[b]Name[/b]: Lucian Bonhert [b]Age[/b]: 21 [b]Gender[/b]: Male [hider=Appearance] Lucian has a fair build on his 6'2" body, although you would have a hard time noticing his exact height do to his habit of leaning on things whenever he is not in motion. He is usually well dressed, preferring to wear black slacks, with a button shirt and tie, though the colour of his shirt is known to change oft between purple, blue, red, black and white. His shoes are always polished neatly and give off a shine, similar is his shoulder length brown hair, which gives off its own shine as it is always slicked back. Lucian shaves daily, for clean shave reveals a clean mind, or so he thinks. His eyes are slate blue, and he wears black framed glasses. [/hider] [hider=Personality] He generally could care less about everything that is going on around him, viewing many activities and people as "beneath him" He is especially apathetic towards those who give off the appearance of a big ego, humorously enough, because his is bigger. Generally though he is a nice guy towards everyone else, tries to help out when he can, as much as he can, though he does prefer to not take center stage while doing so, and would rather remain unseen. [/hider] [hider=History] Lucian has had a bumpy past. His parents moves around a lot, as such he never really stayed in one place for very long growing up, so he never really got good at making friends, or rather, he didn't see much point as he knew that they would be forced to move within a year or less. Not that he found many people that he would be willing to make friends with, as he was bullied throughout his childhood do to his childish plump, and his lack of social skills. When his parents finally decided to stay in one place, he found that the bullying got worse. Eventually, they crossed the line while he was in his second year of high school. Finding that he had been tormented enough, he decided to turn the tables, during the summer he got fit and started to eat health, as such, he no longer looked like a prime target, his second part of his plan though was a bit darker. He decided that he would use his intellect to send those bullies a message that they would not forget. He managed to set a park ablaze in flames, and set it up to frame the other kids. With his perfect records, and being a victim all his school life, no one would ever suspect him. It managed to get all the kids separated, and criminal records. Lucian does feel a bit bad about the destruction he caused, but justifies his actions with the notion that they needed to be punished. His life after that went on as a normal student with above average grades, allowing him to get a scholarship to further his education. [/hider] --- [hider=Status Window] Class: The Gamer Level: 15 Current EXP: 404 Epic Points: 1 Stats: 0/76 Points STR: 10 VIT: 11 DEX: 12 INT: 30 WIS: 25 LUK: 10 HP: 122 (+11%) = 135 HP Regeneration: 5 (+20) = 25 MP: 253 (+14% = 35.42) = 288 MP Regeneration: 18 (+2) = 20 Resilience: 13 Concentration: 19 Wind Affinity: 29 Earth Affinity: 25 Lightning Affinity: 17 [/hider] [hider=Talents] 65 + 10 = 3/75 Points Remaining Acrobatics (DEX): 0 Appraisal (INT): 1 Climbing (STR): 0 Crafting (INT): 4 First Aid (INT): 1 Fisticuffs (DEX): 0 Focus (WIS): 20 Knowledge (INT): 14 Lightning Magic Rituals (INT): 0 Manipulate Device (DEX): 0 Melee Weaponry (DEX): 6 Natural Force Rituals (WIS/INT): 13 Nature Invoking (WIS): 3 Negotiation (INT): 10 Observation (INT): 10 Projectile Weaponry (DEX): 6 Ritual Earth Magic (INT): 2 Ritual Lightning Magic (INT): 1 Ritual Wind Magic (INT): 5 Sleight of Hand (DEX): 0 Stealth (DEX): 2 Thrown Weapons (DEX): 0 [/hider] [hider=Titles] Zombie Slayer: Many zombies have fell before you, but now you have killed the one of the baddest zombies out there, making you something to fear for all walking dead. You receive the following bonuses against Zombies and other kinds of walking dead: +10% Attack Speed, +10% Defense, and deal +10% Damage. Queller of Storm's Fury: You have successfully defeated an angered Storm Elemental whose fury was beset on destroying you, making you much more experienced at taking down the fury of other elementals. You get +10% Attack Speed, Defense, and deal +10% Damage against Air, Lightning, and Storm Elementals. Master of Focus: You have mastered the Focus Talent, achieving the Max Rank in it and thus have a mind of