physical damage and if launched upwards they take damage dependent on how far they fell before hitting the ground. Lastly this wind can be used to redirect projectiles moving with B-Rank speeds or slower and deals B-Rank crushing damage to projectiles thrown with strength. For an additional price of an A-Rank of chakra, this can also slow A-Rank speed based projectiles by one tier level and for an S-Rank of chakra it can slow A-Rank speed based projectiles by two tier levels or A-Rank strength based projectiles by one tier level.
Height - Fall Damage(Physical) 5 - D 10 - 3 D 20 - C 40 - B 80 - A 160 - S
- Ambient:
Name: Ars Imperium: Shackle Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Contact(Activation), AoE(5 foot radius, Triggered)
Description: Simply by touching the ground, the user invests a part of their ambient chakra within it as a trap. This trap can only be detected by C-Rank or higher chakra sensory, with X-Ray vision if somehow placed under ground. When an opponent steps over the trap or at the user's whim, it triggers, causing chains of chakra to leap up at C-Rank speeds to attempt to wrap around the targets that triggered it. Due to the sudden nature, if not detected, it requires C-Rank reaction tiers to effectively get out of the way. Once trapped, the chakra based nature of the chains means that normal strength cannot break the chains, it either requires a D-Rank chakra expulsion technique in addition to C-Rank strength, a C-Rank full body chakra flow technique with D-Rank strength or a C-Rank chakra expulsion technique to break the chains. In addition to this, if Shackle is imbued with an element, the chakra flow or expulsion techniques need to be strong against the element imbued or the tier requirements go up by one rank.
- Black Arts:
Name: Black Arts(Signature) Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies
Description: Sometimes a Black Mage needs to learn how to push themselves to the absolute limits, regardless of the cost to their own body. With this style the user learns how to channel their chakra through their very body at the cost of damage in order to empower their Soul Techs. This style uses recoil damage upon the user in order to impart effects onto their Soul Tech to make them even stronger. This can even be done after the Soul Tech is launched causing changes to the ability out of nowhere making them even more dangerous than usual. However this style is of course harsh on the body and is limited by that. In addition, as the user becomes more skilled they can target more than one technique at a time with their Black Arts.
Rank - Number of Techniques Targeted D - 1 C - 1 B - 2 A - 2 S - 3
Name: Black Arts: Accelerate First Level Classification: Soul Tech/Kinjutsu Rank: D-Rank(D-Rank Recoil) Class: Supplementary Range: N/A
Description: Forcing energy through their body in a self destructive manner, the user focuses this pain into spiritual energy and imbues one of their techniques with it, enhancing it. The technique(s) targeted suddenly lurch forwards if in flight, increasing their speed by a tier level which can mean the difference between hitting and missing an opponent. This also increases the propagation speed of area of effect techniques making it more difficult to get out of the blast zone in time.
Name: Black Arts: Withering First Level Classification: Soul Tech/Kinjutsu Rank: D-Rank(3 D-Ranks of Recoil) Class: Offensive/Supplementary Range: N/A
Description: By overexerting their body and causing damage to their internals, the user turns the damage into spiritual energy and enhances a technique that has struck an opponent, targeting the vestiges of chakra left over from it. This technique can only be used on techniques that cause status effects and has one of two effects. It can either increase the tier level required to resist the checks by one tier level, making it harder than usual to resist by empowering the body itself. Or it can weaken the body after being struck, causing status effect durations to last for 4 PT longer than usual but both effects can be negated with D-Rank spirit tiers to shrug off the spiritual energy.
Name: Black Arts: Queuing Classification: Soul Tech/Kinjutsu Rank: D-Rank(D-Rank recoil per technique) Class: Supplementary Range: Self
Description: A strange technique that Mage learned she could utilise by focusing more than the necessary amount of chakra into one of her soul orbs, mentally readying and storing techniques within the chakra, almost like a blueprint. Once done, the chakra for all techniques queued is taken out of her maximum reserves and held within the soul orb, meaning it is all lost if the soul orb is destroyed. However, the techniques queued up cannot be interrupted by striking Mage herself. In addition to this they are harder to see than usual due to the chakra not going to or from her own body, meaning one needs second dimension vision as well as elemental chakra sight to see the techniques being launched. Her rank tells her how many techniques she can queue at once.
Rank - Techniques Queued D - 2 C - 4 B - 6 A - 8 S - 10
- Dark Arts:
Name: Dark Arts Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies
Description: One's body can be used to enhance magic but so too can one's very life force. Power can be required no matter what and sometimes damaging one's self is too risky to perform. With Dark Arts, the user learns to utilise their blood as a catalyst to enhance their Soul Techs even at range, adding additional effects to their techniques and causing them to appear on Spiritual Sensory as well. This is less dangerous than Black Arts but is more limited due to the amount of blood in the body meaning it can only be used so much. In addition, the more skilled the user becomes the more techniques they can target at once with a Dark Art technique.
Rank - Number of Techniques Targeted D - 1 C - 1 B - 2 A - 2 S - 3
Name: Dark Arts: Extension Classification: Soul Tech/Kinjutsu Rank: D-Rank(3 D-Ranks blood) Class: Supplementary Range: N/A
Description: Spending their blood, the user infuses one of their techniques, even one already in flight, with the power of the blood and forces it to become empowered and fly farther than usual. When this technique is activated upon a technique, it gains a range increase of five feet, this includes radius for AoE techniques and can allow techniques just out of reach to leap forwards that last little bit. This has another effect as rather than granting a range increase, it can instead suddenly alter the position of a technique by five feet with a sudden burst of speed, forcing a C-Rank reaction check to avoid the technique but it loses the additional range it would normally have.
Name: Dark Arts: Imbue Classification: Soul Tech/Kinjutsu Rank: D-Rank(3 D-Ranks of blood) Class: Supplementary Range: N/A
Description: Through the use of her blood, Mage focuses on one of her Ars Imperium techniques, targeting the ambient and chakra receptive nature of them to alter it fundamentally. With this she taps into one of her soul orbs and sends the element alongside her spiritual energy, enhancing the Ambient technique and causing it to take on the elemental nature of the soul orb that she tapped. With this it can gain new status effects or simply change the elemental strengths and weaknesses it possesses to fit the whims of the battle as it unfolds.
Name: Dark Arts: Dual-Cast Classification: Soul Tech/Kinjutsu Rank: D-Rank(Blood Price one below dual-casted tech rank) Class: Offensive/Supplementary Range: Varies
Description: By using her blood as a catalyst in addition to chakra, Mage has learned she can bypass some of her own rules, just as she was always supposed to do. With this, she focuses her chakra together with her blood and launches two techniques at once, even if they are the exact same technique. This negates normal cooldowns and doesn't cause doubled up activation times to launch techniques of that nature at the same time. This can of course be incredibly taxing on Mage's body and has a cooldown before she can dual-cast again but the power granted can be massive if she uses it correctly.
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
- Gold Arts:
Name: Gold Arts Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies
Description: There has been many tales of Mages utilising material components of great value in order to use or empower their spells. With great focus those who use chakra, even unknowingly, can do the same. By burning their very money as materia they are capable of empowering Soul Techs through this style to add additional effects to them even at range, allowing for variances in even their most basic techniques. Of course it can be difficult to acquire large sums of money but for some people they don't care so much and will happily use it in the name of more power. As the user becomes more skilled they are capable of targeting more than one technique at a time when they use a Gold Art technique to empower them.
Rank - Number of Techniques Targeted D - 1 C - 1 B - 2 A - 2 S - 3
- Ritual Arts:
Name: Ritual Arts Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Varies
Description: It is well known that the longer and more complicated an incantation is the more powerful the resulting spell will be. Through focusing through words when using their chakra, the user learns how to empower their techniques through incantations, adding additional effects to them even at range, making them potentially incredibly powerful. Techniques of this style use a word count for the post, during which an incantation must be made, in order to add effects to their Soul Techs making them more powerful. As the user becomes more skilled they are also able to target more than one technique at a time with their Ritual Arts, empowering multiple at once with a single incantation.
Rank - Number of Techniques Targeted D - 1 C - 1 B - 2 A - 2 S - 3
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| | | Sid
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| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 15th August 2017, 7:00 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 17th November 2017, 11:51 am | |
| - Earth Release:
Name: Ars Terra: Rock Classification: Soul Tech Rank: D-Rank(Variable materia price) Class: Offensive/Defensive Range: Short-Mid
Description: The user draws in chakra and charges it with the Earth Nature Transformation, causing it to become solid and form into a large rock. This Rock is the size of a Tiny creature and is launched forwards at D-Rank speeds. When it hits an opponent it deals D-Rank Earth Release chakra damage and has the ability to interrupt physical movements, even those of intangible targets due to the chakra based nature of this attack. When an opponent is struck if they were attempting to use hand seals or physical techniques then the techniques are negated unless they possess D-Rank defense tiers. This of course only works if the rock is fast enough to intercept the attack and speeds that are too great will still go through, although with the person taking the damage if they don't dodge. To further enhance this technique, materia can be utilised to enhance the size and damage of the rock.
Materia Price - Additional Damage - New Size of Rock C - 1 D - Small B - 3 D - Humanoid A - C - Medium(S) S - B - Medium(M) SS - A - Medium(L)
Name: Ars Terra: Stone Classification: Soul Tech Rank: C-Rank(Variable materia price) Class: Offensive/Defensive Range: Short-Mid
Description: The user draws in chakra and charges it with the Earth Nature Transformation, causing it to become solid and form into a large rock. This Rock is the size of a small creature and is launched forwards at C-Rank speeds. When it hits an opponent it deals C-Rank Earth Release chakra damage and has the ability to interrupt physical movements, even those of intangible targets due to the chakra based nature of this attack. When an opponent is struck if they were attempting to use hand seals or physical techniques then the techniques are negated unless they possess C-Rank defense tiers. This of course only works if the rock is fast enough to intercept the attack and speeds that are too great will still go through, although with the person taking the damage if they don't dodge. To further enhance this technique, materia can be utilised to enhance the size and damage of the rock.
