Post by Admin on Aug 1, 2015 19:47:34 GMT
Piercing
Not to be confused with Pierce, a spell variant of it, Piercing is an ability some Magus and Mages possess naturally through their Contracts or Anchors. Piercing grants the user the ability to deal damage to barriers with much greater ease through simply attacking it.
Link
A bond allowed to exist between two or more Mages, Magii, Espers or Psychics.
Multi-Cast
The ability to cast multiple spells at a time with small penalties to mana per additional spell.
Damage Resistance
The ability to negate damage altogether unless it reaches a certain category or degree.
Damage Reduction
The ability to reduce damage by a percentage altogether.
Aura
The ability to produce effects through generating a presence of influence within a certain range.
Courage
The acquisition of power during desperate, grave or overwhelming odds.
Sacrifice
Unlocking of an ability or release of power through sacrificing something of importance to the user(can supplement with equal equivalent from opponent, but with 3/4 effects.)
Special Familiar Summoning
The ability to summon Familiars at a reduced cost to materialize and maintain.
Racial Counter
The ability to deal additional damage or gain additional power when fighting those of a certain race or contracted to them.
Perception
The ability to perceive things the naked eye should not, be it any of the normal senses or more.
Binding
The ability to restrain, restrict, slow, etc through use of an ability.
Affinity
A particular talent that is exceptional and possibly unique to the user.
Regeneration
Heightened self-healing, part of quasi-regeneration.
Quasi-regeneration
The re-attachment of limbs.
Realm-Walker
The ability to walk between one world and another by creating a portal or other method to do so that, when completed, does not penalize the user with weariness, disorientation, etc.
Charm
The ability to persuade others with your opinion, wishes, dislikes, etc, through a certain means.
Authority
The acquisition of power by fighting those of a similar race. Limited to Ruler-type Contracters.
Racial Weakness
Extreme vulnerability to a substance, occurrence, atmosphere, element, etc., simply from being Contracted to, or being a particular race.
Initiative
A certain bonus from initiating the fight by dealing the first attack.
Anti-Army
The ability in use has high destructive power and area-of-effect, be the damage in a line, a cone, etc.
Anti-Unit
Single-target abilities that deal high damage.
Mana Recovery
The ability to recover mana at a faster or slower rate than an average Magus or Magii is supposed to.
Not to be confused with Pierce, a spell variant of it, Piercing is an ability some Magus and Mages possess naturally through their Contracts or Anchors. Piercing grants the user the ability to deal damage to barriers with much greater ease through simply attacking it.
Link
A bond allowed to exist between two or more Mages, Magii, Espers or Psychics.
Multi-Cast
The ability to cast multiple spells at a time with small penalties to mana per additional spell.
Damage Resistance
The ability to negate damage altogether unless it reaches a certain category or degree.
Damage Reduction
The ability to reduce damage by a percentage altogether.
Aura
The ability to produce effects through generating a presence of influence within a certain range.
Courage
The acquisition of power during desperate, grave or overwhelming odds.
Sacrifice
Unlocking of an ability or release of power through sacrificing something of importance to the user(can supplement with equal equivalent from opponent, but with 3/4 effects.)
Special Familiar Summoning
The ability to summon Familiars at a reduced cost to materialize and maintain.
Racial Counter
The ability to deal additional damage or gain additional power when fighting those of a certain race or contracted to them.
Perception
The ability to perceive things the naked eye should not, be it any of the normal senses or more.
Binding
The ability to restrain, restrict, slow, etc through use of an ability.
Affinity
A particular talent that is exceptional and possibly unique to the user.
Regeneration
Heightened self-healing, part of quasi-regeneration.
Quasi-regeneration
The re-attachment of limbs.
Realm-Walker
The ability to walk between one world and another by creating a portal or other method to do so that, when completed, does not penalize the user with weariness, disorientation, etc.
Charm
The ability to persuade others with your opinion, wishes, dislikes, etc, through a certain means.
Authority
The acquisition of power by fighting those of a similar race. Limited to Ruler-type Contracters.
Racial Weakness
Extreme vulnerability to a substance, occurrence, atmosphere, element, etc., simply from being Contracted to, or being a particular race.
Initiative
A certain bonus from initiating the fight by dealing the first attack.
Anti-Army
The ability in use has high destructive power and area-of-effect, be the damage in a line, a cone, etc.
Anti-Unit
Single-target abilities that deal high damage.
Mana Recovery
The ability to recover mana at a faster or slower rate than an average Magus or Magii is supposed to.