The Caels Take On An Ambitious Venture In Indrasena

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Modrageball
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The Caels Take On An Ambitious Venture In Indrasena

Post by Modrageball »

This quest originally began on Oct 08, 2017
Aeromage wrote: It's time to try out that plan.

Cael's coming in as a Santa, because he can.

Caelum "Cael" Aetherius (Aeromage)
Level 59
Spirit, Air
HP- 10,325
MP- 20,650
STR: 236 (4)
AGI: 1,116 (14) (Fleet Bonus)
CON: 413 (7)
MIN: 826 (14)
SPI: 1,729 (21)
XP- 50,000,000
Fame- 37
Gold- 500,000,000

Worshipper of the Seven Ancients

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Fortify Body
Overdrive

-Abjurer-
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast

-Arcane Vizier-
Absorb Magic- (Passive Ability, Arcane Vizier) Possessor Absorbs Magic against sources below Level 20 if Level 20 or greater
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +5,000 Defense against Magic
Improved Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 10% Magic Resistance
Magic Immunity- (Passive Ability, Arcane Vizier) Possessor gains Magic Immunity against sources below Level 20 if Level 20 or greater

-Archer-
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bird Hunter- (Technique Ability, Archer) Possessor may use Bird Hunter in conjunction with a Ranged Attack, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +15 Ranged Attack and deals double damage if targeting a Bird. Said attack does 1/4 normal damage if not targeting a Bird.
Bolt Arrow- (Technique Ability, Archer) Possessor may use 'Bolt Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Longshot Stance- (Stance Ability, Archer) +5% to Hit from the back row, +5% to Hit from the back row with a Bow equipped
Wind Arrow- (Technique Ability, Archer) Possessor may use 'Wind Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Air element.

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round

-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells gain +10 Magical Attack and cost 10 less MP
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect

-Bard-
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

-Beastmaster-
Animal Calling I- (Passive Ability, Beastmaster) Possessor's Animal summons gain +20 to all stats
Animal Calling II- (Passive Ability, Beastmaster) Possessor's Animal summons gain +200 HP
Animal Calling III- (Passive Ability, Beastmaster) Possessor's Animal summons gain +500 MP
Animal Calling IV- (Passive Ability, Beastmaster) Possessor's Animal summons gain +2,000 HP and +4,000 MP
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clever Like a Fox- (Passive Ability, Beastmaster) +300 MIN, 14% Dodge
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Incorporeal Spirit- (Passive Ability, Binder) If possessor is a Spirit, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Pure Spirit- (Passive Ability, Binder) If possessor's subtype is Spirit, possessor gains +500 SPI, 20% Darkness Resistance, and is Immune to Minor Negative Status effects from sources below Level 40
Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Unified Knowledge of Spirits and Spirit Magic- (Passive Ability, Binder) Possessor may count Shine Maiden abilities possessor possesses as Binder abilities (including for prerequisite purposes), Possessor may count Binder abilities possessor possesses as Shrine Maiden abilities (including for prerequisite purposes)

-Blazing Sultan-
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Breathe Smoke- (Passive Ability, Blazing Sultan) Effects attached to Zones of Fire that come from sources below Level 40 cannot inflict Suffocation on possessor
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff

-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mana Spark Blessing 18- (Passive Ability, Blessing) +30 AGI, +8 CON
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.

-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 40% Charm Resistance
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%
Understands Basic Plant Augmentation Treatments- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats

-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Control of Acid- (Passive Ability, Caliph of Corrosion) Possessor has a 20% chance of being able to cancel the actions of Acid element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +1% To Hit against Acid element targets
Improved Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 10% Acid Resistance

-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's

-Countess of Power-
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +5,000 Defense against Energy

-Deathless One-
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Daywalker- (Passive Ability, Deathless One) Possessor's 'Controlled Vampire Form' ability provides no Light Weakness
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Druid-
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Connection to the Seasons- (Passive Ability, Druid) Possessor may obtain a buff that gives its possessor the element Electrical whenever Call Unto Season: Spring is cast, Possessor may obtain a buff that gives its possessor the element Energy whenever Call Unto Season: Summer is cast, Possessor may obtain a buff that gives its possessor the element Acid whenever Call Unto Season: Fall is cast, and Possessor may obtain a buff that gives its possessor the element Ice whenever Call Unto Season: Winter is cast
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Druidic Geomantic Overlay Connection- (Passive Ability, Druid) Possessor's 'Understand Natural Disruptions' and 'Purge Unnatural Influence' abilities also apply to Phantom Terrains
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Purge Unnatural Influence- (Active Ability, Druid) Possessor may spend an action to remove an effect attached to a Zone or Terrain (but not a Phantom Terrain) that comes from a source that is not 20 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell, a Scientist ability, an Engineer ability, or an Architect ability.
Purging Spell- (Technique Ability, Druid) Possessor may use 'Puring Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' ability so long as no other technique is used and a Druid Magic spell is cast as part of said action. Said action removes one buff or debuff that comes from a source that is not 5 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell , a Scientist ability, an Engineer ability, or an Architect ability from each of its targets.
Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Restoring Spell- (Technique Ability, Druid) Possessor may use 'Restoring Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as said action includes the casting of a Druid Magic spell. Said action gains +500 Magical Attack if it possesses 'Heals', 'Heals HP' or 'Heals MP', Said action may cure one debuff from a source below Level 40 from each of its Plant or Animal targets, Said action cures one debuff that comes from a source below Level 40 that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, or a Mad Scientist ability.
Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

-Ebon Chancellor-
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Detect Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1% To Hit against Darkness element targets
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness

-Elementalist-
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Spring- (Passive Ability, Elementalist) Possessor gains 5% Electrical Resistance, Possessor's offensive actions have a 5% chance of causing targets of lower Level than possessor who are below Level 20 to skip their next action (with effects occurring before and after said action still occurring) if a Electrical element Elemental Magic spell is equipped
Aura of Summer- (Passive Ability, Elementalist) Possessor gains 5% Elemental Magic Resistance, Possessor's offensive actions may ignore a single elemental resistance (but not Immunity or Absorbtion) of lower Level than possessor who are below Level 20
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Aura of Winter- (Passive Ability, Elementalist) Possessor gains 5% Ice Resistance, Possessor's offensive actions have a 5% chance of inflicting a debuff on targets of lower Level than possessor who are below Level 20 that halves said targets' turn-order-determining stats for turn-order-determining purposes
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Generative Lightning- (Passive Ability, Elementalist) Possessor's Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%, +25 AGI if an Electrical element Elemental Magic spell is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of Sparks- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's non-offensive actions that cause an increase of stats for turn-order-determining purposes cause an additional 20 point increase for each Electrical element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Electrocuted
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unending Spring- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Electrical element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Electrical element if no weapon is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
Hurl Lightning- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Electrical element Elemental Magic spells, So long as possessor has an Electrical element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Electrical element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and has a 10% chance of causing targets below Level 20 to skip their next action (with effects that would occur before and after said action still occurring)
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Lightning Halo- (Stance Ability, Elementalist) User must have at least 3 Electrical element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor counts any one turn-order-determining stat to be 200 points higher for turn-order-determining purposes, Possessor may deal 5,000 Flat Electrical element damage to any individual who conducts an offensive action against possessor
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack

-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Orb Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs

-Eternal Champion-
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope

-Friendship-
Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones

-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.

-Heir to the Future-
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Improved Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +5,000 Defense against Technology
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

-Kinetic Emperor-
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1% To Hit against Physical element targets
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff

-Magus-
Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Blustering Sphere- (Technique Ability, Magus) Possessor may use 'Blustering Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +500 Magical Attack, becomes solely Air element, and gains '30% inflicts Suffocation'
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Breathless Sphere- (Technique Ability, Magus) Possessor may use 'Breathless Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation'
Erasure Sphere- (Technique Ability, Magus) Possessor may use 'Erasure Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Gale Sphere- (Technique Ability, Magus) Possessor may use 'Gale Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +300 Magical Attack, becomes solely Air element, and gains '15% inflicts Suffocation', deals 1/4 Damage, and gains '1 hit against 10'.
Hyped-Up Unstoppable Orb Technique- (Technique Ability, Magus) Possessor may use 'Hyped-Up Unstoppable Orb Technique' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1 Magical Attack, cannot be countered by Level 1 individuals, and is delayed 5 rounds.
Hypervoltage Orb- (Technique Ability, Magus) Possessor may use 'Hypervoltage Orb' in conjunction with a 'Magical Attack' or 'Ovrdrive' action so long as an Orb is equipped and no other technique is used. Said action gains +3,000 Magical Attack, gains the element Electrical, and gains '100% inflicts Electrocuted'
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Light Orb Aflame- (Technique Ability, Magus) Possessor may use 'Light Orb Aflame' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +200 Magical Attack, gains a 15% chance of inflicting Burning, and gains the element Fire
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Orbic Cube-Conversion: Winged Cube of Magic Seawater- (Technique Ability, Magus) Possessor may use 'Orbic Cube-Conversion: Winged Cube of Magic Seawater' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +250 Magical Attack, cannot be countered by non-Air-element individuals below Level 40, and becomes solely Water element.
Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Orb Wielding III- (Passive Ability, Magus) Possessor gains +200 to all stats when an Orb is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when an Orb is equipped
Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Problem-Bearing Cyclone Whirl- (Technique Ability, Magus) Possessor may use 'Problem-Bearing Cyclone Whirl' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +500 Magical Attack and may transfer a moderate negative status effect from one of target's allies to target.
Seer's Orb Witnesses All- (Passive Ability, Magus) If possessor has an Orb equipped, possessor may, up to three times per round, at the start of each round, scan the stats of an individual, with said target being able to be in a different battlespace
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Sphere of Ruinous Wind and Fire- (Technique Ability, Magus) Possessor may use 'Sphere of Ruinous Wind and Fire' in conjunction with a 'Magical Attack' action so long as an Orb is equipped and no other technique is used. Said action gains +1,500 Magical Attack, gains the elements Fire and Air, and gains a 30% chance of inflicting Suffocation and Burning.
Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped
Water-Heating Sphere- (Technique Ability, Magus) Possessor may use 'Water-Heating Sphere' in conjunction with a 'Magical Attack' action so long as an Orb is equipped. Said action deals 5,000 additional Damage to Water element targets and may attach an effect to a Zone of Water that deals 5,000 Flat Fire element Damage to each individual in it at the start of each round.
Wind Sphere- (Technique Ability, Magus) Possessor may use 'Wind Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Air element.

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

-Mind Lord-
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff

-Mountain King-
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Body of Wet Sand- (Passive Ability, Mountain King) If possessor is Earth element, possessor gains +10 Defense, 2% Dodge, 2% Resilience, and +1 CON
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Bassoon- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bassoon' in its name equipped
Can Play the Clarinet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Clarinet' in its name equipped
Can Play the Fife- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Fife' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harmonica- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harmonica' in its name equipped
Can Play the Oboe- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Oboe' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Piccolo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piccolo' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped

-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Pillar Against The Madness- (Passive Ability, Priest) If possessor is a devout worshipper of the Twelve Ancients pantheon, possessor cannot become the subtype Darkspawn, cannot equip Forbidden Magic spells, gains a 50% resistance to Darkspawn under <Possessor's Level + 20>, and gains a 50% resistance to Forbidden Magic spells cast by individuals under <Possessor's Level + 20>, has RP effects in certain circumstances
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Flame Chop- (Technique Ability, Ravager) Possessor may use 'Flame Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Chop- (Technique Ability, Ravager) Possessor may use 'Frost Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-Seer-
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects
Tasked by the Great Khan's Wife to Bring His Spirit Rest- (Passive Ability, Shrine Maiden) Possessor gains +55,000 Defnse against Undead whose name includes 'Dead Khan' or 'Great Khan', Possessor ignores the Resistance and Immunities of Bosses named 'The Great Khan Risen' that are Level 60 or lower and on the Boss List.
White Mark of the Spirits- (Passive Ability, Shrine Maiden) Possessor counts as having a White Spiritual Mark, Possessor cannot cast spells that would give possessor a Black Spiritual Mark, equip items that would cause possessor to count as having a Black Spiritual Mark, or gain the abilities 'Black Mark of the Spirits' or 'Black Mark of the Spirits'

-Skykeeper-
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Formshift: Aerial- (Stance Ability, Skykeeper) Possessor's subtype becomes Aerial
Lay Eggs- (Active Ability, Skykeeper) Possessor may spend an action to summon any one Aerial below Level 20 that is either normally fightable for drops on the Enemy List or that is in stock in the shop, Max 10 summoned
Lay Large Eggs- (Passive Ability, Skykeeper) Possessor's 'Lay Eggs' ability has its Level restriction raised to summons below Level 40
Rooster's Wake-Up Caw- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor may cure up to 2,000 allies of Fatigued at the start of each round

-Snow Queen-
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Frosty Lips- (Passive Ability, Snow Queen) Possessor's HP-Drain-dealing actions that deal Ice element Damage deal 10 additional Ice element Damage
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +5,000 Defense against Ice

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.