Materia Price - Additional Damage - New Size of Rock C - 2 D - Humanoid B - 4 D - Medium(S) A - C - Medium(M) S - B - Medium(L) SS - A - Medium(XL)
Name: Ars Terra: Stonera Classification: Soul Tech Rank: B-Rank(Variable materia price) Class: Offensive/Defensive Range: Short-Mid
Description: The user draws in chakra and charges it with the Earth Nature Transformation, causing it to become solid and form into a large rock. This Rock is the size of a humanoid creature and is launched forwards at B-Rank speeds. When it hits an opponent it deals B-Rank Earth Release chakra damage and has the ability to interrupt physical movements, even those of intangible targets due to the chakra based nature of this attack. When an opponent is struck if they were attempting to use hand seals or physical techniques then the techniques are negated unless they possess B-Rank defense tiers. This of course only works if the rock is fast enough to intercept the attack and speeds that are too great will still go through, although with the person taking the damage if they don't dodge. To further enhance this technique, materia can be utilised to enhance the size and damage of the rock.
Materia Price - Additional Damage - New Size of Rock C - 3 D - Medium(S) B - C - Medium(M) A - B - Medium(L) S - A - Medium(XL) SS - S - Large(S)
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 17th November 2017, 11:59 am | |
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Posts : 3780 Join date : 2012-05-06
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 9th January 2018, 12:34 pm | |
| - Ars Pyro:
Name: Ars Pyro: Fira Classification: Soul Tech Rank: B-Rank Class: Offensive Range: AoE(30 foot radius)
Description: The upgraded form of Ember, Fire is a much more powerful technique and subsequently has a much longer charge time but for a greater effect. When fully charged, an orb of flames will launch from the user's soul orb at B-Rank speeds before detonating in a thirty foot radius burst of fire at B-Rank speeds. Anyone caught in the flames will take A-Rank fire release chakra damage and their equipment will be superheated, potentially causing them to take more damage. If their armour or weapons do not possess heat resistance, they will take another A-Rank of damage for the former or B-Rank of damage for the latter and will drop their weapon unless they possess B-Rank endurance or B-Rank barrier tiers to overcome the pain and keep their grip.
Rank - Charge Time(PT) D - 15 C - 12 B - 9 A - 6 S - 3
Name: Ars Pyro: Firaga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: AoE(45 foot radius)
Description: The upgraded form of Ember, Fire is a much more powerful technique and subsequently has a much longer charge time but for a greater effect. When fully charged, an orb of flames will launch from the user's soul orb at A-Rank speeds before detonating in a fifteen foot radius burst of fire at A-Rank speeds. Anyone caught in the flames will take S-Rank fire release chakra damage and their equipment will be superheated, potentially causing them to take more damage. If their armour or weapons do not possess heat resistance, they will take another S-Rank of damage for the former or A-Rank of damage for the latter and will drop their weapon unless they possess A-Rank endurance or A-Rank barrier tiers to overcome the pain and keep their grip.
Rank - Charge Time(PT) D - 20 C - 16 B - 12 A - 8 S - 4
- Ars Terra:
Name: Ars Terra: Stonega Classification: Soul Tech Rank: A-Rank(Variable materia price) Class: Offensive/Defensive Range: Short-Mid
Description: The user draws in chakra and charges it with the Earth Nature Transformation, causing it to become solid and form into a large rock. This Rock is the size of a medium(S) creature and is launched forwards at A-Rank speeds. When it hits an opponent it deals A-Rank Earth Release chakra damage and has the ability to interrupt physical movements, even those of intangible targets due to the chakra based nature of this attack. When an opponent is struck if they were attempting to use hand seals or physical techniques then the techniques are negated unless they possess A-Rank defense tiers. This of course only works if the rock is fast enough to intercept the attack and speeds that are too great will still go through, although with the person taking the damage if they don't dodge. To further enhance this technique, materia can be utilised to enhance the size and damage of the rock.
Materia Price - Additional Damage - New Size of Rock C - C - Medium(M) B - B - Medium(L) A - A - Medium(XL) S - S - Large(S) SS - SS - Large(M)
- Ars Ventio:
Name: Ars Ventio: Aeroga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: Mid
Description: Gathering chakra within their soul orb, the user infuses it with their wind nature and then expels it in a burst of wind that can be directed at max mid ranges away from them. This wind can be in any direction the user wishes, and moves at A-Rank speeds, and if an opponent is struck they will be knocked forty feet in that direction unless they possess A-Rank strength to root themselves in place, if they do they take an additional A-Rank of internal damage. If they fail to resist they are moved at A-Rank speeds, if slammed into the ground from standing they take A-Rank physical damage and if launched upwards they take damage dependent on how far they fell before hitting the ground. Lastly this wind can be used to redirect projectiles moving with A-Rank speeds or slower and deals A-Rank crushing damage to projectiles thrown with strength. For an additional price of an S-Rank of chakra, this can also slow S-Rank speed based projectiles by one tier level and for an SS-Rank of chakra it can slow S-Rank speed based projectiles by two tier levels or S-Rank strength based projectiles by one tier level.
Height - Fall Damage(Physical) 5 - D 10 - 3 D 20 - C 40 - B 80 - A 160 - S
- Ars Hydro:
Name: Ars Hydro: Waterga Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: Collecting chakra within their soul orb, the user focuses it and launches it forward in a wave at A-Rank speeds. Anyone struck takes A-Rank water release chakra damage and are smashed with the concussive force of the water. This causes one of two things to happen dependent on the victim's tiers. If they possess A-Rank strength to root themselves in place, they take A-Rank internal physical damage and are weakened for a short amount of time dependent on their endurance tiers, causing their physical tiers to be lowered by two tier levels until it wears off. If they are thrown aside they take no additional damage but become dizzy, causing them to fall if they attempt to move at max tiers or higher but this can be negated by A-Rank barrier tiers and lasts for a set number of PT depending on the victim's endurance tiers. Lastly this technique does have a cooldown, lowered dependent on the user's rank and generates an S-Rank of water materia when used.
Tiers - Status Duration(PT) None - 12 D - 10 C - 8 B - 6 A - 4 A+ - 3 A++ - 2 S- - 1 S - Immune
Rank - Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
- Ars Fulmen:
Name: Ars Fulmen: Spark Classification: Soul Tech Rank: D-Rank Class: Offensive Range: Long(Within 10 feet of user)
Description: With this technique, the user floods their lightning element soul orb with chakra and uses that to unleash a burst of lightning from seemingly nowhere, usually centered over an opponent so it appears like a lightning strike. This bolt moves at D-Rank+ speeds and inflicts D-Rank Lightning Release chakra damage upon striking an opponent. This also causes them to become ionised, generating a pathway towards them unless they possess D-Rank endurance to negate it. If an opponent is ionised, any lightning release techniques launched towards them lock onto them, requiring them to be dodged twice once in the post they are launched, then again the post after before they dissipate. In addition, the more times an opponent is struck, the greater the ionisation and eventually Lightning Release techniques will move faster and hit harder due to the incredibly easy pathway towards the ionised opponent.
Times Struck - Additional Speed(Tier Levels) - Add. Damage 1 - 1 - D 3 - 2 - 3 D 5 - 3 - 5 D 7 - 4 - C 9 - 5 - B
Name: Ars Fulmen: Thunder Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Long(Within 30 feet of user)
Description: With this technique, the user floods their lightning element soul orb with chakra and uses that to unleash a burst of lightning from seemingly nowhere, usually centered over an opponent so it appears like a lightning strike. This bolt moves at C-Rank+ speeds and inflicts 3 D-Ranks of Lightning Release chakra damage upon striking an opponent. This also causes them to become ionised, generating a pathway towards them unless they possess C-Rank endurance to negate it. If an opponent is ionised, any lightning release techniques launched towards them lock onto them, requiring them to be dodged twice once in the post they are launched, then again the post after before they dissipate. In addition, the more times an opponent is struck, the greater the ionisation and eventually Lightning Release techniques will move faster and hit harder due to the incredibly easy pathway towards the ionised opponent.
Times Struck - Additional Speed(Tier Levels) - Add. Damage 1 - 1 - D 3 - 2 - 3 D 5 - 3 - 5 D 7 - 4 - C 9 - 5 - B
Name: Ars Fulmen: Thundara Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Long(Within 50 feet of user)
Description: With this technique, the user floods their lightning element soul orb with chakra and uses that to unleash a burst of lightning from seemingly nowhere, usually centered over an opponent so it appears like a lightning strike. This bolt moves at B-Rank+ speeds and inflicts a C-Rank of Lightning Release chakra damage upon striking an opponent. This also causes them to become ionised, generating a pathway towards them unless they possess B-Rank endurance to negate it. If an opponent is ionised, any lightning release techniques launched towards them lock onto them, requiring them to be dodged twice once in the post they are launched, then again the post after before they dissipate. In addition, the more times an opponent is struck, the greater the ionisation and eventually Lightning Release techniques will move faster and hit harder due to the incredibly easy pathway towards the ionised opponent.
Times Struck - Additional Speed(Tier Levels) - Add. Damage 1 - 1 - D 3 - 2 - 3 D 5 - 3 - 5 D 7 - 4 - C 9 - 5 - B
Name: Ars Fulmen: Thundaga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: Long(Within 70 feet of user)
Description: With this technique, the user floods their lightning element soul orb with chakra and uses that to unleash a burst of lightning from seemingly nowhere, usually centered over an opponent so it appears like a lightning strike. This bolt moves at A-Rank+ speeds and inflicts a B-Rank of Lightning Release chakra damage upon striking an opponent. This also causes them to become ionised, generating a pathway towards them unless they possess A-Rank endurance to negate it. If an opponent is ionised, any lightning release techniques launched towards them lock onto them, requiring them to be dodged twice once in the post they are launched, then again the post after before they dissipate. In addition, the more times an opponent is struck, the greater the ionisation and eventually Lightning Release techniques will move faster and hit harder due to the incredibly easy pathway towards the ionised opponent.
Times Struck - Additional Speed(Tier Levels) - Add. Damage 1 - 1 - D 3 - 2 - 3 D 5 - 3 - 5 D 7 - 4 - C 9 - 5 - B
- Ars Imperium:
Name: Ars Imperium: Confuse Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Touch(Placement), AoE(Detonation)
Description: With this technique, the user touches an area and marks it with chakra ready to be activated. This mark can only be seen with chakra sight or chakra sight combined with x-ray vision if placed within an object. When an enemy comes within ten feet or at the user's command, the mark detonates into a non-damaging chakra wave at C-Rank speeds, invisible to normal sight, and requiring C-Rank reaction to dodge if the victim has chakra sensory/sight but failed to notice the mark. This wave short-circuits the victim's chakra circulatory system due to the invasive chakra, causing any techniques they use requiring chakra to have a chance to fail entirely(Dice roll) based on their endurance tiers as they are able to shrug off the invading chakra, this lasts for 6 PT unless negated.