steel. +2 MP Regeneration and +5% to your Focus. [/hider] [hider=Skills] [hider2=Miscellaneous Skills] The Gamer (MAX LV): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could. Game Character's Body (MAX LV): You possess a body that lets you live like a Game Character in the real world. ID Create (Lv 5: 0/100 EXP) (Active): Create a Pseudospace. Current Types Possible: Empty ID, Imp ID, Zombie ID, Minor Air Elemental ID, Goblin ID. To Level Up: Create an ID, Unknown Training Method, Unknown Training Method. ID Escape (Level 4: 0/100 EXP) (Active): Destroys the ID you currently are in, allowing you to escape. May not work in some cases. Higher levels may allow you to escape in certain other situations or allow you to break more powerful Pseudospaces. To Level Up: Escape an ID you created, Escape an ID someone else created. Observe (Active) (Lv 9: 0/100 EXP): +1 Observation. Higher Skill Level gives you more data on a target. To Level Up: Use the Skill, Find out Unique Information, Make a natural observation about a target. Meditation (Active) (Lv 15: 10/100 EXP): +4 MP Regeneration, +1 Focus. The art of focusing and clearing your mind to relieve stress and tension or to increase focus. Raises MP recover rate by 500% when used. Cannot be used in Combat nor can you move while using this Skill. If used during an attempt to focus towards something or during natural meditation your Focus is increased by 7%. To Level Up: Use to recover MP. Meditate Naturally. Use the skill while performing a meditation oriented, but not combat oriented, task. Mind of Elemental Duality (Lv 10: 0/100 XP) (Passive): +3 to all Elemental Affinities. Your sharp, focused mind has made pretty deep connections to two different, yet similar forces and knows how to make them one. All Natural Elemental and Elemental Force Skills are now considered one and the same, and thus any bonuses that apply to only one of them apply to both of them. Not only that, but all Elemental Force and Natural Elemental Skills you possess are all strengthened by 15%. Also any Elemental Affinities you have strengthen all of your Skills that said Affinity could be applied to by % amount equal to 40% of the Elemental Affinity. To Level Up: Use Elemental Force and Natural Elemental Skills. Focus Mastery (Max Level) (Passive): +1 Wis, +5 MP Regeneration, +20 MP. You have mastered the natural skill of focusing your mind and thus your concentration can only naturally increase from now on. It may become much easier now to unlock Focus or willpower related related abilities. [/hider2] [hider2=Combat Skills] Coin Flick (Active: 0 MP, Requires Coins) (LV 2: 0/100 EXP): Use any coins you have on you to flick at an enemy. Upon successful hit the Irritated Status may be inflicted. Irritated Status may also be inflicted even if you miss. Works best on enemies that are quick to anger. +10% Accuracy. 12% Chance to inflict Irritated Status. Level up this Skill by using it. Improvised Weapon Mastery (Passive) (Lv 1: 0/100 EXP): Deal 10% more damage when wielding an Improvised Weapons. +5% to attack speed with Improvised Weapons and +2% Parry speed. To Level Up: Successfully hit with an Improvised Weapon. Defend with an Improvised Weapon. Get a Critical using an Improvised Weapon. Critical Strike (Passive) (Lv 2: 0/100 EXP): Deal 110% more damage whenever you perform a Critical Strike. To Level Up either perform a Critical Strike or get hit by a Critical Strike. Staff Mastery (Passive) (Level 8: 30/100 EXP): +1 Melee Weaponry. Deal 45% more damage with staves. +13% Attack Speed and +6% Parry speed when wielding a Staff. To Level Up: Attack an enemy, Parry with a staff, deal a Critical Strike. Riposte (Active: 6 MP) (Lv 3: 0/100): +1 Dex. You can use right after you dodge or parry an enemy's melee attack to deal a very fast counterattack. This Skill has a -23% to its Attack Speed. Deal an additional 8% Damage on a successful Riposte. To Level Up, either successfully perform Counter or fail on an attempted Counter. Get a natural counterattack without using this Skill. Lucky Strike (Passive) (Lv 2: 0/100 EXP): Ignore opponent Resistance whenever you deal a Lucky Strike. +1 LUK. Deal 10% additional Damage with a Lucky Strike. To level up, either deal a Lucky Strike or get hit by a Lucky Strike. Physical Endurance (Passive) (Lv 6: 0/100 EXP): +6 Resilience, +11% HP, +2 HP Regeneration. You have more resistance against physical attacks. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Successfully survive a fatal strike. Magical Endurance (Level 1: 0/100) (Passive): +1 Concentration, +5% MP. You have some resistance against mystical attacks. To Level Up: Successfully endure a magical attack. Completely nullify a magical attack with Concentration alone. Successfully endure a Critical Strike from a magical attack. Endure a Critical Strike. [/hider2] [hider2=Mana Emission Skills] Mana Wave (Lv 6: 15/100 EXP) (Active: 7 MP): You focus your mind and from it unleash a powerful, yet small, wave-like blast of mana from your palms using your internal energies and willpower. This does 1d10 + 37% Focus Score + (37 + Focus Score% of your INT) Damage. To Level Up: Use Mana Wave, Hit with Mana Wave, Defeat an enemy with Mana Wave, get a Critical with Mana Wave, get a Lucky with Mana Wave. Mana Flow (Lv 15: 0/100 EXP) (Active: 15 MP/Minute): +15% MP, +3 MP Regeneration, +2 Focus. A skill for basic control on the flow of mana within you. With this skill you can actively practice controlling and flowing mana through your body and inner self with even a small bit of control on how it exits your body as well. Not useful in combat, but has its in many other forms of skills. With much concentration and focus you can also attempt to flow Mana into or out from the ground, flowing it out from the ground by connecting your own Mana Flow to the one in the ground. This takes a little more time and effort though. With higher levels you can get more control. All Mana based Skills are strengthened by 15%, 30% if they are used while this is active. To Level Up: Practice controlling your Mana Flow. Create a Skill using this one. Chained Mana Surge (Level 8: 0/100) (Active: 13 MP + 6 MP): You launch a more powerful, condensed surge of Mana towards your opponent that takes on a comet like shape. Upon the blast hitting the target the target takes 8 ~ 24 + 55% Focus Score in damage. By sending an additional small surge of mana through the flow of mana from the user to the blast you increase the damage of the first attack by 6 ~ 12 + 26% Focus Score Damage. Currently you can send up to 2 additional surge through the trail of the blast. You may also curve the trajectory of this blast a small bit to hit targets that might be behind a light bit of cover as well. To Level Up: Use Chained Mana Surge. Hit an Enemy with Chained Mana Surge. Defeat an Enemy with Chained Mana Surge. Mana Whirlwind Shield (Level 5: 10/100) (Active: 60 / 30 MP): +1 Wind Element Affinity. Using a combination of channeling your spirit and the flow of mana you can create a whirling shield of wind and mana around you. If you have some blessings of wind upon you already this Skill costs 30 MP to use. This spinning shield has HP equal to your Int + 50% of your Focus Score. The spinning mana and winds that comprise the shield weaken all blows to it by 15% due to the spinning deflecting them away partially. With no blessings of wind currently active you connect to the wind yourself when using this skill, which takes alot more energy and thus costs 60 MP to use. The shield lasts for one minute before automatically dissipating, two minutes if you have a wind based blessing active. To Level Up: Use Mana Whirlwind Shield, Have the Shield absorb damage, have the shield get broken. Mana Link (Lv 4: 0/100) (Active: 50 MP): Your strong focus and connection to many different forces, as well as your ability to flow mana, has given you the ability to establish and connect your being to others through Mana. This much more powerful version of Mana Flow is not practical on its own, through training and experimentation, you can create some powerful abilities that allow you to utilize Mana Links in unique ways. On its own, you can establish a link with a target, as Mana Flow allows you to perform this from a distance, to give or take Mana from a target, although an unwilling target can resist and try to break the link at any time. You can also send basic mana attacks or skills through the link, allowing them to automatically hit. Any Skill used through the Link has its MP Cost decreased by 9%. You can establish multiple Mana Links by using the Skill multiple times. Can currently establish just two Links. You can send another Mana based Skill that is sent to you through the link through another established link. The Skill is weakened