-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Elusive- (Passive Ability, Thief) 15% Dodge
Fleet- (Passive Ability, Thief) +200 AGI that is counted as unmodified for capping purposes
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

-Thunder Czar-
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Wind Duke-
Absorb Air- (Passive Ability, Wind Duke) Possessor Absorbs Air against sources below Level 20 if Level 20 or greater
Air Immunity- (Passive Ability, Wind Duke) Possessor gains Air Immunity against sources below Level 20 if Level 20 or greater
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Apprentice Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +500 to all stats while in a Zone of Air
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Greater Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 25,000 points
Improved Air Resistance- (Passive Ability, Wind Duke) Possessor gains 10% Air Resistance
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Partial Channeling of the Wrath of Air- (Passive Ability, Wind Duke) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Suffocation
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

-Other: Aetheric Voyager
Aetheric Voyager- (Passive Ability, Other: Aetheric Voyager) Possessor ignores (1 * (Possessor Level/5), rounded down)% Aether Resistance, Possessor ignores Aether Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Aether Manipulation- (Passive Ability, Other: Aetheric Voyager) Possessor may choose one of the following at the beginning of each round if Aether element: Create a Zone of Aether, Remove a Zone of Aether created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Aether by either possessor or a source below Level 20, Add Aether to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Aether element on a Aether element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Aether, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Aether, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Aether element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Aether to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Aether, 5% Aether Resistance, or +50 Defense against Aether and 1% Aether Resistance until the end of the round as a non-stacking buff
Apprentice Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +500 Defense against Aether
Apprentice Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 5% Aether Resistance
Apprentice Aether Synchronization- (Passive Ability, Aetheric Voyager) Possessor gains +50 to all stats for each Aether element item equipped, Possessor's Aether element pets and summons gain +250 to all stats
Basic Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 1% Aether Resistance
Basic Aether Synchronization- (Passive Ability, Other: Aetheric Voyager) Possessor gains +25 to all stats if Aether element
Basic Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +50 Defense against Aether
Control of Aether- (Passive Ability, Other: Aetheric Voyager) Possessor has a 20% chance of being able to cancel the actions of Aether element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Defenses Against Aether- (Passive Ability, Other: Aetheric Voyager) Possessor gains +5,000 Defense against Aether
Improved Aether Resistance- (Passive Ability, Other: Aetheric Voyager) Possessor gains 10% Aether Resistance

-Other: Kringlemaster-
A Gift for You!- (Active Ability, Other: Kringlemaster) Possessor, if a Santa, may spend an action to conduct an attack that has a Prime Attribute of Spirit, has a base Damage value of (1,000 * Possessor Level) that it incorporates as though possessor were an Enemy, incorporates the Ranged Attack, Melee Attack, or Magical Attack (choosing one type across all items for said action) bonuses of equipped Box items, that possesses 'May Heal', that possesses '100% inflicts any one minor or moderate status effect', that is solely any combination of base elements, and costs 0 MP
Basic Kringlemaster Knowledge- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Bearer of Yearly Gifts- (Passive Ability, Other: Kringlemaster) Once per thread per individual, possessor may increase the value of a stat buff that possessor places on an individual by 15,000 points as a non-stacking effect across all applications
Explosive Gifts- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's offensive 'A Gift for You!' actions may gain '1 hit against (5 * Possessor Level)' and may gain the element Fire
Formshift: Santa- (Stance Ability, Other: Kringlemaster) Possessor's subtype becomes Santa
Santa Instruction I- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +20 to all stats
Santa Instruction II- (Passive Ability, Other: Kringlemaster) Possessor's Santa pets and summons gain +100 to all stats
Santa's Sleighmastery- (Passive Ability, Other: Kringlemaster) If possessor is a Santa, possessor's Vehicle transformations whose name includes 'Sleigh' gain +3,000 to all stats and +15% Dodge

-Misc-
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Lay Dragon Eggs- (Passive Ability, Dragon Lord) Possessor's 'Lay Eggs' ability may summon Dragons
Lay Fish Eggs- (Passive Ability, Seakeeper) Possessor's 'Lay Eggs' ability may summon Aquatics
Lay Reptile Eggs- (Passive Ability, Other: Herpetologist) Possessor's 'Lay Eggs' ability may summon Reptiles
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Ultra-Strength- (Passive Ability, Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


Weapons-
Orb that Sticks to the Fabric of Local Reality and Pulls It With It- (Weapon, Orb, Mystic, 180,000,000 Gold) +180,000 Magical Attack, +180,000 MIN, +180,000 CON, +180,000 SPI, 230% To Hit, Wielder's actions gain the elements of all non-Universe-element Zones present, Wielder must be Level 40 or greater
Eternal Stylus of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Other: Quill, Light & Magic & Water, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 SPI, all spells cost wielder 720,000 less MP to cast

Armor-
Moonlight Robes of Isyra the Pure- (Armor Aspect- Tablets of the Seven Ancients, Robes, Light & Magic, X Gold) +72,000 Defense, +72,000 Magical Attack, 40% Magic Resistance, +72,000 SPI, +72,000 MIN, Poison Immunity, Charm Immunity, Disease Immunity

Accessories-
*Burial Mask of Ahnan-Rhosep- (Accessory, Mask, Light, 80,000,000 Gold) +80,000 Defense, +80,000 SPI, Wearer gains +8,000,000 HP as a non-stacking bonus, individuals who kill wearer are afflicted with a non-stacking debuff that provides -16,000 to all stats, At the start of each round, if wearer is dead, wearer may, once per thread across all wearers of this item and once per thread per wearer per copy of this item, transform into a Pharaoh from the Enemy List, Wearer counts as 15 Levels higher, to a max of Level 75, for purposes of being able to transform into this Transformation, Wearer's transformations that are Bosses gain the subtype Undead, obtain +80,000 to all stats as a non-stacking bonus, obtain +80,000,000 HP as a non-stacking bonus, and (obtain all of the abilities and constant effects possessed by the entity 'Pharaoh' on the Enemy List if Level 53 or greater)
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Guardian Cloak of Azith Ithorin- (Accessory Aspect- Tablets of the Seven Ancients, Cloak, Light & Magic & Air, X Gold) +72,000 Defense, 30% Magic Resistance, +70,000 AGI, +39% Dodge
Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
Emblem of Magi- (Accessory, Other: Elder Symbol, Magic, 36,000,000 Gold) +18,000 Magical Attack, +36,000 MIN, +36,000 SPI, +300,000 MP as a non-stacking bonus, 30% Magic Resistance, 5% Mystic Resistance, Spells cost wielder 300,000 less MP to cast as a non-stacking bonus
*Kribamemylek, Tome which Tells of Another's Future- (Accessory, Tome, Psychic & Time & Wood, 75,000,000 Gold) Wielder, at the start of each thread, chooses one unique ally, All individuals in the same battlespace as wielder who are not either above Level 80 or greater Level than wielder must, at the beginning of each round that wielder is alive, declare if their first action of said round will target said individual, and, if it does so, must declare what said action will be, Said action must either comply with said statements or be skipped, Has RP powers
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Consumables-
Blessed Dust of Zakmotes the Gardener- (Consumable Aspect- Tablets of the Seven Ancients, Powder, Light & Earth, Unlimted Charges, X Gold) Target Plant gains +7,000 to all stats as a buff that stacks 7 times and is cured of all minor and moderate negative status effects and debuffs from sources below Level 40
4 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself

Spells-
Blessing of Varasagon the Unending- (Spell Aspect- Tablets of the Seven Ancients, Glyph Magic, Light, 0 MP, X Gold) +72,000 Magical Attack, Heals, Cures all debuffs and negative status effects from sources below Level 40
Ibdier the Ward-Crafter's Protection- (Spell Aspect- Tablets of the Seven Ancients, Abjuration, Light, 0 MP, X Gold) +7,000 Defense, target becomes Immune to individuals below Level 20, stacks 7 times
Judgment of Varasagon the Unending- (Spell Aspect- Tablets of the Seven Ancients, Glyph Magic, Light, 0 MP, X Gold) +72,000 Magical Attack, 1% inflicts Smited
Awaken the Ancient Shrine Maiden's Vengeful Undying Spirit from Its Unrest Between Worlds- (Spell, Necromancy, Hope & Darkness, 349,270 MP, 137,000,000 Gold) Caster summons 1 'Ancient Shrine Maiden's Vengeful Undying Spirit', Max 1 summoned, This spell counts as possessing the subtypes Summoner Magic and Spirit Magic
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 0 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Greater Call Unto Air- (Spell, Elemental Magic, Air, 0 MP, 11,000,000 Gold) Either +1,500 Magical Attack, changes target ally's next attack's element to Air, scans caster's enemies to determine if any of them are Air element, or gives target 20% Air Resistance, Casting this spell counts as having cast the spell 'Call Unto Air' twice
Call Unto Earth- (Spell, Elemental Magic, Earth, 0 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Earth, scans the user's enemies to determine if any of them are Earth element, or gives target 5% Earth Resistance
Call Unto Fire- (Spell, Elemental Magic, Fire, 0 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Fire, scans the user's enemies to determine if any of them are Fire element, or gives target 5% Fire Resistance
Call Unto Water- (Spell, Elemental Magic, Water, 0 MP, 11,000 Gold) Either +15 Magical Attack, changes target ally's next attack's element to Water, scans the user's enemies to determine if any of them are Water element, or gives target 5% Water Resistance
Great Primal Flame- (Spell, Elemental Magic, Fire, 460,600 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Burning, For every 5 times caster has cast 'Call Unto Fire', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Burning infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Fire'
Great Primal Sea- (Spell, Elemental Magic, Water, 460,600 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Drowning, For every 5 times caster has cast 'Call Unto Water', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Drowning infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Water'
Great Primal Storm- (Spell, Elemental Magic, Air, 460,600 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Suffocation, For every 5 times caster has cast 'Call Unto Air', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Suffocation infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Air'
Great Primal Root- (Spell, Elemental Magic, Earth, 460,600 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Entombed, For every 5 times caster has cast 'Call Unto Earth', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Entombed infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Fire'
Elementally Freeze Water- (Spell, Elemental Magic, Ice, 0 MP, 50,000 Gold) +91 Magical Attack, 30% inflicts Frozen, only affects Water element targets and Aquatics, Call Unto Seasons: Winter must have already been cast for this spell to be cast
Tide Sphere- (Spell, Elemental Magic, Water , 0 MP, 308,000 Gold) +320 Magical Attack, 30% inflicts Drowning, Prevents targets below Level 20 from voluntarily switching rows as a debuff, may inflict 1 hit against 5 and deal 1/4 damage, Call Unto Water must have been cast to cast this spell