Endurance Tier - Chance of Tech Failure None - 6/10 D - 5/10 C - 4/10 C+ - 3/10 C++ - 2/10 B- - 1/10 B - Immune
Name: Ars Imperium: Confusera Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Touch(Placement), AoE(Detonation)
Description: With this technique, the user touches an area and marks it with chakra ready to be activated. This mark can only be seen with chakra sight or chakra sight combined with x-ray vision if placed within an object. When an enemy comes within twenty feet or at the user's command, the mark detonates into a non-damaging chakra wave at B-Rank speeds, invisible to normal sight, and requiring B-Rank reaction to dodge if the victim has chakra sensory/sight but failed to notice the mark. This wave short-circuits the victim's chakra circulatory system due to the invasive chakra, causing any techniques they use requiring chakra to have a chance to fail entirely(Dice roll) based on their endurance tiers as they are able to shrug off the invading chakra, this lasts for 8 PT unless negated.
Endurance Tier - Chance of Tech Failure None - 7/10 D - 6/10 C - 5/10 B - 4/10 B+ - 3/10 B++ - 2/10 A- - 1/10 A - Immune
Name: Ars Imperium: Confusega Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Touch(Placement), AoE(Detonation)
Description: With this technique, the user touches an area and marks it with chakra ready to be activated. This mark can only be seen with chakra sight or chakra sight combined with x-ray vision if placed within an object. When an enemy comes within forty feet or at the user's command, the mark detonates into a non-damaging chakra wave at A-Rank speeds, requiring A-Rank reaction to dodge if the victim has chakra sensory/sight but failed to notice the mark. This wave short-circuits the victim's chakra circulatory system due to the invasive chakra, causing any techniques they use requiring chakra to have a chance to fail entirely(Dice roll) based on their endurance tiers as they are able to shrug off the invading chakra, this lasts for 10 PT unless negated.
Endurance Tier - Chance of Tech Failure None - 8/10 D - 7/10 C - 6/10 B - 5/10 A - 4/10 A+ - 3/10 A++ - 2/10 S- - 1/10 S - Immune
Name: Ars Imperium: Rasp Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Mid
Description: Using the overwhelming nature of clear chakra from a Prime, the user learns how to damage chakra coils themselves without actually harming the victim's body. This technique launches a bolt of aggressive, invasive chakra at C-Rank speeds. If it strikes an opponent it deals no damage but the chakra ravages their chakra coils, causing their maximum chakra to be reduced by a C-Rank unless they possess a D-Rank endurance+strength tier chain, or D-Rank Chakra tiers, and is reduced to 3 D-Ranks lost if they possess at least C-Rank endurance. This can be healed by a C-Rank medical technique focused around healing the chakra coils and causes no other damage over this.
Name: Ars Imperium: Raspra Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Mid
Description: Using the overwhelming nature of clear chakra from a Prime, the user learns how to damage chakra coils themselves without actually harming the victim's body. This technique launches a bolt of aggressive, invasive chakra at B-Rank speeds. If it strikes an opponent it deals no damage but the chakra ravages their chakra coils, causing their maximum chakra to be reduced by a B-Rank unless they possess a C-Rank endurance+strength tier chain, or C-Rank Chakra tiers, and is reduced to a C-Rank lost if they possess at least B-Rank endurance. This can be healed by a B-Rank medical technique focused around healing the chakra coils and causes no other damage over this.
Name: Ars Imperium: Raspga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: Mid
Description: Using the overwhelming nature of clear chakra from a Prime, the user learns how to damage chakra coils themselves without actually harming the victim's body. This technique launches a bolt of aggressive, invasive chakra at A-Rank speeds. If it strikes an opponent it deals no damage but the chakra ravages their chakra coils, causing their maximum chakra to be reduced by an A-Rank unless they possess a B-Rank endurance+strength tier chain, or B-Rank Chakra tiers, and is reduced to a B-Rank lost if they possess at least B-Rank endurance. This can be healed by a A-Rank medical technique focused around healing the chakra coils and causes no other damage over this.
Name: Ars Imperium: Osmose Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Short
Description: A more aggressive form of Rasp made to actually damage opponents rather than just weaken them. Osmose works by striking the opponent with a bolt of unstable, aggressive chakra that moves at C-Rank speeds and burrows into their chakra coils. This causes them to take 3 D-Ranks of ambient chakra damage before the bolt bursts within their chakra coils, causing them to leak 3 D-Ranks of chakra in an ambient form into the air. Any soulless or Prime with no element can absorb this stronger ambient chakra through their soul orb if they are within 1 foot. If the victim has C-Rank endurance, the chakra lost is dropped to a D-Rank and this technique is negated entirely if they have an endurance+strength tier chain of D-Rank or higher or D-Rank chakra tiers. This technique has a unique effect if imbued with an element, as the damage and chakra drained are increased to C-Rank if the victim possesses that element but the technique fails entirely if they do not and does nothing.
Name: Ars Imperium: Osmora Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Short
Description: A more aggressive form of Rasp made to actually damage opponents rather than just weaken them. Osmose works by striking the opponent with a bolt of unstable, aggressive chakra that moves at B-Rank speeds and burrows into their chakra coils. This causes them to take a C-Rank of ambient chakra damage before the bolt bursts within their chakra coils, causing them to leak a C-Rank of chakra in an ambient form into the air. Any soulless or Prime with no element can absorb this stronger ambient chakra through their soul orb if they are within two feet. If the victim has B-Rank endurance, the chakra lost is dropped to 3 D-Ranks and this technique is negated entirely if they have an endurance+strength tier chain of C-Rank or higher or C-Rank chakra tiers. This technique has a unique effect if imbued with an element, as the damage and chakra drained are increased to B-Rank if the victim possesses that element but the technique fails entirely if they do not and does nothing.
Name: Ars Imperium: Osmoga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: Short
Description: A more aggressive form of Rasp made to actually damage opponents rather than just weaken them. Osmose works by striking the opponent with a bolt of unstable, aggressive chakra that moves at A-Rank speeds and burrows into their chakra coils. This causes them to take a B-Rank of ambient chakra damage before the bolt bursts within their chakra coils, causing them to leak a B-Rank of chakra in an ambient form into the air. Any soulless or Prime with no element can absorb this stronger ambient chakra through their soul orb if they are within three feet. If the victim has A-Rank endurance, the chakra lost is dropped to a C-Rank and this technique is negated entirely if they have an endurance+strength tier chain of B-Rank or higher or B-Rank chakra tiers. This technique has a unique effect if imbued with an element, as the damage and chakra drained are increased to A-Rank if the victim possesses that element but the technique fails entirely if they do not and does nothing.
Name: Ars Imperium: Sleep Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Touch(Placement), AoE(Detonation)
Description: The user charges an area with chakra, creating a mark that can only be seen with chakra vision or sensory or vision/sensory combined with X-ray/Piercing if it's been placed within an object. When an enemy comes within ten feet of the mark, it detonates, sending out a wave of debilitating chakra at C-Rank speeds, invisible to normal sight, and requiring C-Rank reaction to dodge if the victim has chakra sensory/sight but failed to notice the mark. The chakra targets the body, causing it to weaken and fall asleep while leaving the mind entirely aware. Strength of mind is required to get moving again as the body is entirely immobilised until it takes damage or the time limit expires, which is determined by the victim's barrier tiers, however this is negated if the victim possesses D-Rank Chakra Tiers.
Barrier Tiers - PT 'Asleep' None - 10 D - 8 C - 6 C+ - 4 C++ - 3 B- - 2 B - 1 B+ - Immune
Name: Ars Imperium: Sleepra Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Touch(Placement), AoE(Detonation)
Description: The user charges an area with chakra, creating a mark that can only be seen with chakra vision or sensory or vision/sensory combined with X-ray/Piercing if it's been placed within an object. When an enemy comes within twenty feet of the mark, it detonates, sending out a wave of debilitating chakra at B-Rank speeds, invisible to normal sight, and requiring B-Rank reaction to dodge if the victim has chakra sensory/sight but failed to notice the mark. The chakra targets the body, causing it to weaken and fall asleep while leaving the mind entirely aware. Strength of mind is required to get moving again as the body is entirely immobilised until it takes damage or the time limit expires, which is determined by the victim's barrier tiers, however this is negated if the victim possesses C-Rank Chakra Tiers.
Barrier Tiers - PT 'Asleep' None - 12 D - 10 C - 8 B - 6 B+ - 4 B++ - 3 A- - 2 A - 1 A+ - Immune
Name: Ars Imperium: Sleepga Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Touch(Placement), AoE(Detonation)
Description: The user charges an area with chakra, creating a mark that can only be seen with chakra vision or sensory or vision/sensory combined with X-ray/Piercing if it's been placed within an object. When an enemy comes within forty feet of the mark, it detonates, sending out a wave of debilitating chakra at A-Rank speeds, invisible to normal sight, and requiring A-Rank reaction to dodge if the victim has chakra sensory/sight but failed to notice the mark. The chakra targets the body, causing it to weaken and fall asleep while leaving the mind entirely aware. Strength of mind is required to get moving again as the body is entirely immobilised until it takes damage or the time limit expires, which is determined by the victim's barrier tiers, however this is negated if the victim possesses B-Rank Chakra Tiers.
Barrier Tiers - PT 'Asleep' None - 14 D - 12 C - 10 B - 8 A - 6 A+ - 4 A++ - 3 S- - 2 S - 1 S+ - Immune
Name: Ars Imperium: Haste Classification: Soul Tech Rank: C-Rank Class: Supplementary Range: AoE
Description: The user charges their surroundings with chakra, generating a zone where chakra flows more easily and techniques activate even easier for the user and designated allies. While within this zone, the user's cooldowns and activation times for techniques are enhanced, each of the user's own posts that pass(Rounds) they count as double in regards to activating techniques or waiting for techniques to cooldown. This doesn't last for too long, with the user's skill determining how many rounds it is active for but it can be reactivated for another price to refresh it entirely.