by 25% and this uses up an amount of MP equal to 46% of the MP Cost of the Skill. To Level: Utilize Mana Links, Link with an Unwilling Target, Create new Applications for Mana Links. [/hider2] [hider2=Nature Force Ritual Skills] Natural Force Rituals (Talent Skill) You have learned the basic rituals required for communing with the forces of nature. With more practice over time you can perform more complex and powerful rituals that will allow you to commune with more powerful forces or ask for greater boons from nature. For every 4 Ranks in Focus you get a +1 bonus to the strength of the ritual. Nature's Boon (Level 8: 90/100 EXP) (Active: 40 MP): +1 Nature Force Rituals. You can communicate with Nature, requesting its aid and asking it for a boon during this ritual. Currently you may have three Boons active at a time. All boon's you possess are strengthened by 4 + 5 (Focus Bonus) + 6 (Talent Rank Bonus) . Current boon's known: 3 Protection of the Wind (+2 Wind Affinity) - The Wind aids you, protecting you for the duration of the boon by making you swifter, allowing you to dodge or parry attacks with more speed. +5% to your Dodge and Parry Speed. Using an object that has the power of the wind as a focus grants another +5% bonus. Ritual Bonus Strength is halved for this boon, total Dodge Speed being +21%. Ocean's Resistance - You seem to have a sort of resistance around your body, as if you are underwater. It blocks all oncoming attacks, granting you +5% Damage Resistance, plus an additional 15% thanks to the extra strength your Boon's acquire. This amount is doubled if an item with the power of water is used as a focus during any ritual to renew this Boon. Indomitable Form - (+2 Earth Affinity) - Like the earth, you are immovable, stronger than anything thanks to how close you are to it. Your Strength and Vitality both increase by 10% + 15%. Sustenance from the Earth - With how close you feel to plants, you feel as though you are like one, life flowing up into you from the earth. Your HP Regeneration is increased 5 + the bonus strength of the boon (15). Current boon's active: 0 --- Nature's Power (Level 11: 10/100 EXP) (Active: 80 MP): +2 Natural Force Rituals, +1 Wind Affinity, +1 Earth Affinity. You connect and focus your spirit to nature, contracting with it and acquiring temporary power. For a time being you will acquire a power of nature that you can harness a few times using your own energy. You may also use this ritual to make new contracts to be able to acquire more special powers, a higher level in this Skill letting you acquire stronger contracts, and thus stronger powers. Currently you may have only 4 powers of nature at any given time and you can only use each power 6 times before you must reacquire it. All current powers strengthened by +5, plus an additional +5 thanks to ritual strength bonus, +5 as well for your Rank in this Talent. Also by having an appropriate Elemental force focus, you can recharge your powers with a bit of communing with the appropriate natural force, the focus having a 30% chance of staying intact. [i]Strength of power equals 65 - result divided by 3.[/i] Current Powers Contracted: 4 --Ocean Waves (10 MP): You harness the force and power of the waves of the ocean and seas. If there is no water nearby you instead conjure a mighty wave of your own unseen spiritual force that can knock down and smash an opponent, dealing 1~10 plus half the strength of the Ritual in damage. This also can knock down an opponent if they fail to beat the strength of this power. Note that this power is at half strength without a source of water nearby. If their is water nearby you may instead control that, firing it at an opponent as you connect your spirit to it, allowing you to use the complete strength of this power and halving its MP Cost. (43 Strength, 5 Uses) --Tornado's Whirlwind (20 + 1 MP/Additional Second): (+2 Wind Affinity) You gather the wind in which you have contracted to you before throwing it as a whipping, punishing whirlwind at a foe. This deals 5 ~ 20 Damage to a foe upon hit, plus an additional amount equal to the strength of the Ritual to contract the power. It also has a potential to knock them down or back depending upon if they can resist the force of the wind. You can spend a longer amount of time gathering wind to you to create a bigger whirlwind to throw, each additional second you spend