Pets-
*Gardening Emmanuel- (Pet, Human, Earth, Lv.59, 85,470,000 Gold)
HP- 4,600,000
MP- 3,850,000
STR- 57,000
AGI- 43,500
CON- 53,500
MIN- 45,500
SPI- 48,000
XP- 0
XP Needed- 332,800,000 (Standard Multiplier x2, bumped to x40 for level 59)
Defense- 21,000, +160,000 against Plants
Defense against Stat Damage- 2,800
Critical Chance- 68%
Resilience- 73%
To Hit- 163%
Dodge- 55%
Resistances and Immunities- 80% Plant Resistance, 60% Darkness Resistance, 60% Earth Resistance, 60% Corruption Resistance, 60% Agony Resistance, 60% Destruction Resistance, 60% Devastation Resistance, 100% Voidstruck Resistance, Reflects Awestruck, Voidstruck Immunity, Immune to minor status effects from sources below Level 80, 118% Minor Status Effect Resistance, 70% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Strength or Spirit
Constant Effects-
Just Can't Be Beeten- Possessor has a 60% chance of immediately being resurrected after being killed by a lower level source, to a max of 30 times per thread, Constant Effect
Treelly Knowledgeable About Plants- Possessor's Plant allies gain +15,000 to all stats, with this bonus being unable to raise their stats above 100,000, Constant Effect
Cultivate Purity- Possessor's Plant allies gain immunity to minor negative status effects from sources below possessor's Level that are below Level 80, Constant Effect
Nutty About Nut-Rition- Possessor gains +1,500,000 HP, Possessor's allies have a 90% chance of being cured of all minor and moderate negative status effects they possess that come from sources below Level 80 at the start of each round, Constant Effect
Savior of Plants- Possessor's Plant allies may not be prevented from being resurrected by individuals below Level 80, Constant Effect
Crown of Thorns- Possessor may deal 500,000 Flat Earth element Damage and may have a 150% chance of inflicting Wounded on any individual who targets possessor with an offensive action at the end of said action, Constant Effect
Guarded by the Generous Gifts of the Gods of Good and Grain- Possessor is Immune to individuals below Level 20, gains +60,000 to all stats, and gains +120,000 Defense, Constant Effect
Indexed Effects-
Owns Rare and Exotic Plants- Possessor counts as being worth 1,000,000 additional Gold, Constant Effect
Speak to Plants- Possessor may ignore the status effect Immunities of Level 1 Plants, Constant Effect
Impress Impressed Plants- Whenever possessor or one of possessor's allies inflicts Charm on a Plant, possessor may choose to inflict Invigorated on said plant, Constant Effect
Familiar with Plants of Some Import- Possessor is afflicted with Elevated at the start of each battle, Constant Effect
Powerwalk through Plants- Possessor gains 80% Dodge while possessor has two or more Plant allies, Constant Effect
Am-Bush Ambush- Possessor may choose to count as a Plant instead of possessor's standard subtypes on the first round of battle, Possessor gains +5,000 to all stats as a non-stacking buff on the first round of battle if possessor chooses to do so, Constant Effect
Phone that can Call Plants- Possessor may target allied Plants in other battles that do not contain opponents that are Level 40 or greater, Constant Effect
Become Tall as a Beanstalk- Possessor may, at the start of any round, choose to gain +700,000 HP, +11,000 CON, to deal full Damage to targets in the back row who are below Level 40, and to count as 5 individuals in possessor's row for row-order purposes, Constant Effect
Hole-ier Than Thou- Possessor may, at the start of any action, choose to set possessor's Dodge to a value equal to ((The highest Dodge value of any of possessor's opponents who are below Level 40) + 1)%, to a max of 100%, Constant Effect
Turnip Unexpectedly- Possessor's equipper has an 100% chance of gaining an extra action immediately after any action that equips possessor, Constant Effect
Added Effects-
Has Breathed In Murlakro's Breath- +5,000 Max MP, This ability does not persist through combos, Constant Effect
Abilities-
Green Thumb- 1,350,000 Damage, Heals, Only affects Plants, Earth, 0 MP
Drain Flowers- 250,000 Damage, Deals HP Drain, Only affects Plants and caster, May not deal drain to caster, Earth, 0 MP
Green Elbow- 68,000 Damage, Only affects non-Plants, Earth or Earth & Physical, 0 MP
Hot Potato Toss- 56,000 Damage, 140% inflicts Burning, Fire & Earth, 8 MP
Please Don't Bug Me!- Caster gains 45% Insect Resistance, does not stack, Air, 100 MP
Power Plant- 1,350,000 Damage, Heals MP, Only affects Plants, Electrical & Magic, 100 MP
Can Yew Please Do Me a Favor?- 160% inflicts Charm, Earth, 134 MP
Prepare for the Beet-Down- 60,000 Damage, deals no actual damage, instead reducing target’s Defense by the amount of damage that would be dealt for purposes of caster’s allies’ actions until either caster’s next action or two rounds have passed, if this debuff is stacked at least three times, its target does not get damage reduction benefits from being in a specific row, stacks 10 times, Physical, 3,000 MP
Grow Fruits of the Spirit- 900,000 Damage, Heals, Cures all minor and moderate negative status effects, Light & Earth, 100 MP
Plant Seeds of Virtue- Target has a 160% chance of being afflicted with Charm at the start of every round, does not stack, Has RP effects, Light & Earth, 500 MP
Resurrect Plants- Caster resurrects target Plant that was killed by a source below Level 80, May be cast a max of 15 times per thread, Light & Earth, 50,000 MP
Scythe Which Separates the Wheat from the Chaff- 80,000 Damage, Deals Healing to caster's allies, removes one buff from a source below Level 80 from opposing targets below Level 80, removes one debuff from a source below Level 80 from allied targets, Physical & Earth & Light & Darkness, 100,000 MP
Indexed Abilities-
Animate Plants- Target Plants are cured of Paralyzed and are afflicted with Invigorated: Zesty, 1 hit against 30, Light & Earth, 30,000 MP
Summon Lesser Treant- Caster summons one Level 20 Lesser Treant from the Zoo Record, Max 1 summoned, Earth, 40,000 MP
Summon Fruit Dragon- Summons 1 Fruit Dragon from the Enemy List, Max 1 Summoned, Earth, 55,000 MP
Trow-Slaying Trowel- 22,000 Damage, 50% inflicts Entombed, target may not regenerate if target is below Level 40, Physical & Earth, 30,000 MP
Sprinkle in Some Season-Ing- 70,000 Damage, Heals HP, targets, if Plants, may choose to count Call Unto Seasons: Spring, Call Unto Seasons: Fall, Call Unto Seasons: Winter, Call Unto Seasons: Summer, and / or Call Unto Seasons: Some Odd Blue Season as having been cast one additional time, Ice & Energy & Electrical & Acid & Magic, 40,000 MP
Branch Out and Learn New Skills- Caster gains a buff that causes caster to possess 1 ability from every base class, does not stack, Ignores inappropriate classes as an RP effect in RP threads, Psychic & Earth, 200,000 MP
Please Leaf Me Alone- This ability may only be used as a counter, All spells and abilities that target uses that affect caster have their MP costs raised by 50,000 if they are already at least 1, stacks 200 times, Earth, 50 MP
Pull Extra Lucky Clovers Out of His Pockets- Targets are afflicted with Favored and obtain a non-stacking buff that provides +7% Dodge, +7% To Hit, +7% Critical, and +7% Resilience, Light & Earth & Fortune, 40,000 MP
Prune Organizational Branches- 150,000 Damage, Only affects Large Structures, target obtains -3,000 to all stats as a debuff that stacks 5 times, Physical & Psychic & Air, 70,000 MP
Promote Plants in His Owner's Garden- Inflicts Elevated on target Plants, 1 hit against 300, Earth & Air, 100 MP
Seal Blossom- 80% inflicts Awestruck: Sealed on Plants, Target Plant below Level 40's actions have a 50% Chance of failing to work, with things that would occur before and after said actions still occurring, Earth & Light, 240,000 MP
Leaf That One to Me- Target, if below Level 40, deals half Damage to individuals who are not caster if target and caster are in the same battle and both alive, Caster if below Level 40 and in the same battle as said target while both are alive, may not target individuals other than itself and said target, does not stack on caster, on the same target, or on multiple non-caster targets at once, Earth & Spatial, 250,000 MP
Exploding Oasis Trap- 40,000 Damage, 60% inflicts Confusion: Surprised, 1 hit against 300, deals 1/2 Damage, Fire or Fire & Earth & Water, 197,000 MP
Make Like A Tree- Caster exits this thread, Caster may not be stopped from leaving battle or the thread by sources below (caster's Level + 20, to a max of 100), Earth, 80 MP
Sea the Forest for the Trees- 80,000 Damage, Only affects Plants that are Units and are below Level 80, Targets become solely Water element and cannot take more than one action per round, with things that would occur before and after skipped actions still occurring, Caster must have two or more Plant allies to cast this, Water, 200,000 MP
Grow Solar Fruit- Heals target Solar Being for 2,000,000 HP and 1,000,000 MP or heals target Light-element individual for 200,000 HP and 100,000 MP or heals target non-Darkness-element individual for 20,000 HP and 10,000 MP, Light & Earth, 2,000,000 MP
Ripe Old Age Ray- Target willing individual is afflicted with Fatigued: Elderly, and, if said infliction is successful, obtains +7,000 MIN and SPI as a non-stacking buff and is then afflicted with Elevated, Earth & Time, 65,000 MP (Indexed at Level 41)
Mow-Tivational Shout- 36,000 Damage, this action gains +90% Critical against Plants, if this action kills an opposing Plant, all of caster's allies are afflicted with Invigorated and Invigorated: High Morale, Physical & Sonic, 110,000 MP (Indexed at Level 45)
Blessed Flax Cannon- 77,077 Damage, this action gains +77% Critical, Technology & Earth & Hope, 250,000 MP (Indexed at Level 55)
Sage Advice- +10,000 MIN, stacks 5 times, Psychic or Earth or Magic, 250,000 MP (Indexed at Level 55)
Power of Honesty: Till It Like It Is- Caster scans the stats of all opponents, Caster removes all Illusion Magic buffs and debuffs from sources below Level 80 from all individuals in the same battlespace, Earth & Light, 250,000 MP (Indexed at Level 55)
Cook Steel Sunflower-Seed Bun Burger Supreme- 600,000 Damage, Heals, Cures 1 debuff from a source that is a non-allied Plant or Insect that is below Level 50, Metal & Earth, 250,000 MP (Indexed at Level 55)
Resuscitate the Forest's Heart- Caster, to a max of once per thread, resurrects all allied Plants that were killed by sources below Level 60, Earth & Electrical, 1,000,000 MP (Indexed at Level 59)
Lily Cricifix Attack- 15,951 Damage, caster chooses a row-order formation when performing this action, if said row-order formation has three or more rows, said action gains 1 hit against 1 target in each row that is not the row directly before the furthest-back row, which it instead gains 1 hit against 50 targets in; this action summons 3 Plants whose name includes 'Lily' that are below Level 50 that are normally fightable for drops on the Enemy List unless its performer or its performer's controller already possesses at least 3 such summons before said action, Max 5 summoned, This action gains 'heals' against allied targets if caster possesses at least one ally that is a Plant that is Level 5 or greater, this action inflicts Elevated and Favored on up to 5 chosen targets if its caster possesses at least 3 allies who are Plants whose name includes 'Lili' or 'Lily' at the beginning of said action, 100% inflicts Confusion: Berserk on targets that are Daemons, Devils, or Demons unless the current round of battle's number is 6, Light & Earth, 300,003 MP (Indexed at Level 59)
Enhancements-
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Others-
1 Fame
"The ability to learn some higher-level techniques more easily"
Awards-
Participated In The Quest 'A Phonecall from Donna'
Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation


Ancient Shrine Maiden's Vengeful Undying Spirit- (Summoned)
Level 55
Undead, Hope & Darkness
HP- 3,100,000
MP- 3,900,000
STR- 21,000
AGI- 26,000
CON- 23,000
MIN- 29,000
SPI- 33,000
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 55
Defense- 14,000, +140,000 against Darkness, +140,000 against Hope
Defense against Stat Damage- 2,800
Critical Chance- 75%
Resilience- 56%
To Hit- 155%
Dodge- 51%
Resistances and Immunities- 90% Darkness Resistance, 90% Physical Resistance, 90% Ice Resistance, 90% Fire Resistance, 90% Hope Resistance, Hexed Immunity, Diseased Immunity, Fatigued Immunity, Poison Immunity, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance, 5% Major Status Effect Resistance, Immune to Pain, Poison, Diseased, and Fatigue
Prime Attribute- Spirit
Constant Effects-
Undying Spirit Caught Between the World and the Afterlife- Possessor gains the subtype Spirit, Constant Effect
Legendary Shrine Maiden's Charms- Possessor is Immune to individuals below Level 20, Possessor gains +30,000 SPI, Possessor deals 250,000 additional points of Healing, Constant Effect
Holy Robes Many-Times-Warded- Possessor gains +28,000 Defense, +5,600 Defense against Stat Damage, +55% Resilience, and +15,000 SPI, Possessor's Defense cannot be pierced by individuals below Level 60, Constant Effect
Medium Between the Wrathful Spirits and the Restless Dead- Possessor's Undead and Spirit allies gain +6,000 to all stats as a non-stacking bonus, Constant Effect
Vengeful- Possessor deals 35,000 additional Damage to individuals who have previously Damaged possessor or conducted an offensive action that targeted possessor (with offensive actions that target possessor that damage possessor counting twice) during the thread for each time they have previously done so, to a max of 20 times, Constant Effect
Ethereal- Possessor gains +100% Dodge, Constant Effect
Abilities-
Chastisement- 35,000 Damage, 50% inflicts Awestruck: Sealed, 50% inflicts Zealblasted, Darkness or Hope or Physical or Psychic or Magic, 0 MP
Retributive Lightning- 5,000 Damage, this action deals 120,000 additional Damage to individuals who previously either dealt non-healing Damage to caster or targeted caster with an offensive action during the thread, Electrical or Electrical & Magic, 0 MP
Sphere of Hope and Darkness- 45,000 Damage, Hope & Darkness, 0 MP
My Only Hope: For Vengeance- Caster deals 80,000 Flat Hope element Damage to each individual who previously either dealt non-healing Damage to caster or targeted caster with an offensive action during the thread, with this action being able to target individuals below Level 60 who are in different battlespaces, Hope or Hope & Magic, 80,000 MP
Call Spirits- Caster summons up to 20 Spirits from the Enemy List that are below Level 40 and are normally fightable for drops, these summons may not summon, Max 300 summoned, Earth & Air & Fire & Water & Wood & Metal & Hope & Darkness, 200,000 MP
Raise the Dead- Caster summons up to 20 Undead from the Enemy List that are below Level 40 and are noramally fightable for drops, these summons may not summon, Max 300 summoned, Darkness, 200,000 MP
Restore Spirits (and Undead)- Target Spirit or Undead regenerates 1,000,000 HP, Hope & Darkness, 250,000 MP
Resurrect- Caster resurrects target individual killed by a source that is not above Level 70 is resurrected, Hope, 500,000 MP
Rain of Fury- 26,000 Damage, 200% inflicts Confusion: Berserk, 1 hit against 500,000, Hope & Energy & Fire, 365,000 MP
Eclipse of Spirits- Individuals who are not 20 or more Levels greater than caster and are not greater than Level 80 cannot obtain White Spiritual Marks or perform actions that would give them White Spiritual Marks, Darkness, 2,000,000 MP