Rank - Rounds Active D - 1 C - 2 B - 3 A - 4 S - 5
Name: Ars Imperium: Hastera Classification: Soul Tech Rank: B-Rank Class: Supplementary Range: AoE
Description: The user charges their surroundings with chakra, generating a zone where chakra flows more easily and techniques activate even easier for the user and designated allies. While within this zone, the user's cooldowns and activation times for techniques are enhanced, each of the user's own posts that pass(Rounds) they count as triple in regards to activating techniques or waiting for techniques to cooldown. This doesn't last for too long, with the user's skill determining how many rounds it is active for but it can be reactivated for another price to refresh it entirely.
Rank - Rounds Active D - 2 C - 4 B - 6 A - 8 S - 10
Name: Ars Imperium: Hastega Classification: Soul Tech Rank: A-Rank Class: Supplementary Range: AoE
Description: The user charges their surroundings with chakra, generating a zone where chakra flows more easily and techniques activate even easier for the user and designated allies. While within this zone, the user's cooldowns and activation times for techniques are enhanced, each of the user's own posts that pass(Rounds) they count as quadruple in regards to activating techniques or waiting for techniques to cooldown. This doesn't last for too long, with the user's skill determining how many rounds it is active for but it can be reactivated for another price to refresh it entirely.
Rank - Rounds Active D - 3 C - 6 B - 9 A - 12 S - 15
Name: Ars Imperium: Slow Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: AoE
Description: With this technique, the user applies the opposite principles of Haste to an area. With a pulse of chakra they designate an area and who is and isn't affected by it. Within this area chakra moves very slowly and sluggishly, as though it doesn't want to be utilised at all. Any activation times or cooldowns are increased by a certain amount depending on the user's rank. In addition, their normal chakra-based techniques are granted a cooldown based on the victim's endurance tiers, regarding them forcing the chakra to actually work and after a certain point they become immune to this area's effects. Lastly, this zone can only be seen with chakra sensory or chakra sight but it is not camouflaged in any way.
Rank/Endurance - PT Added on - Cooldown Granted(PT) D/None - 4 - 10 C/D - 6 - 8 B/C - 8 - 6 A/B - 10 - 4 S/A - 12 - 2 -/S - N/A - Immune
Name: Ars Imperium: Slowra Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: AoE
Description: With this technique, the user applies the opposite principles of Haste to an area. With a pulse of chakra they designate an area and who is and isn't affected by it. Within this area chakra moves very slowly and sluggishly, as though it doesn't want to be utilised at all. Any activation times or cooldowns are increased by a certain amount depending on the user's rank. In addition, their normal chakra-based techniques are granted a cooldown based on the victim's endurance tiers, regarding them forcing the chakra to actually work and after a certain point they become immune to this area's effects. Lastly, this zone can only be seen with chakra sensory or chakra sight but it is not camouflaged in any way.
Rank/Endurance - PT Added on - Cooldown Granted(PT) D/None - 6 - 12 C/D - 8 - 10 B/C - 10 - 8 A/B - 12 - 6 S/A - 14 - 4 -/S - N/A - 2
Name: Ars Imperium: Slowga Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: AoE
Description: With this technique, the user applies the opposite principles of Haste to an area. With a pulse of chakra they designate an area and who is and isn't affected by it. Within this area chakra moves very slowly and sluggishly, as though it doesn't want to be utilised at all. Any activation times or cooldowns are increased by a certain amount depending on the user's rank. In addition, their normal chakra-based techniques are granted a cooldown based on the victim's endurance tiers, regarding them forcing the chakra to actually work and after a certain point they become immune to this area's effects. Lastly, this zone can only be seen with chakra sensory or chakra sight but it is not camouflaged in any way.
Rank/Endurance - PT Added on - Cooldown Granted(PT) D/None - 8 - 14 C/D - 10 - 12 B/C - 12 - 10 A/B - 14 - 8 S/A - 16 - 6 -/S - N/A - 4
Name: Ars Imperium: Blind Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Short-AoE
Description: When chakra becomes concentrated enough, it becomes visible and this can be done without warning to create an incredibly bright flash. With this burst of chakra, anyone that isn't quick enough to cover their eyes, requiring C-Rank reaction tiers, will be blinded for a number of posts depending on their endurance tiers. Anyone with an active dojutsu during this time will be blinded for double the time and anyone with chakra sight only requires D-Rank reaction tiers but if they still fail the check, they are blinded for triple the length of time due to seeing the burst both as chakra and as normal light, anyone with Chakra tiers halves the amount of time they are blinded(count Chakra as Endurance but halve the PT).
Endurance Tier - PT Blinded None - 10 D - 8 C - 6 B - 4 A - 2 S - 1
Name: Ars Imperium: Blindra Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Short-AoE
Description: When chakra becomes concentrated enough, it becomes visible and this can be done without warning to create an incredibly bright flash. With this burst of chakra, anyone that isn't quick enough to cover their eyes, requiring B-Rank reaction tiers, will be blinded for a number of posts depending on their endurance tiers. Anyone with an active dojutsu during this time will be blinded for double the time and anyone with chakra sight only requires C-Rank reaction tiers but if they still fail the check, they are blinded for triple the length of time due to seeing the burst both as chakra and as normal light anyone with Chakra tiers halves the amount of time they are blinded(count Chakra as Endurance but halve the PT).
Endurance Tier - PT Blinded None - 12 D - 10 C - 8 B - 6 A - 4 S - 2
Name: Ars Imperium: Blindga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: Short-AoE
Description: When chakra becomes concentrated enough, it becomes visible and this can be done without warning to create an incredibly bright flash. With this burst of chakra, anyone that isn't quick enough to cover their eyes, requiring A-Rank reaction tiers, will be blinded for a number of posts depending on their endurance tiers. Anyone with an active dojutsu during this time will be blinded for double the time and anyone with chakra sight only requires B-Rank reaction tiers but if they still fail the check, they are blinded for triple the length of time due to seeing the burst both as chakra and as normal light anyone with Chakra tiers halves the amount of time they are blinded(count Chakra as Endurance but halve the PT).
Endurance Tier - PT Blinded None - 14 D - 12 C - 10 B - 8 A - 6 S - 4
Name: Ars Imperium: Ruin Classification: Soul Tech Rank: C-Rank Class: Offensive Range: Mid
Description: Through focusing their chakra, the user generates multiple orbs of ambient chakra that are known as 'motes'. These motes can be launched, each of them moving at C-Rank speeds to deal 2 D-Ranks of chakra damage each. The number of motes that can be created with one price is dependent on the user's rank and can be held for a certain amount of PT before needing to be launched or they fizzle out and become useless. These motes, although weak individually, stack together easily and when multiple are launched at a single target, a reaction tier check is required to dodge every mote after the first as they come in behind one another making them difficult to dodge.
Rank - Motes Created - Max PT Held D - 2 - 4 C - 4 - 6 B - 6 - 8 A - 8 - 10 S - 10 - 12
Motes Launched - Reaction Tier Required 2 - D 3 - D+ 4 - D++ 5 - C- 6 - C 7 - C+ 8 - C++ 9 - B- 10 - B
Name: Ars Imperium: Ruinra Classification: Soul Tech Rank: B-Rank Class: Offensive Range: Mid
Description: Through focusing their chakra, the user generates multiple orbs of ambient chakra that are known as 'motes'. These motes can be launched, each of them moving at B-Rank speeds to deal 3 D-Ranks of chakra damage each. The number of motes that can be created with one price is dependent on the user's rank and can be held for a certain amount of PT before needing to be launched or they fizzle out and become useless. These motes, although weak individually, stack together easily and when multiple are launched at a single target, a reaction tier check is required to dodge every mote after the first as they come in behind one another making them difficult to dodge.
Rank - Motes Created - Max PT Held D - 3 - 6 C - 6 - 8 B - 9 - 10 A - 12 - 12 S - 15 - 14
Motes Launched - Reaction Tier Required 2 - C 3 - C+ 4 - C++ 5 - B- 6 - B 7 - B+ 8 - B++ 9 - A- 10 - A
Name: Ars Imperium: Ruinga Classification: Soul Tech Rank: A-Rank Class: Offensive Range: Mid
Description: Through focusing their chakra, the user generates multiple orbs of ambient chakra that are known as 'motes'. These motes can be launched, each of them moving at A-Rank speeds to deal 4 D-Ranks of chakra damage each. The number of motes that can be created with one price is dependent on the user's rank and can be held for a certain amount of PT before needing to be launched or they fizzle out and become useless. These motes, although weak individually, stack together easily and when multiple are launched at a single target, a reaction tier check is required to dodge every mote after the first as they come in behind one another making them difficult to dodge.
Rank - Motes Created - Max PT Held D - 4 - 8 C - 8 - 10 B - 12 - 12 A - 16 - 14 S - 20 - 16
Motes Launched - Reaction Tier Required 2 - B 3 - B+ 4 - B++ 5 - A- 6 - A 7 - A+ 8 - A++ 9 - S- 10 - S
Name: Ars Imperium: Cuff Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Contact(Activation), AoE(15 foot radius, Triggered)
Description: Simply by touching the ground, the user invests a part of their ambient chakra within it as a trap. This trap can only be detected by B-Rank or higher chakra sensory, with X-Ray vision if somehow placed under ground. When an opponent steps over the trap or at the user's whim, it triggers, causing chains of chakra to leap up at B-Rank speeds to attempt to wrap around the targets that triggered it. Due to the sudden nature, if not detected, it requires B-Rank reaction tiers to effectively get out of the way. Once trapped, the victim being entirely immobilised, the chakra based nature of the chains means that normal strength cannot break the chains, it either requires a C-Rank chakra expulsion technique in addition to B-Rank strength, a B-Rank full body chakra flow technique with C-Rank strength or a B-Rank chakra expulsion technique to break the chains. In addition to this, if Cuff is imbued with an element, the chakra flow or expulsion techniques need to be strong against the element imbued or the tier requirements go up by one rank.