gathering wind increasing the damage by 1%. (37 Strength, 6 Uses) --Earth's Might (30 MP): (+2 Earth Affinity) When touching the earth, you can flow its strength through you. By using this power you increase your Strength by 25% of the Strength of this Power for 15 Seconds. (15 Strength: 6 Uses) --Healing Roots (20 MP): You let your spirit take root in the ground, allowing you to heal yourself by an amount of HP equal to the strength of this Power + your Natural Force Ritual Score. If you touch someone else, and possess the ability to connect your spirit to theirs, you can use this to heal someone else as well. Natural Invocation Ritual (Level 5: 0/100 EXP) (Active: 90 MP): +1 Nature Invoking. Through this special ritual you attain a deep connection with nature. You fully take the powers and boons of nature that you have contracted with within you and learn how to invoke these powers of nature as your own. As you level up this Skill you will be able to acquire more complex invocations and do more with the powers you are contracted with. Also all Invocations are strengthened by 15%. To Level Up: Acquire a new Invocation, use an Invocation. Nature Invoking (Talent Skill): By connecting to nature, you acquire the ability to invoke various forces that you are contracted with. As you grow more proficient in this Talent, your Invocations will become stronger and you can use more complex Invocations. Whirlwind (Level 1: 0/100 XP) (Active: 35 MP + 3 MP/Second): +1 Wind Affinity. You call forth swirling winds to your hand and launch them at a foe. The target, if hit, takes 4 ~ 16 + your Nature Invoking Score Damage. This has the potential to knock a foe down or back. Not only that, but for every additional second that you charge this Invocation [i](In Game terms, for every additional round you spend charging it)[/i] the damage is increased by 1% as more wind is gathered. To Level Up: Use the Invocation. Ocean's Flow (Level 9: 0/100 EXP) (Active: 13 MP): You connect your mana to any water in the air, ground, and in the general vicinity and flow it forth to you. After that you launch the water as a mighty shot or blast of water. The blast deals 5 - 18 + Nature Invoking Damage, plus an additional amount of damage depending upon how much water you can find. Can be used to Counter a Water based power, but this depends upon your Nature Invoking Score. To Level Up: Use the Invocation, Control Water based Powers Spirit Roots (Level 5: 0/100 XP) (Active: Special): By touching the earth, bare feet or bare hands the best for this, it is possible to absorb spiritual energy. While you use this Skill [i](GM Note: In Game Terms it will be Rounds, and it is activated as an Action so if you have more than one Action you can still use something else)[/i], you replenish an amount of Mana equal to 10 + 70% Nature Invoking Score. Better connections to the roots and earth may increase this, as weaker ones will decrease it. Note though while using this you are unable to move from where you are standing, meaning you will be a sitting duck for most attacks [i](no using Dodge).[/i] If you get on your knees and touch the earth with your hands, the amount of MP gathered will be increased by 45%. The longest you can sustain this Skill is 20 seconds. After that it has a 30 Second Cooldown. To Level Up: Use Spirit Roots [/hider2] [hider2=Spiritual Power Skills] Spirit Channel (Level 8: 0/100 EXP) (Active: 15 MP/Minute): You know how to channel and flow your spiritual power (MP) and your spirit itself, able to use it to reach out to other Spirits or spiritual powers. While on its own this Skill does not have much use on its own it is best used when combined with other tasks, abilities, or skills. When used with special rituals or by one who has a knowledge of calling spirits it can be used to establish links between the spirits of two people or even two things. Combine with any spiritual powers one knows and it could be used to flow and channel those powers through or into things in different ways. Your Spiritual Powers are also strengthened by 16% if you use them while this Skill is active. To Level Up: Use the Skill [/hider2] [hider2=Elemental Magic] Ritual Wind Magic (Talent Skill): You know everything that is needed for using basic wind magic rituals, which involve the summoning of air elementals and communing with the magical elemental forces of wind. Also grants an Affinity