Modified Stats
Santa, Air
HP- 8,218,250
MP- 511,775
STR: 2,360 (Capped)
AGI: 11,160 (Capped)
CON: 4,130 (Capped)
MIN: 8,310 (Caps at 8,260, has +50 Uncapped Bonus)
SPI: 17,290 (+300 on Round 1 for Turn-Order, +50 on other rounds for Turn-Order)


Defence

91% Dodge
+10% Dodge on any round after the first upon entering battle from another battle

17% Resilience

50% Darkspawn Resistance against sub-79 individuals
5% Plant Resistance

50% Forbidden Magic Resistance against sub-79 individuals
5% Elemental Magic Resistance

40% Magic Resistance
25% Earth Resistance
20% Light Resistance
10% Acid Resistance
5% Electrical, Fire, Ice, Water Resistance
1% Darkness, Energy, Hope, Physical, Psychic Resistance

50% Entombed Resistance
5% Frozen Resistance
5% Suffocation Resistance
5% Voidstruck Resistance

Confusion Immunity against sources below Level 60
Poison Immunity, Charm Immunity, Disease Immunity, Fatigued: Sleep Immunity
Pain and Poisoned Immunity if Undead
30% Confusion Resistance
5% Hexed Resistance

Does not attack allies while Berserk


+33,210 Defense

+145 Defense against Stat Damage
+250 Defense against Stat Damage if stats not scanned yet
+200 Defense each against AGI, CON, MIN, STR, SPI Damage

+5,550 Defense each against Darkness, Earth, Hope, Ice, Magic, Physical, Psychic, Technology
+5,050 Defense against Energy
+550 Defense against Air
+50 Defense each against Acid, Electrical, Fire, Water
+500 Defense against Ice if a Plant
+200 Defense against Ice if Undead

+500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy

+5,050 Defense against damage sources attached to Zones

20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death

Possessor may not be replicated by individuals below Level 60 without possessor's permission


Offence

233% To Hit
+15% To Hit if Orb equipped in Controlled Vampire Form
+5% to Hit with Archer techniques
+2% To Hit against individuals with a lower turn-order-determining stat sum than Cael
+1% To Hit against Acid, Darkness, Earth, Electrical, Energy, Fire, Hope, Ice, Physical, Psychic, Technology, Water element targets

2% Critical

Ignores 11% Air, Electrical, Magic and Water Resistance
Ignores Air, Electrical, Magic and Water Immunity of targets below Level 11
Individuals with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

Large Structures below Level 60 gain -40% Resilience against possessor

Pierces 2,000 Defense against Large Structures
Attacks Pierce 150 Defense if Tool with 'Drill' in its name equipped


+200 Melee Attack
+61,206 Magical Attack
+200 Ranged Attack

Ranged Attacks may inflict Drain if Orb equipped

Treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice


Healing

Actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus


Scanning

Ignores up to 59 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

Counts as 12 Levels higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects

Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set

Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

Counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects


Start of Round

May, up to three times per round, at the start of each round, scan the stats of an individual, with said target being able to be in a different battlespace if Orb equipped

If possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +300 Defense against said sources in said row as a non-stacking buff that lasts until the end
of the round that only provides benefits if its possessor is wearing a Robe

If possessor is wearing a Robe, possessor may choose one base element and gain +300 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

If possessor is wearing a Robe, possessor may choose one opponent and gain +300 Defense against said opponent as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

May trigger <Element> Manipulation if Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Hope, Ice, Physical, Psychic, Technology, Water element

May choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
May attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements


Passive Effects

May gain the element Electrical/Energy/Acid/Ice whenever Call Unto Spring/Summer/Fall/Winter is cast
Possessor's spells, items and abilities may respond as if possessor had already cast Call Unto Elements Earth/Air/Fire/Water and Call Unto Seasons Spring/Summer/Fall/Winter

Counts as 7 Level higher (to a max of Level 20) for Worshipper Benefit purposes

Counts as having a White Spiritual Mark
Gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets/cure negative status effects of targets/heal targets and involve Spirit Magic

Does not count as being in the back row for purposes of the number of people in each row so long as there is at least one individual in the front row


Ally Bonuses

Plant allies gain +1,250 to all stats and +2,000 Defense


Transformation, Pet and Summon Bonuses

Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity


Spell Discounts and Bonuses

All spells cost 340 MP less
Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread

All spell-caused buffs that increase Defense on possessor increase it by 10 more
Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Possessor's buffs that increase turn-order do so by 20 more points for each Electrical Elemental Magic spell equipped (max of 10)

Air element spells gain +5 Magical Attack

Elemental Magic spells cost 10,060 MP less
Air Element Elemental Magic spells cost 50 MP less
Elemental Magic spells that summon Air Elementals cost 150 MP less
Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +760 Magical Attack
Earth, Air, Fire and Water element Elemental Magic gains +10 Magical Attack
Air Element Elemental Magic spells gain +1,000 additional damage
Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further
Air element Elemental Magic spells that increase AGI increase it by 25 more points
Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Elemental Magic summoned Elementals stay for 1 round longer
Electrical element Elemental Magic spells that confer non-addative resistance to Electrical have a 25% chance of conferring an equal amount of non-addative Magic resistance, to a max of 25%
Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance

Protection Magic spells cost 430 MP less
Protection Magic spells that increase Defense gain +150 additional, nonstacking defense (no more than 5 instances across spells)
Protection Magic spells that increase Stat Defense gain +30 additional, nonstacking stat defense of the same type (no more than 5 instances across spells)
Protection Magic spells gain +10 Defense

Spirit Magic spells cost 330 MP less
Spirit Magic spells cost 200 MP less if a Spirit
Spirit Magic spells gain +1,525 Magical Attack and have a 70% greater chance of working
Spirit Magic spells with a Magical Attack bonus gain +40 Magical Attack if a Spirit

Summoner Magic spells cost 60 MP less





Caelum Aetherius (Time Cloned Spirit Binder) (Aeromage)
Human, Life
Level 59
HP- 8,375
MP- 32,225
STR: 806 (5) (Superhuman Reservoirs of Strength bonus, Basic Super Power bonus)
AGI: 423 (7) (Basic Super Power bonus)
CON: 345 (5) (Basic Super Power bonus)
MIN: 1,399 (21) (Creative bonus, Basic Super Power bonus
SPI: 1,956 (23) (Creative bonus, Basic Super Power bonus)

XP- 100,000,000
Fame- 32
Gold- 500,000,000

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Fortify Body
Overdrive

-Abjurer-
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Warded Skin- (Passive Ability, Abjurer) +200 Defense

-Alchemist-
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.

-Arcane Vizier-
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Magic- (Passive Ability, Arcane Vizier) Possessor gains +1% To Hit against Magic element targets
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff

-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer's Magic Item Creation Discovery: Constitution Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Constitution Enhancement'
Artificer's Magic Item Creation Discovery: Mind Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Mind Enhancement'
Artificer's Magic Item Creation Discovery: Spirit Enhancing- (Passive Ability, Artificer) When possessor creates a Magic Item Accessory through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Spirit Enhancement'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells gain +10 Magical Attack and cost 10 less MP
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set

-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Creative- (Passive Ability, Bard) Possessor gains +100 unmodified MIN and +100 unmodified SPI
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

-Beastmaster-
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Form of Ox- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +100 STR, +100 CON, and +5,000 HP
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Incredulous Yak's Steely, Uncompromising Glare- (Passive Ability, Beastmaster) If possessor is an Animal, possessor's opponents' actions have a (Possessor's Level - Action's Source' Level)% chance of being cancelled if their sources are in the same battlespace as possessor
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Lordmaster of Yaks- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains 1 Base CON and 1 Base MIN, If possessor is an Animal, possessor's Animal pets and summons gain Charm Immunity, If possessor is an Animal, possessor's Animal pets and summons gain +(50 * possessor Level) to all stats and an additional +(50 * possessor Level) to all stats if their name includes 'Yak'

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Spirit- (Passive Ability, Binder) Possessor may, at the beginning of a thread, choose to become the subtype Spirit
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Spirit- (Stance Ability, Binder) Possessor's subtype becomes Spirit
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Self-Based Spirit Magic Channeling- (Passive Ability, Binder) Possessor's Spirit Magic spells cost 200 less MP, Possessor's Spirit Magic spells with a Magical Attack bonus gain +40 to said bonus, and Possessor's Spirit Magic summons have a 5% less chance of being uncontrolled, This ability only functions while possessor is a Spirit
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit

-Blazing Sultan-
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Fire- (Passive Ability, Blazing Sultan) Possessor gains +1% To Hit against Fire element targets
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff

-Blessing-
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Aldriel's Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor

-Botanist-
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Delicious Cooking- (Passive Ability, Chef) Food consumables used by possessor that buff any stat do so by an additional 30 points per charge as an effect that stacks 20 times per target across all consumable applications on said target
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale

-Countess of Power-
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense if possessor has any Energy-element items equipped that provide a Defense bonus

-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

-Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
Has Practiced Dancing with Partners- (Passive Ability, Dancer) Possessor gains +50 AGI if possessor has any allies who possess Dancer abilities
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Knowledge of Ballet- (Passive Ability, Dancer) Possessor gains +25 AGI and +50 MIN
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.

-Diplomat-
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Maid- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit

-Elementalist-
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Envoy of Spring- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Spring
Envoy of Summer- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Summer
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack

-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Orb Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs

-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round

-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquaintances With 1,000 Elementalist Masters- (Passive Ability, Friendship) +200 to all stats while in battle on same side as The Stormkeeper, an individual with the ability Master Elementalist Attunement, or one of the monsters Master of Airs, Master of Earths, Master of Fires, Master of Waters, and Master Elementalist, Possessor may purchase Elementalist abilities from the Ability Shop for 100,000 Gold less
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Good Friend of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'
Good Friend of the Leadership of Volatilis- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'The Floating Isle of Volatilis', Whenever possessor heals an individual named 'The Floating Isle of Volatilis' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'The Floating Isle of Volatilis'

-Genesis Architect-
Apprentice Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 5% Life Resistance
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Basic Command of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element pets and summons gain +50 to all stats
Basic Defenses Against Life- (Passive Ability, Other: Genesis Architect) Possessor gains +50 Defense against Life
Basic Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 1% Life Resistance
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if Life element
Basic Understanding of the Heart of Life- (Passive Ability, Other: Genesis Architect) Possessor's Life element allies gain +10 to all stats
Basic Weaponization of Life- (Passive Ability, Other: Genesis Architect) Quantities of Life element Damage dealt by possessor are increased by 50 points
Control of Life- (Passive Ability, Other: Genesis Architect) Possessor has a 20% chance of being able to cancel the actions of Life element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Life- (Passive Ability, Other: Genesis Architect) Possessor gains +500 Defense if possessor has any Life-element items equipped that provide a Defense bonus
Detect Life- (Passive Ability, Genesis Architect) Possessor gains +1% To Hit against Life element targets
Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
Font of Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies regenerate 5,000 HP at the start of each round
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Life Resistance- (Passive Ability, Other: Genesis Architect) Possessor gains 10% Life Resistance
Life Immunity- (Passive Ability, Other: Genesis Architect) Possessor gains Life Immunity against sources below Level 20 if Level 20 or greater
Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Naturally Resistant to Death- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor gains 20% Instant Death Resistance against sources below Level 80
Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Meadow - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Meadow
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Meadow- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Meadow
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present