Name: Ars Imperium: Chain Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Contact(Activation), AoE(30 foot radius, Triggered)
Description: Simply by touching the ground, the user invests a part of their ambient chakra within it as a trap. This trap can only be detected by A-Rank or higher chakra sensory, with X-Ray vision if somehow placed under ground. When an opponent steps over the trap or at the user's whim, it triggers, causing chains of chakra to leap up at A-Rank speeds to attempt to wrap around the targets that triggered it. Due to the sudden nature, if not detected, it requires A-Rank reaction tiers to effectively get out of the way. Once trapped, the victim being entirely immobilised, the chakra based nature of the chains means that normal strength cannot break the chains, it either requires a B-Rank chakra expulsion technique in addition toAB-Rank strength, an A-Rank full body chakra flow technique with B-Rank strength or an A-Rank chakra expulsion technique to break the chains. In addition to this, if Chain is imbued with an element, the chakra flow or expulsion techniques need to be strong against the element imbued or the tier requirements go up by one rank.
- Dark Arts:
Name: Dark Arts: Reach Classification: Soul Tech/Kinjutsu Rank: C-Rank (C-Rank blood) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Spending their blood, the user infuses one of their techniques, even one already in flight, with the power of the blood and forces it to become empowered and fly farther than usual. When this technique is activated upon a technique, it gains a range increase of fifteen feet, this includes radius for AoE techniques and can allow techniques just out of reach to leap forwards that last little bit. This has another effect as rather than granting a range increase, it can instead suddenly alter the position of a technique by fifteen feet with a sudden burst of speed, forcing a B-Rank reaction check to avoid the technique but it loses the additional range it would normally have.
Name: Dark Arts: Grasp Classification: Soul Tech/Kinjutsu Rank: B-Rank (B-Rank blood) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Spending their blood, the user infuses one of their techniques, even one already in flight, with the power of the blood and forces it to become empowered and fly farther than usual. When this technique is activated upon a technique, it gains a range increase of thirty feet, this includes radius for AoE techniques and can allow techniques just out of reach to leap forwards that last little bit. This has another effect as rather than granting a range increase, it can instead suddenly alter the position of a technique by thirty feet with a sudden burst of speed, forcing an A-Rank reaction check to avoid the technique but it loses the additional range it would normally have.
Name: Dark Arts: Tri-Cast Classification: Soul Tech/Kinjutsu Rank: A-Rank(Blood Price equal to tri-casted tech rank) Class: Offensive/Supplementary Range: Varies
Description: By using her blood as a catalyst in addition to chakra, Mage has learned she can bypass some of her own rules, just as she was always supposed to do. With this, she focuses her chakra together with her blood and launches three techniques at once, even if they are the exact same technique. This negates normal cooldowns and doesn't cause doubled up activation times to launch techniques of that nature at the same time. This can of course be incredibly taxing on Mage's body and has a cooldown before she can tri-cast again but the power granted can be massive if she uses it correctly.
Rank - Cooldown(PT) D - 15 C - 12 B - 9 A - 6 S - 3
Name: Dark Arts: Quad-Cast Classification: Soul Tech/Kinjutsu Rank: SSS-Rank(Blood Price one above quad-casted tech rank) Class: Offensive/Supplementary Range: Varies
Description: By using her blood as a catalyst in addition to chakra, Mage has learned she can bypass some of her own rules, just as she was always supposed to do. With this, she focuses her chakra together with her blood and launches four techniques at once, even if they are the exact same technique. This negates normal cooldowns and doesn't cause doubled up activation times to launch techniques of that nature at the same time. This can of course be incredibly taxing on Mage's body and has a cooldown before she can dual-cast again but the power granted can be massive if she uses it correctly.
Rank - Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Dark Arts: Pierce I Classification: Kinjutsu/Soul Tech Rank: D-Rank(D-Rank blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: A Modifier for Mage's Soul Tech where she uses her life force to empower a technique that is already active to cause it to crash forwards with even more force than usual, pushing it through defenses that it would normally be unable to break. With this done, the technique gains D-Rank defense piercing, including spiritual, and this can be activated even after the technique is already launched causing someone to require D-Rank spiritual sensory to sense the alteration to the technique.
Name: Dark Arts: Pierce II Classification: Kinjutsu/Soul Tech Rank: C-Rank(3 D-Ranks blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: A Modifier for Mage's Soul Tech where she uses her life force to empower a technique that is already active to cause it to crash forwards with even more force than usual, pushing it through defenses that it would normally be unable to break. With this done, the technique gains C-Rank defense piercing, including spiritual, and this can be activated even after the technique is already launched causing someone to require C-Rank spiritual sensory to sense the alteration to the technique.
Name: Dark Arts: Pierce III Classification: Kinjutsu/Soul Tech Rank: B-Rank(C-Rank blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: A Modifier for Mage's Soul Tech where she uses her life force to empower a technique that is already active to cause it to crash forwards with even more force than usual, pushing it through defenses that it would normally be unable to break. With this done, the technique gains B-Rank defense piercing, including spiritual, and this can be activated even after the technique is already launched causing someone to require B-Rank spiritual sensory to sense the alteration to the technique.
Name: Dark Arts: Punch I Classification: Kinjutsu/Soul Tech Rank: D-Rank(D-Rank blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: Another modification to Mage's Soul Tech to grant them even more power above what they already have. Focusing her life force she infuses the power of it into her techniques causing them to gain a lot more kinetic impact when it strikes a foe. Any technique empowered by this gains knockback when it strikes a foe. Anyone struck requires D-Rank+ strength to lock themselves in place, taking C-Rank internal physical damage if they do, or get knocked ten feet backwards after being struck.
Name: Dark Arts: Punch II Classification: Kinjutsu/Soul Tech Rank: C-Rank(3 D-Ranks blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: Another modification to Mage's Soul Tech to grant them even more power above what they already have. Focusing her life force she infuses the power of it into her techniques causing them to gain a lot more kinetic impact when it strikes a foe. Any technique empowered by this gains knockback when it strikes a foe. Anyone struck requires C-Rank+ strength to lock themselves in place, taking B-Rank internal physical damage if they do, or get knocked twenty feet backwards after being struck.
Name: Dark Arts: Punch III Classification: Kinjutsu/Soul Tech Rank: B-Rank(C-Rank blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: Another modification to Mage's Soul Tech to grant them even more power above what they already have. Focusing her life force she infuses the power of it into her techniques causing them to gain a lot more kinetic impact when it strikes a foe. Any technique empowered by this gains knockback when it strikes a foe. Anyone struck requires B-Rank+ strength to lock themselves in place, taking A-Rank internal physical damage if they do, or get knocked forty feet backwards after being struck.
Name: Dark Arts: Hide I Classification: Kinjutsu/Soul Tech Rank: D-Rank(3 D-Ranks of blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: A third modification to Mage's techniques, she has learned how to wrap them with an aura of her spiritual energy in order to hide them from normal sight to make them even more difficult to avoid. This is taxing on her body, more so than most of her other modifications but it is incredibly useful. Once activated, the technique becomes invisible to the normal eye and requires at least D-Rank chakra or D-Rank spiritual sensory in order to locate the hidden technique, other forms of sensory D-Rank or higher will work if it would be relevant to the technique hidden (Such as heat sensory for Fire Release).
Name: Dark Arts: Hide II Classification: Kinjutsu/Soul Tech Rank: C-Rank(C-Rank of blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: A third modification to Mage's techniques, she has learned how to wrap them with an aura of her spiritual energy in order to hide them from normal sight to make them even more difficult to avoid. This is taxing on her body, more so than most of her other modifications but it is incredibly useful. Once activated, the technique becomes invisible to the normal eye and requires at least C-Rank chakra or C-Rank spiritual sensory in order to locate the hidden technique, other forms of sensory C-Rank or higher will work if it would be relevant to the technique hidden (Such as heat sensory for Fire Release).
Name: Dark Arts: Hide III Classification: Kinjutsu/Soul Tech Rank: B-Rank(B-Rank of blood) Class: Supplementary/Offensive Range: Self(Alter), Contact(Ranged Alter)
Description: A third modification to Mage's techniques, she has learned how to wrap them with an aura of her spiritual energy in order to hide them from normal sight to make them even more difficult to avoid. This is taxing on her body, more so than most of her other modifications but it is incredibly useful. Once activated, the technique becomes invisible to the normal eye and requires at least B-Rank chakra or B-Rank spiritual sensory in order to locate the hidden technique, other forms of sensory B-Rank or higher will work if it would be relevant to the technique hidden (Such as heat sensory for Fire Release).
Name: Dark Arts: Lengthen I Classification: Kinjutsu/Soul Tech Rank: D-Rank(D-Rank of blood) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: A modifier that cannot be applied to damaging techniques, Lengthen is used to apply the life force Mage gives up to make the technique last longer, allowing it to draw from that energy source to keep active much longer than usual. This can only be applied once per technique but even a small amount of additional duration can be useful. With this technique activated, the selected technique gains an additional 5 PT of duration over its normal duration.
Name: Dark Arts: Lengthen II Classification: Kinjutsu/Soul Tech Rank: C-Rank(3 D-Ranks of blood) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: A modifier that cannot be applied to damaging techniques, Lengthen is used to apply the life force Mage gives up to make the technique last longer, allowing it to draw from that energy source to keep active much longer than usual. This can only be applied once per technique but even a small amount of additional duration can be useful. With this technique activated, the selected technique gains an additional 10 PT of duration over its normal duration.
Name: Dark Arts: Lengthen III Classification: Kinjutsu/Soul Tech Rank: B-Rank(C-Rank of blood) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: A modifier that cannot be applied to damaging techniques, Lengthen is used to apply the life force Mage gives up to make the technique last longer, allowing it to draw from that energy source to keep active much longer than usual. This can only be applied once per technique but even a small amount of additional duration can be useful. With this technique activated, the selected technique gains an additional 15 PT of duration over its normal duration.
Name: Dark Arts: Empower I Classification: Kinjutsu/Soul Tech Rank: D-Rank(3 D-Ranks of blood) Class: Offensive/Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Mage does not utilise true Kinjutsu offensive techniques, all of her power comes from her Soul Tech however sometimes she needs just a little bit more damage than usual. With this technique she uses her life force to empower a Soul Tech of hers, granting it damage well above the norm and of a spiritual nature, making it even harder to resist than usual. This level of the technique grants it an additional C-Rank of spiritual damage of the element of the technique enhanced.