to the element of Wind equal to half your Rank in this Talent. Ritual Earth Magic (Talent Skill): You know everything that is needed for using basic lightning magic rituals, which involve the summoning of lightning elementals and communing with the magical elemental forces of lightning . Also grants an Affinity to the element of Lightning once you contract with a Lightning Elemental. Ritual Lightning Magic (Talent Skill): You know everything that is needed for using basic earth magic rituals, which involve the summoning of earth elementals and communing with the magical elemental forces of earth. Grants an Earth Element Affinity equal to half your Rank in this Talent. Summon Elemental (Active: 15 + 8 MP/Minute per Elemental) (Level 16: 70/100): +2 Ritual Wind Magic +3 Wind Affinity, +3 Earth Affinity, +3 Lightning Affinity, +1 Ritual Earth Magic, +1 Ritual Lightning Magic. Man realized the power and strength of the elements and figure out ways to summon, communicate, and materialize elementals through magic to wield their power. The Stats of the Elementals you summon will grow based upon the caster's 41% of Caster's INT and appropriate Element Affinity. Elemental will remain invisible until called upon. Also, reduce the cost of all Elemental powers by 3 + 32% of their appropriate Affinity (Minimum Cost is 5 MP). To Level Up: Contract with new Elementals, Use the powers of Elementals in Combat. Current Elementals Capable of being Summoned: 1 Max --Bonded Wind Elemental (Sylph) (+2 Wind Affinity) --Walking Earth Elemental (Gnome) (+2 Earth Affinity) --Basic Lightning Elemental (Rai) (+1 Lightning Affinity) Elemental Synchronization (Level 1: 0/100 XP) (Active: 75 MP): +1 to all Elemental Affinities. You are very gifted at commanding multiple elementals, even ones of opposing elements. By using this Skill you can unleash a powerful elemental ability that depends upon the elementals you use. Note though that this takes several seconds to set up (uses all actions) and your elementals must be close to either you or each other. All Elemental Sync abilities you perform are strengthened by 10%. As you practice more with this Skill you will gain more knowledge of powerful sync abilities that you will be able to call your elementals to perform at any given time. To Level Up: Perform new Sync Abilities, Use Known Sync Abilities. Ritual of Elemental Healing (Lv 1: 0/100) (Active: 250 MP/25 MP): A special ritual used among summoners. This ritual allows you to connect with the Elemental Plain and, using your contract, send Essence to your destroyed Elemental to revive it. Furthermore, a much shorter version of the Ritual allows you to heal your Elemental's wounds. Heals 50% of an Elemental's HP when used upon them, but it takes 1 minute to use and requires a magic circle to use properly. To Level: Heal an Elemental, Heal an Elemental from Deadly, Revive an Elemental. [/hider2] [/hider] [hider=Inventory] Money: 92,400 ¥ [hider2=Equipment] Main Hand Arcane Power Staff: A basic staff imbued with arcane magic with a mystic gem in the end. This magical staff strengthens magic that the holder performs by 25%. Not only that, but if the user is using Arcane Magic, then their magic costs 25% less MP. Deals 7 - 15 Damage if used as a Melee Weapon. Rank: Highly Uncommon Body --Clothing: Standard clothing, provides no defensive value. Accessories --None Rings Beginner Elementalist's Ring: This weak magic ring is inlaid with base elemental essence that connects straight to a person's spirit, strengthening the connection with their respective elements slightly. +2 to all Base Elemental Affinities and your Elementals use 10% less MP when using their powers, it is perfect for the beginner Elementalist. Requirements: Possess multiple Base Elemental Affinities. Rank: Uncommon. [/hider2] [hider2=Items] Bo Staff: A long staff made out of wood. Looks to be in incredible shape as if it was brand new. Yakisoba Bread (1): A yakisoba bread. Tasty. Heals 10 HP. Air Crystal (12): A piece of average strength crystallized Air Essence that contains the powers of wind. Rank: A little uncommon Minor Health Potion (1): A vial filled with a slightly less potent potion used to recover health. Recovers 40 HP. Can be split into two doses. Rank: A little Uncommon. Basic Air Elemental Spirit (4): A small piece of the fallen elemental's spirit, can be useful in summoning or creating