-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guaridan) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Security of Iron- (Passive Ability, Guardian) Possessor gains 15% Fear resistance while wearing Heavy Armor

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points

-Illusionist-
And Illusion as the Firmament- (Passive Ability, Illusionist) Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element, Possessor may treat Zones of Illusion as Zones of Earth
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Duration-Extending- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 1 additional round. Possessor's Illusionary Things last 1 additional round.
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Make Things Up On the Fly- (Passive Ability, Illusionist) Possessor gains +200 MIN while performing counters
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Create Ambulatory Illlusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may, if occupying a space in a row-order formation, move to the front row or back row of that row-order formation at the start of each round. Illusionary Things created by possessor gain +1,000 HP and the required MIN to destroy them is increased by 100 points.
Create Auditory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of cancelling the actions of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion that triggers a max of once across all of possessor's Illusionary TThings per round per opponent. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Convincing Illusions- (Passive Ability, Illusionist) Possessor's Illusionary Things' effects that have 'are not Immune to Confusion' as a conditional have said conditional replaced with 'are not Immune to Insanity'. Possessor's Illusionary Things have the Level required of an individual to perform an action to destroy them raised to 20 if under 20. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 500 points.
Create Gustatory Illusions- (Passive Ability, Illusionist) HP Drain dealt to Illusionary Things created by possessor by possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion does not provide said individuals with HP. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Illusion- (Active Ability, Illusionist) Possessor may spend an action to create an Illusonary Thing. Said Illusionary Thing has 500 HP, may be targetted with attacks, is destroyed if it reaches 0 HP, and may be destroyed if an individual with 200 or more MIN or an individual who is Level 5 or greater spends an action to do so. A max of 5 Illusionary Things may be created at once, and Illusionary Things created by possessor last 5 rounds.
Create Illusionary Companion- (Passive Ability, Illusionist) Possessor gains +300 Defense and +100 MIN when possessor has at least one Illusionary Thing that possessor created present. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Create Long-Lasting Illusions- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 50 additional rounds. Possessor's Illusionary Things last 500 additional rounds.
Create Olfactory Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of inflicting Confusion on each of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Create Tactile Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor may occupy spaces in possessor's row-order formation. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points.
Create Visual Illusions- (Passive Ability, Illusionist) Illusionary Things created by possessor have a 5% chance of automatically being selected as targets for the attacks of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Confusion. Illusionary Things created by possessor gain +500 HP and the required MIN to destroy them is increased by 100 points.
Extend Illusion Duration- (Passive Ability, Illusionist) Possessor's Illusion Magic buffs, debuffs, and summons that already last at least 2 rounds last 5 additional rounds. Possessor's Illusionary Things last 5 additional rounds.
Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Grant Illusions Knowledge- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 15 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Hypecasting- (Technique Ability, Illusionist) Possessor may, once per thread, use 'Hypecasting' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster's stats have not be scanned, and no other technique is used. Said action is delayed for 5 rounds. Caster counts as 1 Level higher, to a max of Level 80, during said action.
Illusionary Entourage- (Passive Ability, Illusionist) If possessor has at least 5 allies who are Illusionary Things that possessor created, possessor gains a 10% chance of cancelling any action performed by an opponent below Level 20. Possessor's allies who are Illusionary Things provide their allies with +200 MIN as a non-stacking effect. Possessor gains +500 Defense and +300 MIN when possessor has at least five Illusionary Things that possessor created present. Possessor may create up to 25 more Illusionary Things at one time. Illusionary Things created by possessor gain +5,000 HP and the required MIN to destroy them is increased by 100 points
Illuosory Squid-Caster Maneuver- (Technique Ability, Illusionist) Possessor may use 'Illusory Squid-Caster Maneuver' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action trats its caster's subtype as being solely Aquatic..
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Invest Illusions With Personality- (Passive Ability, Illusionist) When possessor creates an Illusionary Thing, possessor may choose up to 10 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names. Illusionary Things created by possessor gain +3,000 HP and the required MIN to destroy them is increased by 100 points.
May Create Life-Imparted Illusions- (Passive Ability, Illusionist) If possessor is Life element, possessor's Illusion Magic summons may gain the element Life and may not be unsummoned by individuals below Level 80
Primacy of Lies- (Passive Ability, Illusionist) At the start of each battle, possessor may choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element; Possessor's Illusory Things may not be destroyed by individuals below Level 20 without possessor's permission
Sea-Mirage-Guarded Spell- (Technique Ability, Illusionist) Possessor may use 'Sea Mirage Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast, caster is in a Zone of Water, and no other technique is used. Said action becomes solely Water element, may not be countered by individuals below Level 40, and gains +20% to Hit against individuals who are not specifically Immune to Drowning.
Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Skilled Liar- (Passive Ability, Illusionist) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's MIN, and said foes have not yet acted twice, +200 MIN
Spell Delivered by Phantom Stalker- (Technique Ability, Illusionist) Possessor may use 'Spell Delivered by Phantom Stalker' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Said action gains +10% To Hit, counts as coming from a source that scanned its target's stats, and has a 50% chance of inflicting Confusion: Fear: Disconcerted.
Spell that Already Targeted Your Weaker Self- Possessor may use 'Spell that Already Targeted Your Weaker Self' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as an Illusion Magic spell is cast and no other technique is used. Said action ignores buffs present on target that come from sources below Level 60 that were applied within the last 500 rounds.
Spell that Named the Lightning Wind- (Technique Ability, Illusionist) Possessor may use 'Spell that Named the Lightning Wind' in conjunction with a 'Magical Attack' action so long as an Illusion Magic spell is cast and no other technique is used. Any Electrical element counter to said action has the element Electrical in the action of the counter or Damage dealt by the counter changed to Air.
Spoof Fire- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Fire element if it is not actually Fire element.
The Man Who Lied to Time- (Passive Ability, Illusionist) If possessor is Illusion element and Level 40 or greater, possessor may choose to count as being Time element to individuals who have not scanned possessor's stats, Has RP effects

-Magus-
Add Orb Shell: Demonic Tar- (Technique Ability, Magus) Possessor may use 'Add Orb Shell: Demonic Tar' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has an Orb equipped. One hit of said action against each target gains +1,600 Magical Attack, counts as coming from a source with the subtype Demon, gains the elements Darkness, Earth, and Water, and gains '80% inflicts Paralyzed'
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Enchanting Sphere- (Technique Ability, Magus) Possessor may use 'Enchanting Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Focused Beam- (Technique Ability, Magus) Possessor may use Focused Beam in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack action gains +90 Magical Attack
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Orb-Based Defense Field- (Passive Ability, Magus) Possessor gains +50 Defense when an Orb is equipped
Orb-Based Vision- (Passive Ability, Magus) If possessor has at least one Orb equipped, possessor has a 50% chance per round of ignoring the negative effects of the status effect Impaired: Blind; if possessor has at least two Orbs equipped, possessor has a 100% chance per round of ignoring the negative effects of the status effect Impaired: Blind
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb Element Override Array Access- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any one Base Element
Orb Element Override Array-Based Merger- (Passive Ability, Magus) Possessor's Orb Element Override actions may change the element of Orbs they may be applied to into any two Base Elements
Pitch Orb- (Technique Ability, Magus) Possessor may use 'Pitch Orb' in conjunction with a 'Ranged Attack' or 'Magical Attack' action so long as no other technique is used and possessor has an Orb equipped. Said action gains +15 Ranged Attack, +15 Magical Attack, and +10% To Hit as a non-stacking effect.
Vampiric Bowling- (Passive Ability, Magus) Possessor, while in the Stance Controlled Vampire Form, gains +15% To Hit provided an Orb weapon is equipped, Possessor may inflict Drain with Ranged Attack actions while an Orb is equipped

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold

-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

-Mountain King-
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +500 to all stats while in a Zone of Earth
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Passrock- (Passive Ability, Mountain King) Possessor ignores the Defense of Earth element individuals below Level 20

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Bell- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bell' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Flute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Flute' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Horn- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Horn' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Debilitating Note- (Technique Ability, Musician) Possessor may use 'Debilitating Note' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Instrument equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Improved Debilitating Note- (Passive Ability, Musician) Possessor's 'Debilitating Note' technique has its chance of inflicting Stat Drain increased to 30%

-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally

-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Defenses Against Water- (Passive Ability, Ocean Prince) Possessor gains +50 Defense against Water
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff

-Power Trooper-
Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

-Scholar-
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Dream Realms- (Passive Ability, Scholar) Possessor gains +300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN

-Scientist-
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-Seer-
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Diligence- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that cure negative status effects of targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Spiritual Infusion- (Active Ability, Shrine Maiden) Possessor may spend an action to give one of possessor's Spirit Magic spells a bonus of +1,000 additional Magical Attack that lasts the remainder of the thread in exchange for a thread-long reduction of 1 Base SPI point as an effect that stacks 200 times, Any Spirit summoned through such a Spirit Magic spell gains +1,000 to all stats as an effect independent of the number of the stackings of said effect, The caster of a spell affected by this effect may choose to make a Magical Attack or Cast a Spell action involving the casting of said spell solely Light or solely Darkness element, Spells that have no Magical Attack bonus may be affected by this effect
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects

-Skykeeper-
Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Floaty- (Passive Ability, Skykeeper) Possessor does not count as being in the back row for purposes of the number of people in each row, but may not use this ability to be in the back row when nothing is in the front row unless possessor could do so otherwise
Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI

-Slayer-
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Cast You Into Void!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Darkness element may gain '5% inflicts Voidstruck'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoning Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Sage Sculpts Primal Sand- (Active Ability, Summoner) If possessor has a Staff equipped, possessor may spend an action while in a Zone of Earth or a terrain or phantom terrain that is Savannah, Badlands, or Desert, to summon up to 20 Animals from the Enemy List that are below possessor's Level
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

-Superhero-
Basic Super Power Attunement- (Passive Ability, Other: Superhero) All Super Power spells possessor casts that possess a Magical Attack bonus gain +50 Magical Attack, All Super Power spells possessor casts that possess a Melee Attack bonus gain +50 Melee Attack, All Super Power spells possessor casts that possess a Ranged Attack bonus gain +50 Ranged Attack, All Super Power spells cost possessor 50 less MP to cast, Possessor gains +10 to all unmodified stats
Energy Projection- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) Magical Attack
Fling Building- (Technique Ability, Other: Superhero) Possessor may use 'Fling Building' in conjunction with a 'Ranged Overdrive' action. Said action uses Strength as its Prime Attribute; Its caster may choose one Large Structure that is not a target of the action that is below Level 80 and no more than 20 Levels greater than caster, and, if caster chooses such a structure, both one of the action's other targets and said Large Structure are dealt a quantity of Flat Physical element Damage equal to ten times said action's caster's STR (to a max of 50,000,000 points)
Superhuman Reservoirs of Strength- (Passive Ability, Other: Superhero) Possessor obtains +500 unmodified Strength
Ultra-Strength- (Passive Ability, Other: Superhero) +20,000 STR, +10,000 HP, If possessor's Strength stat is being checked as part of an effect that would allow possessor to shift a target's row, possessor's Strength for said row-shift-allowance-checking is considered to be doubled (to a max of 2,000,000 additional points)

-Technomancer-
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hard to See in the Fog- (Passive Ability, Thief) Possessor gains +1% Dodge while affected with an Air or Darkness element buff that raises its possessor's Dodge
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff

-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense, 1 Week
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Unbound Guru~
Two Become One (Merging of Life and Illusion Into Void)- (Passive Ability, Unbound Guru)- Possessor may cause actions that are solely Life and Illusion element to become solely Void element, Possessor's damage-dealing actions that are solely Void element gain the ability to ignore Void Resistance values of up to 50% that are present on individuals who do not Resist, are not Immune to, do not Reflect, and do not Absorb either the element Life or the element Illusion