Name: Dark Arts: Empower II Classification: Kinjutsu/Soul Tech Rank: C-Rank(C-Rank of blood) Class: Offensive/Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Mage does not utilise true Kinjutsu offensive techniques, all of her power comes from her Soul Tech however sometimes she needs just a little bit more damage than usual. With this technique she uses her life force to empower a Soul Tech of hers, granting it damage well above the norm and of a spiritual nature, making it even harder to resist than usual. This level of the technique grants it an additional B-Rank of spiritual damage of the element of the technique enhanced.
Name: Dark Arts: Empower III Classification: Kinjutsu/Soul Tech Rank: B-Rank(B-Rank of blood) Class: Offensive/Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Mage does not utilise true Kinjutsu offensive techniques, all of her power comes from her Soul Tech however sometimes she needs just a little bit more damage than usual. With this technique she uses her life force to empower a Soul Tech of hers, granting it damage well above the norm and of a spiritual nature, making it even harder to resist than usual. This level of the technique grants it an additional A-Rank of spiritual damage of the element of the technique enhanced.
- Black Arts:
Name: Black Arts: Accelerate Second Level Classification: Soul Tech/Kinjutsu Rank: C-Rank(3 D-Ranks of Recoil) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Forcing energy through their body in a self destructive manner, the user focuses this pain into spiritual energy and imbues one of their techniques with it, enhancing it. The technique(s) targeted suddenly lurch forwards if in flight, increasing their speed by two tier levels which can mean the difference between hitting and missing an opponent. This also increases the propagation speed of area of effect techniques making it more difficult to get out of the blast zone in time.
Name: Black Arts: Accelerate Third Level Classification: Soul Tech/Kinjutsu Rank: B-Rank(C-Rank of Recoil) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Forcing energy through their body in a self destructive manner, the user focuses this pain into spiritual energy and imbues one of their techniques with it, enhancing it. The technique(s) targeted suddenly lurch forwards if in flight, increasing their speed by three tier levels which can mean the difference between hitting and missing an opponent. This also increases the propagation speed of area of effect techniques making it more difficult to get out of the blast zone in time.
Name: Black Arts: Withering Second Level Classification: Soul Tech/Kinjutsu Rank: C-Rank(C-Rank of Recoil) Class: Offensive/Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: By overexerting their body and causing damage to their internals, the user turns the damage into spiritual energy and enhances a technique that has struck an opponent, targeting the vestiges of chakra left over from it. This technique can only be used on techniques that cause status effects and has one of two effects. It can either increase the tier level required to resist the checks by two tier levels, making it harder than usual to resist by empowering the body itself. Or it can weaken the body after being struck, causing status effect durations to last for 6 PT longer than usual but both effects can be negated with C-Rank spirit tiers to shrug off the spiritual energy.
Name: Black Arts: Withering Third Level Classification: Soul Tech/Kinjutsu Rank: B-Rank (B-Rank of Recoil) Class: Offensive/Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: By overexerting their body and causing damage to their internals, the user turns the damage into spiritual energy and enhances a technique that has struck an opponent, targeting the vestiges of chakra left over from it. This technique can only be used on techniques that cause status effects and has one of two effects. It can either increase the tier level required to resist the checks by three tier levels, making it harder than usual to resist by empowering the body itself. Or it can weaken the body after being struck, causing status effect durations to last for 8 PT longer than usual but both effects can be negated with B-Rank spirit tiers to shrug off the spiritual energy.
Name: Black Arts: Typeshift Level One Classification: Kinjutsu/Soul Tech Rank: C-Rank(C-Rank recoil) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: By an infusion of spiritual energy channeled through one of her active soul orbs, Mage has learned how to cause something rather unique to occur. As she charges the spiritual energy with her soul orb she causes the life force to take on that element before infusing it into the technique itself. This causes the technique to take on that element and change its very nature due to the overwhelming presence of the life force however it doesn't change the actual effects of the technique itself. This can only be done with primary element or ambient techniques and an element can only be changed into one that Mage has in a different soul or demi-orb. This is incredibly taxing however and after a technique is Typeshifted this technique goes on cooldown.
Rank - Cooldown(PT) D - 10 C - 8 B - 6 A - 4 S - 2
Name: Black Arts: Typeshift Level Alter Classification: Kinjutsu/Soul Tech Rank: B-Rank(B-Rank recoil) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: Rather than changing the elemental nature of a technique, Mage has instead learned how to do something entirely different with it. Through the use of her life force, taxing her own body incredibly to activate this, she can instead utilise type power equal or greater systems to change her techniques. This allows her to cause a technique to change damage type completely, making it go from Chakra to any other apart from Natural. However when a technique is Alter-Typeshifted it cannot be normally typeshifted and if changed to Spiritual or Hybrid cannot have other modifications attached to it due to the technique becoming somewhat alien in nature and harder to manage. Once used this goes on cooldown like other Typeshift techniques.
Rank - Cooldown(PT) D - 15 C - 12 B - 9 A - 6 S - 3
Name: Black Arts: Typeshift Level Two Classification: Kinjutsu/Soul Tech Rank: A-Rank(A-Rank recoil) Class: Supplementary Range: Self(Alter), Contact(Ranged Alter)
Description: By an infusion of spiritual energy channeled through one of her active soul orbs, Mage has learned how to cause something rather unique to occur. As she charges the spiritual energy with her soul orb she causes the life force to take on that element before infusing it into the technique itself. This causes the technique to take on that element and change its very nature due to the overwhelming presence of the life force however it doesn't change the actual effects of the technique itself. This can only be done with primary element, ambient or dual-combination techniques and an element can only be changed into one that Mage has in a different soul or demi-orb. This is incredibly taxing however and after a technique is Typeshifted this technique goes on cooldown.
Rank - Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 18th January 2018, 1:03 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 23rd January 2018, 8:05 am | |
| - Black Arts:
Name: Black Arts: Quickening I Classification: Kinjutsu/Soul Tech Rank: C-Rank(3 D-Ranks Recoil) Class: Supplementary Range: Self
Description: With this technique, Mage forces her techniques to activate quicker, unfortunately the oversurging of her chakra to do this is dangerous and damages her body but hurting one's self is sometimes the price to pay for power. Once this technique is activated, a currently charging technique is sped up with its activation time being lowered depending on Mage's rank as she can get more power out of her chakra and her body the more skilled she becomes in combat. This can only be used once per round and as such cannot be used to instantly force a tech to be ready unless she is of high enough rank to clear the activation time in a single activation.
Rank - PT Added D - 2 C - 4 B - 6 A - 8 S - 10
Name: Black Arts: Quickening II Classification: Kinjutsu/Soul Tech Rank: B-Rank(C-Rank Recoil) Class: Supplementary Range: Self
Description: With this technique, Mage forces her techniques to activate quicker, unfortunately the oversurging of her chakra to do this is dangerous and damages her body but hurting one's self is sometimes the price to pay for power. Once this technique is activated, a currently charging technique is sped up with its activation time being lowered depending on Mage's rank as she can get more power out of her chakra and her body the more skilled she becomes in combat. This can only be used once per round and as such cannot be used to instantly force a tech to be ready unless she is of high enough rank to clear the activation time in a single activation.
Rank - PT Added D - 3 C - 6 B - 9 A - 12 S - 15
Name: Black Arts: Quickening III Classification: Kinjutsu/Soul Tech Rank: A-Rank(B-Rank Recoil) Class: Supplementary Range: Self
Description: With this technique, Mage forces her techniques to activate quicker, unfortunately the oversurging of her chakra to do this is dangerous and damages her body but hurting one's self is sometimes the price to pay for power. Once this technique is activated, a currently charging technique is sped up with its activation time being lowered depending on Mage's rank as she can get more power out of her chakra and her body the more skilled she becomes in combat. This can only be used once per round and as such cannot be used to instantly force a tech to be ready unless she is of high enough rank to clear the activation time in a single activation.
Rank - PT Added D - 4 C - 8 B - 12 A - 16 S - 20
Name: Black Arts: Refresh I Classification: Kinjutsu/Soul Tech Rank: C-Rank(3 D-Ranks Recoil) Class: Supplementary Range: Self
Description: This technique functions in a similar manner to Quickening but rather than focusing on making a technique activate faster it instead speeds up the cooldown process, cycling chakra through the soul orb in a way that is damaging to Mage's body but allows the technique to be used even quicker than usual. This technique can only be activated once per round and can only instantly refresh a technique if the PT matches the full cooldown. The amount of cooldown that is reduced is dependent on Mage's rank as she can get more power out of the damage and chakra cycling when she becomes more skilled.
Rank - Cooldown PT reduced D - 2 C - 4 B - 6 A - 8 S - 10
Name: Black Arts: Refresh II Classification: Kinjutsu/Soul Tech Rank: B-Rank(C-Rank Recoil) Class: Supplementary Range: Self
Description: This technique functions in a similar manner to Quickening but rather than focusing on making a technique activate faster it instead speeds up the cooldown process, cycling chakra through the soul orb in a way that is damaging to Mage's body but allows the technique to be used even quicker than usual. This technique can only be activated once per round and can only instantly refresh a technique if the PT matches the full cooldown. The amount of cooldown that is reduced is dependent on Mage's rank as she can get more power out of the damage and chakra cycling when she becomes more skilled.
Rank - Cooldown PT reduced D - 3 C - 6 B - 9 A - 12 S - 15
Name: Black Arts: Refresh III Classification: Kinjutsu/Soul Tech Rank: A-Rank(B-Rank Recoil) Class: Supplementary Range: Self
Description: This technique functions in a similar manner to Quickening but rather than focusing on making a technique activate faster it instead speeds up the cooldown process, cycling chakra through the soul orb in a way that is damaging to Mage's body but allows the technique to be used even quicker than usual. This technique can only be activated once per round and can only instantly refresh a technique if the PT matches the full cooldown. The amount of cooldown that is reduced is dependent on Mage's rank as she can get more power out of the damage and chakra cycling when she becomes more skilled.
Rank - Cooldown PT reduced D - 4 C - 8 B - 12 A - 16 S - 20
Name: Black Arts: Speedcast Classification: Kinjutsu/Soul Tech Rank: A-Rank(Recoil equal to technique Speedcast) Class: Supplementary Range: Self
Description: Sometimes a technique is needed instantly, where an activation time is simply too dangerous when the technique is needed at that exact moment. So Mage found a way around this issue. Through hyper exposing her soul orb to spiritual energy, damaging her own body in the process, she can cause a technique channeled through that soul orb to activate instantly even if it has an activation time normally. However not only is this incredibly damaging to her body but it also has a cooldown of its own that cannot be negated or sped up in any way as using this too much is far too dangerous for Mage's soul orbs.