elementals. Rank: Slightly uncommon. Small Mana Potion (1): A small vial filled with a potion used to recover a person's mystical or spiritual energies. Recovers 50 MP, can be split into 2 doses. Somewhat Uncommon Medium Mana Potion (3): A somewhat bigger vial filled with a potion used to recover a person's mystical or spiritual energies. Recovers 100 MP, can be split into 4 doses. Rank: A little more than Somewhat Uncommon This Spell Tome teaches the powerful Elemental Discharge spell, a spell that gathers alot of elemental essence from the area then lets it forth. Rank: Pretty Uncommon Medium Pure Storm Crystal: A decent sized piece of crystallized Storm Essence. This crystal is alot more polished, pure, and concentrated though and thus holds more power than a regular Storm Crystal of its size. Rank: Pretty Uncommon Fury and Will of a Storm Elemental: Within this piece of Storm Elemental Spirit lies a bit of its calm fury and powerful will that seems to be awaiting to be tapped into, or even brought forth to be made into a different elemental, or even moreso used to empower an elemental with its strength. Rank: A tiny bit Rare. Instant Mystic Circles (3): A popular item used by magicians. These special sheets have magical circles already drawn on them for a specific form of magic, and are lightly enchanted so that they can be stuck anywhere to save the mage the trouble of drawing out a magical circle. These circles are meant for Summoning Magic. They are only good for a single use though. Rank: Somewhat Common Familiar Gem: A strange and mystical form of Soul Gem that, with powerful magics, has been turned into what is known as a Familiar Gem. These valuable gems are able to take a piece of the user's spirit and create from them a Familiar, the form and power of which depends upon their user. There are not many who can utilize what are known as Soul Familiars, but those who can will be granted a powerful companion born from within themselves that fights at their side and grants them power. Rank: Very Special Psuedospace Stones (2): A mystic stone that possesses the power to connect with Gaia to create a Pseudospace. A product created using magic, magic is also used to manipulate the stone so that the exact nature of the Pseudospace can be changed in accordance to what the creator of the stone desires to allow for more intricate Pseudospaces than what could be created through normal means. Currently these stones are Blank and possess 1,000 hours of usage. Rank: A Little Uncommon High Quality Orange Magic Dust: This mystic dust is a product of both magic and alchemy and is used in item enchantment. This dust is rather high quality and this particular type is used for Arcane Magic Enchantments, but can be used to enchant items with other forms of magic. A five pound bag. Rank: Rare --- Storm Circlet: This special enchanted circlet gives one the power to connect with the very Elemental Force of Storms itself as storm essence and the magics to control said power were all imbued into it during its crafting. This crown grants +10 Storm Affinity, +5 Wind Affinity, +5 Lightning Affinity, +50 MP, and strengthens all Storm Element abilities by 30% and all Lightning and Wind Abilities by 10%. Furthermore, it has three powers. Three times per day the user can cast Storm Bolt, once per day it can cast Summon Storms, and Twice per day they can use Command Storms. Requires Storm Affinity 20 Storm Bolt: Launches a bolt of powerful Storm element, which not only shocks the enemy with lightning, but blows them away as if they were caught in a powerful storm. Deals 75 - 125 + Storm Affinity Damage. Furthermore, has a potential knockback affect. This also ignores metal armor. Summon Storm: You can either call forth a Storm Elemental to your aid, or you can conjure a small, yet still mighty twister to ensnare your foe(s) so that they are trapped and whipped by the winds of the storm, taking 25 - 50 + Storm Affinity Damage every few seconds or so until either they break free or 30 seconds has passed. Command Storms: You can either command whatever storm may be brewing, or you can command enemy Storm, Wind, or Lightning Elementals to aid you if you can turn them to aid you, the elementals getting a chance to resist (DL 75 - Storm Affinity for resistance). Wind and Lightning Elementals are at a -10 to Resist. --- [/hider2] [/hider] [hider=Extra Notes] [/hider]