-Unreality Coordinator-
Absorb Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Absorbs Illusion against sources below Level 20 if Level 20 or greater
Adept Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Amounts of Illusion element Damage possessor deals are increased by 10,000 points, Illusion element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Illusion element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense against Illusion
Apprentice Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 5% Illusion Resistance
Apprentice Illusion Synchronization- (Passive Ability, Unreality Coordinator) Possessor gains +50 to all stats for each Illusion element item equipped, Possessor's Illusion element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +100 to all stats
Apprentice Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Illusion's Dominion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Illusion
Basic Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +50 to all stats
Basic Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 Defense against Illusion
Basic Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 1% Illusion Resistance
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if Illusion element
Basic Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +10 to all stats
Basic Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +50 to all stats while in a Zone of Illusion
Call Forth the Living Illusion- (Active Ability, Other: Unreality Coordinator) Possessor may spend an action to summon 5 Elementals that are Illusion element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor has a 20% chance of being able to cancel the actions of Illusion element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +500 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Detect Illusion- (Passive Ability, Unreality Coordinator) Possessor gains +1% To Hit against Illusion element targets
Emanate Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets
Empowered By Illusion- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Illusion
Expert Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Illusion element Damage dealt to possessor (not including healing) is halved, Illusion element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Illusion element accessories, and may not be converted into other types of slot by individuals below Level 100
Flickering Everywhere-Hands- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Melee Attack' or 'Melee Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Greater Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 25,000 points
Illusion Immunity- (Passive Ability, Other: Unreality Coordinator) Possessor gains Illusion Immunity against sources below Level 20 if Level 20 or greater
Illusion Manipulation- (Passive Ability, Other: Unreality Coordinator) Possessor may choose one of the following at the beginning of each round if Illusion element: Create a Zone of Illusion, Remove a Zone of Illusion created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Illusion by either possessor or a source below Level 20, Add Illusion to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Illusion element on a Illusion element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Illusion, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Illusion, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Illusion element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Illusion to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Illusion, 5% Illusion Resistance, or +50 Defense against Illusion and 1% Illusion Resistance until the end of the round as a non-stacking buff
Illusory Overlaid Casting-Gestures- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever possessor conducts a 'Magical Attack' action, possessor's Level is counted as being 5 higher for purposes of having possessor's stats scanned by counters to said action, with said effect not bypassing 'Immune to Below Level X' effects
Improved Affinity to Healing Via Illusion- (Passive Ability, Other: Unreality Coordinator) Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +5,000 Defense against Illusion
Improved Defenses that Utilize Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +2,000 Defense if possessor has any Illusion-element items equipped that provide a Defense bonus
Improved Illusion Elemental Emanation- (Passive Ability, Unreality Coordinator) Possessor's 'Call Forth the Living Illusion' ability may summon entities up to Level 20
Improved Illusion Resistance- (Passive Ability, Other: Unreality Coordinator) Possessor gains 10% Illusion Resistance
Improved Understanding of the Heart of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor's Illusion element allies gain +250 to all stats
Improved Weaponization of Illusion- (Passive Ability, Other: Unreality Coordinator) Quantities of Illusion element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor gains +1,000 to all stats while in a Zone of Illusion
Invisible Monster Harrying- (Passive Ability, Other: Unreality Coordinator) Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters', If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror or Monster below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
Master of Unseen Predators- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear, Possessor's 'Invisible Monster Harrying' ability may replicate the abilities of Animals, with said ability replicating said actions as though their performer's subtype were solely 'Monster'
Meditative Assumption of Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor may choose, at the beginning of a thread, to become solely Illusion element
Phantasmal Fantasy-Body- (Passive Ability, Unreality Coordinator) If possessor is Illusion element, possessor may choose at the start of each round to gain +2,500 to any one stat as a non-stacking buff until the end of the round, Possessor gains +5% Dodge against non-Conceptual opponents while Illusion element
Principle of Unseen Horror- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned
Reflect Illusion- (Passive Ability, Other: Unreality Coordinator) Possessor Reflects Illusion against sources below Level 20 if Level 20 or greater
Shedding Essences Like Glowing Butterflies- (Passive Ability, Other: Unreality Coordinator) Whenever possessor loses a stacked instance of an Illusion Magic buff, possessor may choose to also lose a stacked instance of a debuff from a source of equal or lower Level to the source of said buff, to a max of Level 60
Stability Within Illusion- (Passive Ability, Unreality Coordinator) Possessor gains 25% minor negative status effect resistance while in a Zone of Illusion
Thousand Actors' Phantasmal Puppet Show- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of a round, pay 50,000 MP and then choose any number of allies (including possessor) who are either below Level 20 or are willing, Each such chosen entity cannot take any normal actions during the round, but whenever it would have been able to take an action, it may instead replicate the effect of any ability possessed by an entity on the Enemy List that is below Level 20, is below possssor's Level, and is normally fightable for drops as though said entity was performing said action
Thousand Falsely-Shining Spells- (Passive Ability, Other: Unreality Coordinator) Whenever possessor conducts a 'Magical Attack' or 'Overdrive' action, possessor may choose any number of possible targets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it
Unified Knowledge of Illusion and Illusion Magic- (Passive Ability, Other: Unreality Coordinator) Possessor may count Unreality Coordinator abilities possessor possesses as Illusionist abilities (including for prerequisite purposes), Possessor may count Illusionist abilities possessor possesses as Unreality Coordinator abilities (including for prerequisite purposes)
Unreality Coordinator- (Passive Ability, Other: Unreality Coordinator) Possessor ignores (1 * (Possessor Level/5), rounded down)% Illusion Resistance, Possessor ignores Illusion Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unseen Attendants' Splendid Cleaning Routine- (Passive Ability, Other: Unreality Coordinator) If possessor is Illusion element, at the start of any round that possessor is the only individual in possessor's battlespace, possessor may choose to lose any debuffs or minor or moderate negative status effects from sources below Level 60
Wings of Unreal Color- (Passive Ability, Other: Unreality Coordinator) Possessor gains 40% Dodge, +500 AGI, and +500 SPI, Possessor counts as 1 Level higher for purposes of having its stats scanned, with said effect not bypassing 'Immune to Under Level X' effects
Zonal Illusion Control- (Passive Ability, Other: Unreality Coordinator) Possessor may, at the start of each round, choose one Zone of Illusion that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-War Mage-
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast

-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Other: Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Other: Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Other: Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Other: Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Other: Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Other: Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: War- (Passive Ability, Other: Warmaster) Possessor may use the Technique 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not War element.
War Manipulation- (Passive Ability, Other: Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff
Warmaster- (Passive Ability, Other: Warmaster) Possessor ignores (1 * (Possessor Level/5), rounded down)% War Resistance, Possessor ignores War Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped

-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets

-Wizard-
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

-Misc-
Basic Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All Dread Banking spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Controlled Vampire Form- (Stance Ability, Deathless One) +5 Base STR, +5 Base CON, +5 Base AGI, +5 Base MIN, Pain Immunity, Poison Immunity, Diseased Immunity, Possessor counts as Undead, Possessor's HP-damaging attacks inflict Drain, 400% Light Weakness that cannot be removed or lessened by sources under level 40, 5% possessor fails to execute harmful actions against individuals no less than 5 levels below possessor with a Holy Symbol equipped or 5 Priest abilities unless possessor possesses at least 5 Priest abilities, Possessor may not affect enemy-created Zones or Terrain, The critical multipliers of individuals who get criticals against possessor increases by 1 (example: a critical that does x2 damage instead does x3 damage)
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Janus Faces- (Passive Ability, Warlord) Possessor gains +5% To Hit against individuals in the front row of each opposing row-order formation and individuals in the back row of possessor's row-order formation
Sensei Dracula's First Lesson- (Passive Ability, Monk) +5,000 Melee Attack if no weapons are equipped, +350 STR, CON, and MIN if no weapons are equipped, Possessor's Melee Attacks have a 5% chance of inflicting Impaired if no weapons are equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor


Weapons-
Master's Dancing Falsehood- (Weapon, Orb, Illusion, 60,000,000 Gold) +60,000 Magical Attack, Individuals below Level 60 may not Dodge wielder's attacks, 170% To Hit, 70% Dodge, Individuals below Level 60 may not scan wielder's stats, Individuals below Level 40 may not counter wielder's attacks, Wielder must be Level 20 or greater
Lifemother Strands- (Weapon, Other: Puppet Strings, Life, 115,000,000 Gold) +115,000 Magical Attack, +115,000 AGI, +115,000 CON, +120,000 SPI, +118,000 MIN, Wielder's summons gain +15,000 to all stats as a non-stacking bonus that cannot take their stats to above 500% of their natural values, Wielder may summon 1 Animal, Aerial, Aquatic, Cthonian, or Spirit at the start of each round that is below Level 60 and normally fightable for drops, Wielder must be Level 40 or greater

Armor-
Robe of Two Thousand Colors that Mask Truth- (Armor, Robe, Illusion, 310,000,000 Gold) +301,000 Defense, +315,000 MIN, +315,000 SPI, 41% Dodge, Wearer's Illusion Magic spells cost 60,000 less MP, Wearer counts as 5 Levels higher for purposes of having wearer's stats scanned as an effect that does not work against 'Immune to below Level X' effects, Wearer may, if wearer's stats have not been scanned during this thread, change wearer's actions that contain an Illusion Magic spell to any combination of Base Elements and Illusion

Accessories-
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
World-Traveler's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater

Illusion-Only Slot
Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater

Consumables-
5 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself

Spells-
Ancient Seal of Light- (Spell, Other: Ancient Magic, Light, 240,000 MP, 12,500,000 Gold) +12,500 Magical Attack, 50% targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Archmissionary’s Graveflame- (Spell, Necromancy, Darkness, 67,000 MP, 17,200,000 Gold) +15,500 Magical Attack, 95% inflicts Voidstruck, 50% inflicts Burning, Heals caster for 5,000 Flat Darkness element HP and 5,000 Flat Darkness element MP if one of the two status effects that this spell is naturally able to apply affects at least one of this spell’s targets, this action may gain 1 hit against 5 and deal 1/5 Damage
Breathe the Mist of Dreams- (Spell, Shaman Magic, Magic & Psychic & Air, 150,000 MP, 15,500,000 Gold) Caster and up to 3,000 of caster's allies obtain +15,500 SPI as a non-stacking buff that lasts until the end of the round
Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Sky Serpent's Wrath- (Spell, Spirit Magic, Air, 80,000 MP, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Ranged Attack, Caster must be Level 20 or greater

Illusion-Only Slots
*Liar's Gate- (Spell, Illusion Magic, Illusion, 440,000 MP, 780,000,000 Gold) Caster gains a buff that allows caster to set the current round's number to any whole, positive number at the start of every round, start of every action, and end of every action, being able to set the round numbers to different values for different individuals, with all individuals recognizing the round number they would otherwise recognize without said effect if any individual at least 20 levels above caster or any individuals Level 80 or greater desires such; Caster may also, while under the effects of said buff, move to a row formation in another battle in the same thread instead when making a Change Rows action, with said action being impossible if either caster's originating battle or the battle that caster is moving to contains an indivdiual of higher level than caster who is either unique or above Level 70 or at least 5 Levels higher than caster who desires for caster to be unable to do so, Caster may, if caster's stats have not been scanned, cause any action including this spell to be become either solely Time element or to gain Time as an element, Does not stack, Has RP effects (including time-travel through illusion)
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Dodge Into Fake Timeline- (Spell, Illusion Magic, Time & Illusion, 1,540,000 MP, 180,000,000 Gold) Caster gains +90% Dodge against individuals who have not scanned possessor's stats who are not 10 or more Levels greater than caster, does not stack, lasts 5 rounds, Caster must be Level 40 or greater
Illusory World- (Spell, Illusion Magic, Illusion, 399,540,000 MP, 215,000,000 Gold) Caster creates a Battlespace and moves any number of individuals below caster's Level who are below Level 70 and do not possess the ability 'Adept Diviner' into it, The actions of all individuals below Level 60 in said Battlespace fail, Caster may target individuals in said Battlespace, Caster must be Level 60 or greater, Can sculpt worlds of illusions in RP threads
Lanzah Bahum- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 540,000 MP, 90,000,000 Gold) +90,000 Ranged Attack, +90,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 20,000,000, this action gains +100% To Hit unless caster's stats have been scanned, Caster must be Level 40 or greater
Lanzah Rahham- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 2,840,000 MP, 160,000,000 Gold) +160,000 Ranged Attack, +160,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 200,000,000, this action gains +100% To Hit unless caster's stats have been scanned, This action repeats itself against the same targets at the start of each round that none of its performer's other actions already repeated themselves on, Caster must be Level 40 or greater and must possess the ability 'Adept Illusion Magic Attunement'

Pets-

Modified Stats
Human, Illusion
HP- 2,561,450
MP- 2,716,200
STR: 8,060 (Capped)
AGI: 4,230 (Capped) +2,590 on the first turn of battle
CON: 3,450 (Capped)
MIN: 14,040 (Capped)
SPI: 19,560 (Capped) +60,000 for turn-order