Rank - Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
Name: Black Arts: Quickcast Classification: Kinjutsu/Soul Tech Rank: A-Rank(Recoil equal to technique Quickcast) Class: Supplementary Range: Self
Description: Unlike Speedcast, Quickcast is a technique that negates a cooldown rather than an activation time. Once more this is done through overcharging a soul orb with spiritual energy after a technique has been launched through it, doing the equivalent of entirely clearing the residual energy. With that done the technique can be used straight away even if it normally has a cooldown but of course, this is dangerous to Mage and her soul orbs and not only deals recoil to pay for the technique but also has a cooldown of its own that cannot be sped up or negated at all.
Rank - Cooldown(PT) D - 20 C - 16 B - 12 A - 8 S - 4
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 24th January 2018, 8:56 am | |
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Posts : 3780 Join date : 2012-05-06
| Subject: Re: Magical Mumbo Jumbo [Mage's Techs] 24th March 2018, 10:14 pm | |
| - Ars Imperium:
Name: Ars Imperium: Break Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: A simple technique with devastating consequences. The user draws their chakra together and launches it like a bolt of energy at C-Rank speeds to strike a target. If it successfully hits a target then it deals no damage and instead inflicts 3 D-Ranks of pain upon them before activating the secondary effect. When this is done they will have their Defense Tiers lowered by a number of tier levels depending on Mage's rank as the invasive chakra weakens the body and skin to allow more damage to be inflicted. This lasts for a number of PT based on the victim's endurance tiers.
Rank/Endurance Tiers - T.L Drop - Duration(PT) D/None - 2 - 12 C/D - 4 - 9 B/C - 6 - 6 A/B - 8 - 3 S/A - 10 - 1 -/S - N/A - Immune
Name: Ars Imperium: Breakra Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: A simple technique with devastating consequences. The user draws their chakra together and launches it like a bolt of energy at B-Rank speeds to strike a target. If it successfully hits a target then it deals no damage and instead inflicts a C-Rank of pain upon them before activating the secondary effect. When this is done they will have their Defense Tiers lowered by a number of tier levels depending on Mage's rank as the invasive chakra weakens the body and skin to allow more damage to be inflicted. This lasts for a number of PT based on the victim's endurance tiers.
Rank/Endurance Tiers - T.L Drop - Duration(PT) D/None - 3 - 16 C/D - 6 - 12 B/C - 9 - 8 A/B - 12 - 4 S/A - 15 - 2 -/S - N/A - 1
Name: Ars Imperium: Breakga Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: A simple technique with devastating consequences. The user draws their chakra together and launches it like a bolt of energy at A-Rank speeds to strike a target. If it successfully hits a target then it deals no damage and instead inflicts a B-Rank of pain upon them before activating the secondary effect. When this is done they will have their Defense Tiers lowered by a number of tier levels depending on Mage's rank as the invasive chakra weakens the body and skin to allow more damage to be inflicted. This lasts for a number of PT based on the victim's endurance tiers.
Rank/Endurance Tiers - T.L Drop - Duration(PT) D/None - 4 - 20 C/D - 8 - 16 B/C - 12 - 12 A/B - 16 - 8 S/A - 20 - 4 -/S - N/A - 2
Name: Ars Imperium: Crack Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Much like Break, Crack is a bolt of chakra condensed and launched out with the express purpose of weakening a person's body. This bolt moves at C-Rank speeds and deals no damage when it strikes a target, instead inflicting only 3 D-Ranks of pain to them. However when it strikes it inflicts a secondary effect as the invasive chakra weakens the victim's body and makes them more susceptible to status effects and chakra damage, causing a drop in their Endurance Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Defense Tiers as a hardened body better helps weaken the effect of this technique.
Rank/Defense Tiers - T.L Drop - Duration(PT) D/None - 2 - 12 C/D - 4 - 9 B/C - 6 - 6 A/B - 8 - 3 S/A - 10 - 1 -/S - N/A - Immune
Name: Ars Imperium: Crackra Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Much like Break, Crack is a bolt of chakra condensed and launched out with the express purpose of weakening a person's body. This bolt moves at B-Rank speeds and deals no damage when it strikes a target, instead inflicting only a C-Rank of pain to them. However when it strikes it inflicts a secondary effect as the invasive chakra weakens the victim's body and makes them more susceptible to status effects and chakra damage, causing a drop in their Endurance Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Defense Tiers as a hardened body better helps weaken the effect of this technique.
Rank/Defense Tiers - T.L Drop - Duration(PT) D/None - 3 - 16 C/D - 6 - 12 B/C - 9 - 8 A/B - 12 - 4 S/A - 15 - 2 -/S - N/A - 1
Name: Ars Imperium: Crackga Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Much like Break, Crack is a bolt of chakra condensed and launched out with the express purpose of weakening a person's body. This bolt moves at A-Rank speeds and deals no damage when it strikes a target, instead inflicting only a B-Rank of pain to them. However when it strikes it inflicts a secondary effect as the invasive chakra weakens the victim's body and makes them more susceptible to status effects and chakra damage, causing a drop in their Endurance Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Defense Tiers as a hardened body better helps weaken the effect of this technique.
Rank/Defense Tiers - T.L Drop - Duration(PT) D/None - 4 - 20 C/D - 8 - 16 B/C - 12 - 12 A/B - 16 - 8 S/A - 20 - 4 -/S - N/A - 2
Name: Ars Imperium: Splinter Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Unlike break and crack, Splinter aims to not damage the body but instead the mind. This bolt moves at C-Rank speeds and deals no damage when it strikes a target, instead inflicting only 3 D-Ranks of pain to them. However when it strikes it inflicts a secondary effect as the chakra reaches the mind, attacking it and weakening the synapses, causing a drop in their Barrier Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Reaction Tiers as their enhanced perception allows them to better grasp their surroundings and reassert their normal functions.
Rank/Reaction Tiers - T.L Drop - Duration(PT) D/None - 2 - 12 C/D - 4 - 9 B/C - 6 - 6 A/B - 8 - 3 S/A - 10 - 1 -/S - N/A - Immune
Name: Ars Imperium: Splintera Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Unlike break and crack, Splinter aims to not damage the body but instead the mind. This bolt moves at B-Rank speeds and deals no damage when it strikes a target, instead inflicting only a C-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra reaches the mind, attacking it and weakening the synapses, causing a drop in their Barrier Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Reaction Tiers as their enhanced perception allows them to better grasp their surroundings and reassert their normal functions.
Rank/Reaction Tiers - T.L Drop - Duration(PT) D/None - 3 - 16 C/D - 6 - 12 B/C - 9 - 8 A/B - 12 - 4 S/A - 15 - 2 -/S - N/A - 1
Name: Ars Imperium: Splintega Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Unlike break and crack, Splinter aims to not damage the body but instead the mind. This bolt moves at A-Rank speeds and deals no damage when it strikes a target, instead inflicting only a B-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra reaches the mind, attacking it and weakening the synapses, causing a drop in their Barrier Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Reaction Tiers as their enhanced perception allows them to better grasp their surroundings and reassert their normal functions.
Rank/Reaction Tiers - T.L Drop - Duration(PT) D/None - 4 - 20 C/D - 8 - 16 B/C - 12 - 12 A/B - 16 - 8 S/A - 20 - 4 -/S - N/A - 2
Name: Ars Imperium: Veil Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Unlike break and crack, Veil aims to not damage the body but instead the senses. This bolt moves at C-Rank speeds and deals no damage when it strikes a target, instead inflicting only 3 D-Ranks of pain to them. However when it strikes it inflicts a secondary effect as the chakra reaches the head, attacking and weakening the senses in order to cause a drop in reaction tiers of the victim. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Barrier Tiers as their strengthened minds allow them to overcome the attack on their senses to reassert their normal functions.
Rank/Barrier Tiers - T.L Drop - Duration(PT) D/None - 2 - 12 C/D - 4 - 9 B/C - 6 - 6 A/B - 8 - 3 S/A - 10 - 1 -/S - N/A - Immune
Name: Ars Imperium: Veilra Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Unlike break and crack, Veil aims to not damage the body but instead the senses. This bolt moves at B-Rank speeds and deals no damage when it strikes a target, instead inflicting only a C-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra reaches the head, attacking and weakening the senses in order to cause a drop in reaction tiers of the victim. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Barrier Tiers as their strengthened minds allow them to overcome the attack on their senses to reassert their normal functions.
Rank/Barrier Tiers - T.L Drop - Duration(PT) D/None - 3 - 16 C/D - 6 - 12 B/C - 9 - 8 A/B - 12 - 4 S/A - 15 - 2 -/S - N/A - 1
Name: Ars Imperium: Veilga Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Unlike break and crack, Veil aims to not damage the body but instead the senses. This bolt moves at A-Rank speeds and deals no damage when it strikes a target, instead inflicting only a B-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra reaches the head, attacking and weakening the senses in order to cause a drop in reaction tiers of the victim. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Barrier Tiers as their strengthened minds allow them to overcome the attack on their senses to reassert their normal functions.
Rank/Barrier Tiers - T.L Drop - Duration(PT) D/None - 4 - 20 C/D - 8 - 16 B/C - 12 - 12 A/B - 16 - 8 S/A - 20 - 4 -/S - N/A - 2
Name: Ars Imperium: Ravage Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Rather than attacking the passive tiers, Ravage attacks the body to weaken its active functions. This bolt moves at C-Rank speeds and deals no damage when it strikes a target, instead inflicting only 3 D-Ranks of pain to them. However when it strikes it inflicts a secondary effect as the chakra violently attacks the victim's muscles, forcing them to become weaker and causing a substantial drop in the victim's Strength Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Speed Tiers as their ability to harness and use different muscles enables them to overcome the attack and use their body properly.
Rank/Speed Tiers - T.L Drop - Duration(PT) D/None - 2 - 12 C/D - 4 - 9 B/C - 6 - 6 A/B - 8 - 3 S/A - 10 - 1 -/S - N/A - Immune
Name: Ars Imperium: Ravara Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Rather than attacking the passive tiers, Ravage attacks the body to weaken its active functions. This bolt moves at B-Rank speeds and deals no damage when it strikes a target, instead inflicting only a C-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra violently attacks the victim's muscles, forcing them to become weaker and causing a substantial drop in the victim's Strength Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Speed Tiers as their ability to harness and use different muscles enables them to overcome the attack and use their body properly.