Defence

102% Dodge
+5% Dodge against non-Conceptual opponents while Illusion element
+5% Dodge (to a max of 50%) in a Chronogeomantic Zone of Night if 1 Empowered Constellation set
+1% Dodge (max +10%) for each Air Elemental Magic spell equipped
+1% Dodge while affected with an Air or Darkness element buff that raises its possessor's Dodge
30% chance of inflicting Charm on any individual whose action was Dodged by possessor
20% chance of inflicting Charm: Impressed on any individual whose attack was Dodged by possessor (max 20 times per round)

Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect

100% Resilience
+5% Resilience (to a max of 50%) in a Chronogeomantic Zone of Night if 1 Empowered Constellation set

30% Darkness, Time, Ice, Astral, Spatial, Light, Air Resistance
10% Illusion, Life Resistance
5% Earth Resistance
1% Fire, Magic, Water Resistance

20% Instant Death Resistance against sources below Level 80

50% Frozen, Suffocation, Voidstruck Resistance
Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer
5% Mindblasted Resistance

Fatigued: Sleep Immunity
Confusion Immunity against sources below Level 60
Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
30% Confusion Resistance

50% chance per round of ignoring the negative effects of the status effect Impaired: Blind if an Orb equipped


+23,540 Defense

+300 Defense if at least one Illusionary Thing that possessor created present
+800 Defense if at least 5 Illusionary Things that possessor created present

+130,000 Defense against Astral
+5,550 Defense against Illusion
+50 Defense each against Air, Fire, Life, Water
+5,000 Defense against damage sources attached to Zones

+120 Defense against Stat Damage
+200 Defense each against AGI, CON, MIN and SPI Damage

Takes 500 less damage from Traps and has a 5% higher chance of disarming them
Takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element

If possessor has at least 5 allies who are Illusionary Things that possessor created, possessor gains a 10% chance of cancelling any action performed by an opponent below Level 20
If possessor is an Animal, possessor's opponents' actions have a (59 - Action's Source' Level)% chance of being cancelled if their sources are in the same battlespace as possessor


Offence

202% To Hit
+15% To Hit in Controlled Vampire Form with an Orb equipped
+5% To Hit against individuals in the front row of each opposing row-order formation and individuals in the back row of possessor's row-order formation
+5% To Hit (to a max of 50%) in a Chronogeomantic Zone of Night if 1 Empowered Constellation set
+1% To Hit against Air, Earth, Electrical, Fire, Life, Water element targets

Individuals below Level 60 may not Dodge wielder's attacks
Individuals below Level 40 may not counter wielder's attacks

100% Critical
+5% Critical when a Deadly Item is equipped
+5% Critical (to a max of 50%) in a Chronogeomantic Zone of Night if 1 Empowered Constellation set

Ignores 11% Illusion, Life Resistance
Possessor's damage-dealing actions that are solely Void element gain the ability to ignore Void Resistance values of up to 50% that are present on individuals who do not Resist, are not Immune to, do not Reflect, and do not Absorb either the element Life or the element Illusion
Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%

Pierces 2,000 Defense when targeting Large Structures
Large Structures below Level 60 gain -40% Resilience against possessor


+6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack

+16,320 Melee Attack
+67,796 Magical Attack
+8,660 Ranged Attack

+45 Melee Attack against targets that have not yet acted
+60 Melee Attack against targets that have not yet acted on the first turn of battle
Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice

May inflict Drain with Ranged Attack actions while an Orb is equipped

Deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
May deal 2,500 additional HP damage to individuals that have targetted possessor's side of battle with offensive actions
Deals 50 more points of HP or MP Drain

Quantities of Illusion element Damage dealt by possessor are increased by 30,550 points
Quantities of Life element Damage dealt by possessor are increased by 50 points

Whenever possessor absorbs Damage that is Illusion element Damage, Possessor may choose to deal 10,000 Flat Illusion element Damage to up to 10 targets

May Gain 15% Inflicts Charm

Whenever possessor conducts a 'Melee Attack', 'Magical Attack', 'Melee Overdrive' or 'Magical Overdrive' action, possessor may choose any number of possible targtets below Level 60, each such target must declare what counter (if any, including preemptive counters) it will use against said action, paying the cost of said counter in advance, with possessor choosing which target(s) to actually target after said choice is made and only said declared counters being usable against said action, with individuals below Level 60 who were not chosen as final targets for said action being unable to counter it


Healing

Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.

Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus

Whanever possessor would Heal HP, possessor Heals an additional 3,000 points
May deal 2,500 additional HP healing to individuals that have not targetted possessor's side of battle with offensive actions
Possessor's actions that Heal HP heal an additional 500 points

Whenever possessor obtains Illusion element HP Healing or MP Healing, said amount is increased by 6,500 points

Whenever possessor loses a stacked instance of an Illusion Magic buff, possessor may choose to also lose a stacked instance of a debuff from a source of equal or lower Level to the source of said buff, to a max of Level 60


Scanning

Individuals below Level 60 may not scan wielder's stats
Wearer counts as 7 Levels higher for purposes of having wearer's stats scanned as an effect that does not work against 'Immune to below Level X' effects

Ignores up to 59 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned

Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor


Start of Thread

May choose to become the subtype Spirit
may choose to become solely Life or Illusion element


Start of Battle

May choose a base element; if possessor does so, possessor obtains a buff that causes other individuals in the same battlespace to treat said element as a nonbase element and to treat Illusion as a base element

May create a Zone of Air at the beginning of battle if no other Zones are present
Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present

May, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation


Start of Round

Wearer regenerates 360,000 HP and 360,000 MP at the start of each round

Wielder may summon 1 Animal, Aerial, Aquatic, Cthonian, or Spirit at the start of each round that is below Level 60 and normally fightable for drops

If possessor is Illusion element, possessor may choose at the start of each round to gain +2,500 to any one stat as a non-stacking buff until the end of the round

If possessor is Illusion element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Illusion
If possessor is Illusion element, at the start of any round that possessor is the only individual in possessor's battlespace, possessor may choose to lose any debuffs or minor or moderate negative status effects from sources below Level 60

Possessor's opponents gain the ability to spend an action to 'Search for the Invisible Monsters'
If none of possessor's enemies have spent an action to 'Search for the Invisible Monsters' within the last 3 rounds, possessor may, at the start of each round, replicate the ability of a Horror, Monster or Animal (with Animals counting as if their performer's subtype was solely Monster) below Level 40 that is below possessor's Level that is normally fightable for drops on the Enemy List at the start of each round as though an Illusion element version of said entity was performing said action
If possessor is Illusion element, whenever an action replicated by possessor's 'Invisible Monster Harrying' ability kills an individual, all of said individual's allies are afflicted with Confusion: Fear
If possessor is Illusion element, actions replicated by possessor's 'Invisible Monster Harrying' ability deal double Damage, to a max of 5,000,000 additional points, to individuals not Immune to Confusion or Confusion: Fear if possessor's stats have not been scanned

If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
If possessor is Life element, may summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned

If possessor is Life element, up to 30 of possessor's allies regenerate 5,000 HP at the start of each round
If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round

5% chance of inflicting Invigorated: High Morale on all allies
5% chance of inflicting Invigorated: High Morale on all summons

May, at the start of a round, pay 50,000 MP and then choose any number of allies (including possessor) who are either below Level 20 or are willing, Each such chosen entity cannot take any normal actions during the round, but whenever it would have been able to take an action, it may instead replicate the effect of any ability possessed by an entity on the Enemy List that is below Level 20, is below possssor's Level, and is normally fightable for drops as though said entity was performing said action

May, at the start of each round, choose one Zone of Illusion that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

May trigger <Element> Manipulation if Air, Earth, Electrical, Fire, Illusion, Life, Water element

If possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +300 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
If possessor is wearing a Robe, possessor may choose one opponent and gain +300 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe


Passive Effects

Once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect

Does not count as being in the back row for purposes of the number of people in each row so long as there is at least one individual in the front row

If possessor is Illusion element and Level 40 or greater, possessor may choose to count as being Time element to individuals who have not scanned possessor's stats

Possessor may cause actions that are solely Life and Illusion element to become solely Void element

Possessor's actions that hit at least 100 targets may hit an additional target

+200 MIN while performing counters
+100 MIN when possessor has at least one Illusionary Thing that possessor created present
+400 MIN when possessor has at least 5 Illusionary Things that possessor created present

If an Animal, gains +1 Base CON and MIN, +1 to all stats, +100 STR and CON, +5,000 HP

Possessor's spells, items and abilities may respond as if possessor had already cast Call Unto Elements Earth/Air/Fire/Water and Call Unto Seasons Spring/Summer/Fall/Winter

Gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets/cure negative status effects of targets/heal targets and involve Spirit Magic
Gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets/inflict negative status effects on targets/deal damage to targets and involve Spirit Magic

Enchanted Item, Medicine and Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use


Ally Bonuses

Wielder's allies gain +20,000 to all stats as a non-stacking bonus

Illusion element allies gain +350 to all stats
Life element allies gain +10 to all stats

Healer Magic Spells cost possessor's allies 20 less MP to cast

Disguises equipped possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression

Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in


Transformation, Pet and Summon Bonuses

Wielder's summons gain +15,000 to all stats as a non-stacking bonus that cannot take their stats to above 500% of their natural values

Possessor's Air, Earth, Electrical, Fire, Magic, Water element pets and summons gain +300 to all stats
Possessor's Illusion element pets and summons gain +1,300 to all stats
Possessor's Life element pets and summons gain +600 to all stats

Possessor's Aerial pets and summons gain +600 HP, +600 MP, +110 to damage dealt, +60 to all stats, +15 STR and +35 AGI
Possessor's Animal pets and summons gain +600 HP, +600 MP, +110 to damage dealt, and +180 to all stats
Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Possessor's Plant pets and summons gain +600 HP, +600 MP, +110 to damage dealt, +60 to all stats and count as having no weaknesses to individuals below Level 20
Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Possessor's Shapeshifter pets and summons gain +600 HP, +600 MP, +110 to damage dealt, +60 to all stats and +50 Damage to Physical element attacks
Possessor's Shapeshifter Pets and summons may skip a turn to heal 500 HP
Possessor's Shapeshifter Pets and summons regenerate 30 HP per round
Possessor's Spirit pets and summons gain +600 HP, +600 MP, +110 to damage dealt, and +60 to all stats

If possessor is an Animal, possessor's Animal pets and Summons gain Charm Immunity, +2,950 to all stats and an additional +2,950 to all stats if 'Yak' in their name

If possessor is Life element, possessor's Illusion Magic summons may gain the element Life and may not be unsummoned by individuals below Level 80
Possessor's Illusion Magic summons may not be unsummoned by individuals who are not higher Level than possessor if either said individuals or possessor treat Illusion as a base element
Possessor's Illusion Magic summons gain +36,200 HP, +3,310 to each stat, last 114 rounds longer if they last over 1 round already, and require 3,975 more of the relevant stats to dispel


Illusionary Things

An action may be spent to create Illusionary Things that last 511 rounds. Maximum 30 created at once.
Possessor may choose up to 25 weeks worth of abilities that possessor possesses (obeying prerequisite abilities but not other prerequisites when assigning said abilities) that are for sale in the Ability Shop; said Illusionary Thing counts as possessing abilities with those names.

Can only be destroyed by Individuals of Level 20 or above with a MIN of 1,700 or more if they spend an action to do so.

May occupy spaces in creator's row-order formation.
May be targetted with attacks.

May, if occupying a space in a row-order formation, move to the front row or back row of that row-order formation at the start of each round.

Provide all allies with +200 MIN as a non-stacking effect

Gain +29,500 HP, destroyed if it reaches 0.

5% Inflicts Confusion on sub-20 opponents with under 500 MIN and are not Immune to Insanity

Have a 5% chance of automatically being selected as targets for the attacks of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Insanity.
Have a 5% chance of cancelling the actions of possessor's opponents that are below Level 20, have under 500 MIN, and are not Immune to Insanity that triggers a max of once across all of possessor's Illusionary Things per round per opponent.