Rank/Speed Tiers - T.L Drop - Duration(PT) D/None - 3 - 16 C/D - 6 - 12 B/C - 9 - 8 A/B - 12 - 4 S/A - 15 - 2 -/S - N/A - 1
Name: Ars Imperium: Ravaga Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Rather than attacking the passive tiers, Ravage attacks the body to weaken its active functions. This bolt moves at A-Rank speeds and deals no damage when it strikes a target, instead inflicting only a B-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra violently attacks the victim's muscles, forcing them to become weaker and causing a substantial drop in the victim's Strength Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Speed Tiers as their ability to harness and use different muscles enables them to overcome the attack and use their body properly.
Rank/Speed Tiers - T.L Drop - Duration(PT) D/None - 4 - 20 C/D - 8 - 16 B/C - 12 - 12 A/B - 16 - 8 S/A - 20 - 4 -/S - N/A - 2
Name: Ars Imperium: Cripple Classification: Soul Tech Rank: C-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Rather than attacking the passive tiers, Cripple attacks the body to weaken its active functions. This bolt moves at C-Rank speeds and deals no damage when it strikes a target, instead inflicting only 3 D-Ranks of pain to them. However when it strikes it inflicts a secondary effect as the chakra violently attacks the victim's muscles, forcing them to become slower and causing a substantial drop in the victim's Speed Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Strength Tiers as their natural strength allows them to overcome the attack and bring their slowed and weakened muscles back into proper use.
Rank/Strength Tiers - T.L Drop - Duration(PT) D/None - 2 - 12 C/D - 4 - 9 B/C - 6 - 6 A/B - 8 - 3 S/A - 10 - 1 -/S - N/A - Immune
Name: Ars Imperium: Cripplera Classification: Soul Tech Rank: B-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Rather than attacking the passive tiers, Cripple attacks the body to weaken its active functions. This bolt moves at B-Rank speeds and deals no damage when it strikes a target, instead inflicting only a C-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra violently attacks the victim's muscles, forcing them to become slower and causing a substantial drop in the victim's Speed Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Strength Tiers as their natural strength allows them to overcome the attack and bring their slowed and weakened muscles back into proper use.
Rank/Strength Tiers - T.L Drop - Duration(PT) D/None - 3 - 16 C/D - 6 - 12 B/C - 9 - 8 A/B - 12 - 4 S/A - 15 - 2 -/S - N/A - 1
Name: Ars Imperium: Cripplega Classification: Soul Tech Rank: A-Rank Class: Offensive/Supplementary Range: Mid-Long
Description: Rather than attacking the passive tiers, Cripple attacks the body to weaken its active functions. This bolt moves at A-Rank speeds and deals no damage when it strikes a target, instead inflicting only a B-Rank of pain to them. However when it strikes it inflicts a secondary effect as the chakra violently attacks the victim's muscles, forcing them to become slower and causing a substantial drop in the victim's Speed Tiers. The drop is dependent on Mage's rank and how long it lasts is dependent on the victim's Strength Tiers as their natural strength allows them to overcome the attack and bring their slowed and weakened muscles back into proper use.
Rank/Strength Tiers - T.L Drop - Duration(PT) D/None - 4 - 20 C/D - 8 - 16 B/C - 12 - 12 A/B - 16 - 8 S/A - 20 - 4 -/S - N/A - 2
- Ars Ventio:
Name: Ars Ventio: Search Classification: Soul Tech Rank: C-Rank Class: Supplementary Range: AoE
Description: Drawing in their chakra, the user spreads it out from their soul orb into the surrounding air, letting the chakra drift outwards and form of a sphere that reads the winds. Once this sphere has been established it allows the user to detect any disturbances in the wind or movement as long as it is not hidden by a C-Rank or higher wind displacement concealment technique. The range of this technique is determined by the user's rank as is the duration before the price needs to be repaid.
Rank - Range(Ft radius) - PT Until Price Repaid D - 20 - 2 C - 40 - 4 B - 60 - 6 A - 80 - 8 S - 100 - 10
Name: Ars Ventio: Searchra Classification: Soul Tech Rank: B-Rank Class: Supplementary Range: AoE
Description: Drawing in their chakra, the user spreads it out from their soul orb into the surrounding air, letting the chakra drift outwards and form of a sphere that reads the winds. Once this sphere has been established it allows the user to detect any disturbances in the wind or movement as long as it is not hidden by a B-Rank or higher wind displacement concealment technique. The range of this technique is determined by the user's rank as is the duration before the price needs to be repaid.
Rank - Range(Ft radius) - PT Until Price Repaid D - 30 - 3 C - 60 - 6 B - 90 - 9 A - 120 - 12 S - 150 - 15
Name: Ars Ventio: Searchga Classification: Soul Tech Rank: A-Rank Class: Supplementary Range: AoE
Description: Drawing in their chakra, the user spreads it out from their soul orb into the surrounding air, letting the chakra drift outwards and form of a sphere that reads the winds. Once this sphere has been established it allows the user to detect any disturbances in the wind or movement as long as it is not hidden by an A-Rank or higher wind displacement concealment technique. The range of this technique is determined by the user's rank as is the duration before the price needs to be repaid.
Rank - Range(Ft radius) - PT Until Price Repaid D - 40 - 4 C - 80 - 8 B - 120 - 12 A - 160 - 16 S - 200 - 20
- Ars Fulmen:
Name: Ars Fulmen: Hunt Classification: Soul Tech Rank: C-Rank Class: Supplementary Range: AoE
Description: By channeling chakra into their Lightning Orb, the soulless can then spread the chakra out around them into a small sphere of very gentle electricity. What this does is pick up on any form of electricity, including bio-electrical impulses, that step inside the sphere and move around inside it. This makes it easy to track those that might try and hide from the soulless unless they possess a C-Rank or higher electrolocation concealment technique in order to avoid having their body picked up by this form of sensory. The range of the sensory sphere as well as the duration before the price needs to be repaid is dependent on the user's rank.
Rank - Range(Ft radius) - PT Until Price Repaid D - 20 - 2 C - 40 - 4 B - 60 - 6 A - 80 - 8 S - 100 - 10
Name: Ars Fulmen: Huntra Classification: Soul Tech Rank: B-Rank Class: Supplementary Range: AoE
Description: By channeling chakra into their Lightning Orb, the soulless can then spread the chakra out around them into a small sphere of very gentle electricity. What this does is pick up on any form of electricity, including bio-electrical impulses, that step inside the sphere and move around inside it. This makes it easy to track those that might try and hide from the soulless unless they possess a B-Rank or higher electrolocation concealment technique in order to avoid having their body picked up by this form of sensory. The range of the sensory sphere as well as the duration before the price needs to be repaid is dependent on the user's rank.
Rank - Range(Ft radius) - PT Until Price Repaid D - 30 - 3 C - 60 - 6 B - 90 - 9 A - 120 - 12 S - 150 - 15
Name: Ars Fulmen: Huntga Classification: Soul Tech Rank: A-Rank Class: Supplementary Range: AoE
Description: By channeling chakra into their Lightning Orb, the soulless can then spread the chakra out around them into a small sphere of very gentle electricity. What this does is pick up on any form of electricity, including bio-electrical impulses, that step inside the sphere and move around inside it. This makes it easy to track those that might try and hide from the soulless unless they possess an A-Rank or higher electrolocation concealment technique in order to avoid having their body picked up by this form of sensory. The range of the sensory sphere as well as the duration before the price needs to be repaid is dependent on the user's rank.
Rank - Range(Ft radius) - PT Until Price Repaid D - 40 - 4 C - 80 - 8 B - 120 - 12 A - 160 - 16 S - 200 - 20
- Ars Comba:
Name: Ars Comba: Tri-Disaster Classification: Soul Tech Rank: S-Rank(B-Rank chakra per orb launched+variable) Class: Offensive Range: Mid(Orb Launch), AoE(Detonation)
Description: Can only be done with primary element orbs. Due to being a Prime, Mage has long since realised that her elemental orbs are separate from her and she sees them as the sources of her magic that she can manipulate where they move. With this technique trained she learns how to move them at S-Rank speeds and how to actually weaponise the orbs themselves. She charges them with chakra before launching them towards an opponent. Due to them existing in limbo they cannot be seen by the naked eye, instead requiring a form of sensory based on what element the orb that is launched is. These orbs deal B-Rank chakra based piercing damage upon striking an opponent and then lodge themselves inside the victim's body, this locks Mage out of using the element that is inside someone else's body but if successfully done, Mage is able to detonate the chakra she placed inside the orb. With this done, the orb explodes violently, dealing defense bypassing chakra damage of the element of the orb, the amount being dependent on how much chakra was placed inside the orb. If outside of a body, this damage is only normal chakra damage with an AoE dependent on Mage's rank. There is an additional effect if detonated inside a body, as depending on the chakra placed inside it, it is capable of locking the victim out of that element or similar for a set amount of time based on their endurance tiers. This level of the technique allows Mage to have three orbs out at once but no more, if she launches another, the first orb thrown loses the chakra it held and returns to her.
Chakra Price - Damage Dealt - Elements Locked Out D - D - N/A C - 3 D - N/A B - C - Primary A - B - Specialised Primary S - A - Dual Combination(Element must be one of composites) SS - S - Tri Combination(Must have at least two composites) SSS - SS - Perfect Primary
Rank/Endurance Tier - Area of Effect(ft radius) - Duration of Lock Out(PT) D/None - 10 - 16 C/D - 20 - 14 B/C - 30 - 12 A/B - 40 - 10 S/A - 50 - 8 'Z'/S - 75 - 6 'X'/SS - 100 - 3 -/SSS - N/A - 1
Orb Element - Sensory Required Fire - Infrared sight or Heat Sensory of A-Rank or higher. Water - Moisture Sensory of A-Rank or higher. Wind - Wind Displacement Sensory of A-Rank or higher. Earth - Vibration Sensory of A-Rank or higher. Lightning - Electrolocation of A-Rank or higher. Life - Life Force sensory of A-Rank or higher. *Note, having just the element sensory allows general location to be found but the orb itself cannot be seen, potentially making it hard to dodge as the orb's presence is unknown.
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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