Drain dealt to Illusionary Things by sub-20 opponents with under 500 MIN and are not Immune to Insanity does not provide said with HP


Crisis Zone

Counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower

Gains a Summon Slot while in a Crisis Zone


Zone and Terrain Effects

Possessor may treat Zones of Illusion as Zones of Earth

+250 to all stats while in a Zone
+1,050 to all stats while in a Zone of Electrical, Fire, Illusion, Magic
+610 to all stats while in a Zone of Earth
+110 to all stats while in a Zone of Water
+50 to all stats while in a Chronogeomantic Zone of Night
+50 to all stats while in a Zone of Air, Electrical, Fire, Magic
+300 MIN if in a Zone of Magic & Psychic or a Zone of Dream
+25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air, Earth, Electrical, Fire, Illusion, Magic, Water

+20 MIN while in a Zone of Light or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
+100 to all stats, +20 MIN, +2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set

+210 to all stats while in a Terrain or Phantom Terrain
Possessor gains +690 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
+100 MIN if the Terrain or Phantom Terrain is Space
Possessor's Plant pets and summons gain +50 to all stats if the Terrain or Phantom Terrain is Forest, Jungle or Marsh


Spell Discounts and Bonuses

Spells cost possessor 40 less MP to cast

Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread

Spells that include one of possessor's elements cost possessor 30 less MP to cast
Spells that allow individuals to exit battle cost possessor 450 less MP to cast
spells that contain an effect that either creates a Zone or may create a Zone cost 420 less MP
Spells that summon cost possessor 200 less MP to cast
Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast

All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual

Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 123,250 points of each that they can already transfer
Channeling spells cast by possessor can that transfer stats may transfer an additional 6,400 points of each that they can already transfer

Divining spells function as though caster were 1 level higher for stat-scanning purposes
Divining buffs that possessor inflicts that raise stats raise them by an additional 20 points

Elemental Magic spells cost 110 MP less
Elemental Magic spells that summon Air element Elementals cost 150 MP less
Elemental Magic spells gain +260 Magical Attack
Elemental Magic spells deal +500 Damage
Air element Elemental Magic spells cost 50 MP less
Air element Elemental Magic spells that increase AGI increase it by 25 more points
Air element Elemental Magic gain +10 Magical Attack
Air element Elemental Magic spells deal +500 Damage
Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further

Enchantment spells cost 61,100 less MP to cast
Enchantment spells cost 60,880 less XP to cast
Enchantment spells that apply Enchantment enhancements to Orbs cost 200 XP less when applying said enhancements to Orbs
Enchantment spells cast by possessor last 2 rounds longer if they already last over 1 round
Enchantment spells cast by possessor last 61 rounds longer if they already last over 12 rounds
All buffs and debuffs from Enchantment spells cast by possessor last 13 rounds longer if they already last over 12 rounds

Geomancy spells cost 1,090 less MP to cast
Geomancy spells cost 510 less MP if their element matches that of an item possessed by their caster or matches the element of possessor
Geomancy spells affect 2 additional targets if they already affected multiple targets

Possessor's Illusion Magic buffs and debuffs that already last at least 2 rounds last 56 additional rounds






Also brought along:

छ*Cael's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 Mind
छ Cartographer's Guild Map of Indrasena- (Item, Antiquity, Earth & Air & Water & Fire, 50,000 Gold)
छ Cartographer's Guild Map of Major Shipping Lanes across Indrasena- (Item, Antiquity, Water & Earth, 75,000 Gold)

2 Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle

Potent Lunar Concoction- (Spell, Alchemy, Light & Magic, 6,000 MP, 6,000,000 Gold) +6,000 Magical Attack, Heals, 50% inflicts any one minor positive status effect

2 Blade of the Gold Leaf Throne's Champion- (Weapon, Sword, Glory & Wealth, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 STR, +400,000 SPI, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater

2 Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater

Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
2 Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
2 Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Banner Proclaiming Its Bearer to be Caelum Aetherius, Which Summons Numerous Individuals and Pieces of Fabricated Evidence that Ardently Proclaim Such- (Accessory, Enchanted Armor, Illusion, 45,000,000 Gold) +45,000 Defense, +45,000 SPI, Wielder gains the element Illusion, Wielder's name becomes 'Caelum Aetherius (Time Cloned Spirit Binder)', Entities below Level 60 may not prevent wielder's name from counting as being 'Caelum Aetherius (Time Cloned Spirit Binder)', Wielder counts as possessing 30 additional allies if wielder's name includes 'Caelum Aetherius'
2 Majesty Core- (Accessory, Other: Mystic Infusion, Glory & Wealth, 800,000,000 Gold) +800,000 to all stats, Wielder is Immune to individuals below Level 40, Wielder is Immune to debuffs and negative status effects from individuals below Level 60 if wielder is Level 60 or greater, Wielder becomes solely Glory & Wealth element, Wielder must be Level 40 or greater
Mirrored Domain-Nexus of Illusions- (Accessory, Crystal, Illusion, 215,000,000 Gold) +215,000 MIN, At the start of each round, wielder may exchange the Illusion Magic buffs present on any number of willing targets, only being able to transfer buffs from an individual to an individual that wielder could replicate them onto, Wielder must be Level 40 or greater
Elder Symbol of Repeated Casting- (Accessory, Other: Elder Symbol, Sonic & Magic, 36,000,000 Gold) Spells that wielder has previously cast during this thread cost wielder 360,000 less MP to cast

2 Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold)

Forgetful Fog- (Spell, Elemental Magic, Air, 450 MP, 98,000 Gold) +93 Magical Attack, causes target, provided that target is below Level 40, non-unique, and of lower level than caster, to be unable to use one randomly determined ability (Active ability in the case of PCs) present on target for 1 round as a non-stacking debuff, Call Unto Air must have already been cast to cast this spell
Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects

12 Elemental Domain Core: Earth- (Item, Antiquity, Earth, 80,000,000 Gold)
12 Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)
12 Elemental Domain Core: Illusion- (Item, Antiquity, Illusion, 160,000,000 Gold)
24 Elemental Domain Core: Time- (Item, Antiquity, Time, 160,000,000 Gold)
12 Channeler's Diamond- (Item, Material, Magic & Electrical & Energy, 36,000,000 Gold)
12 Great Oasis Gem- (Item, Material, Earth & Water, 36,000,000 Gold)
12 Mirage Diamond- (Item, Material, Illusion, 36,000,000 Gold)
480 Massive Sphere of Magical Energy- (Item, Material, Magic, 7,602,000 Gold)
12 Santa Essence- (Item, Material, Hope & Ice, 100,000,000 Gold)

Spatial Domain-Core-Linking Crystal- (Item, Antiquity, Spatial, 100,000,000 Gold)


The Tablets are also here:

Tablets of the Seven Ancients- (Level 39, 931,320,000 XP, 39,360,000 XP Required, Standard Multiplier x12, Raised to x48 to bypass Level 39) (931,320,000 XP to 59)

Bow and Quiver of Sandora the Purifier- (Weaponx2 Aspect- Tablets of the Seven Ancients, Bow, Light & Air & Earth, X Gold) +140,000 Ranged Attack, 24% Air Resistance, 24% Earth Resistance, 24% Water Resistance, +140,000 AGI, +140,000 MIN, +130,000 SPI, Individuals below Level 42 cannot inflict negative status effects on possessor
Crystal Scepter of Lorindar the Keeper- (Weapon Aspect- Tablets of the Seven Ancients, Wand, Light & Magic, X Gold) +72,000 Magic Attack, 30% Magic Resistance, +65,000 MIN, +65,000 SPI, +140,000 Damage against Golems
Endless Book of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Book, Light & Magic, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 MIN, +140,000 damage against Demons
Energy Sword of Azith Ithorin- (Weapon Aspect- Tablets of the Seven Ancients, Sword, Light & Magic & Physical, X Gold) +72,008 Melee Attack, 21% Magic Resistance, +72,000 Defense, +60,000 STR, +40,000 AGI, +20,000 CON, 78% Critical, 178% To Hit, 90% inflicts Awestruck, Wielder’s allies gain +7,000 to all stats as an effect that stacks a max of 10 times
Eternal Stylus of Giridal the Lightseer- (Weapon Aspect- Tablets of the Seven Ancients, Other: Quill, Light & Magic & Water, X Gold) +72,000 Magic Attack, 24% Magic Resistance, +72,000 SPI, all spells cost wielder 720,000 less MP to cast
Lifewood Stave of Isyra the Pure- (Weaponx2 Aspect- Tablets of the Seven Ancients, Staff, Light & Magic, X Gold) +60,000 Melee Attack, +120,000 Magic Attack, 30% Magic Resistance, Wielder regenerates 1,400,000 HP per turn, +70,000 SPI, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 45 or higher and that wielder’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
Midnight Bow of Noktha Mel- (Weaponx2 Aspect- Tablets of the Seven Ancients, Bow, Darkness, X Gold) +140,000 Ranged Attack, 100% inflicts Voidstruck, 78% Dodge
Molten Axe of Haraldor the Brave- (Weaponx2 Aspect- Tablets of the Seven Ancients, Axe, Light & Fire, X Gold) +155,000 Melee Attack, 30% Fire Resistance, +149,000 CON
Talismans of Yterrius the Spirit-Father- (Weapon Aspect- Tablets of the Seven Ancients, Deadly Item, Light, X Gold) +72,000 Magical Attack, +72,000 SPI, 80% inflicts Awestruck: Sealed

Azure Armor of Azith Ithorin- (Armor Aspect- Tablets of the Seven Ancients, Heavy Armor, Light & Magic & Physical, X Gold) +72,000 Defense, +72,000 SPI, 40% Darkness Resistance, 40% Physical Resistance, 50% Awestruck Resistance, 50% Voidstruck Resistance, Poison Immunity, Diseased Immunity, Hexed Immunity, 40% Magic Resistance, 50% Burning Resistance, Fatigued Immunity, Charm Immunity, 10% Confusion Immunity, 15% Demon Resistance, 15% Darkspawn Resistance, 15% Devil Resistance, +70,000 Magical Attack, 100% Resilience, Wearer is Immune to individuals below Level 20
Light-Drinking Robes of Noktha Mel- (Armor Aspect- Tablets of the Seven Ancients, Robe, Darkness, X Gold) +72,000 Defense, +72,000 AGI, 40% Darkness Resistance, Wearer Absorbs Light from sources below Level 20, Awestruck Immunity, Voidstruck Immunity, 78% Dodge
Moonlight Robes of Isyra the Pure- (Armor Aspect- Tablets of the Seven Ancients, Robes, Light & Magic, X Gold) +72,000 Defense, +72,000 Magical Attack, 40% Magic Resistance, +72,000 SPI, +72,000 MIN, Poison Immunity, Charm Immunity, Disease Immunity
Mystic Ward of Ibdier the Ward-Crafter- (Armor Aspect- Tablets of the Seven Ancients, Ward, Light & Warding, X Gold) +72,000 Defense, 30% Darkspawn Resistance, 40% Chaos Resistance, Wearer is Immune to individuals below Level 20
Shining Robes of Yterrius the Spirit-Father- (Armor Aspect- Tablets of the Seven Ancients, Robe, Light, X Gold) +72,000 Defense, +72,000 Magical Attack, +72,000 SPI, 40% Light Resistance, Wearer's Spirit allies gain +7,000 to all stats as a non-stacking effect

Burial Shroud of Kra-Vahtra the Twice-Reborn- (Accessory Aspect- Tablets of the Seven Ancients, Cloak, Light, X Gold) +72,000 Defense, Wearer may auto-resurrect up to twice per thread with half HP, half MP, and none of possessor’s previous buffs, debuffs, or status effects that disappeared on death (to a max of 15,000,000 each for HP and MP), with a 100% chance if killed by a source below Level 40, and 50% chance if killed by a source below Level 60, with this auto-resurrection chance coming at the start of the round after death in Arena Matches, Event Matches, and Special Matches, and occurring either immediately upon death or at the start of the next round after death in other instances
Guardian Cloak of Azith Ithorin- (Accessory Aspect- Tablets of the Seven Ancients, Cloak, Light & Magic & Air, X Gold) +72,000 Defense, 30% Magic Resistance, +70,000 AGI, +39% Dodge
Scrying Orb of Lorindar the Keeper- (Accessory Aspect- Tablets of the Seven Ancients, Magic Item, Light & Magic & Earth & Air, X Gold) Wielder may spend an action to scan a single target's stats, said action may not be countered by individuals below Level 40 and ignores the Immunities of individuals below Level 40
Tablets of the Seven Ancients- (Accessoryx3 Aspect- Tablets of the Seven Ancients, Holy Symbol, Light, X Gold) +210,000 Magical Attack, +210,000 Defense, +210,000 to all stats, 40% Light Resistance, 40% Darkness Resistance, 15% Darkspawn Resistance, This item gains the subtypes Magic Item and Tome
Tablets of the Five Awakened Ancients- (Accessoryx2 Aspect- Tablets of the Seven Ancients, Holy Symbol, Light, X Gold) +140,000 Magical Attack, +140,000 Defense, +140,000 to all stats, 30% Light Resistance, 30% Darkness Resistance, Fatigued Immunity, This item gains the subtypes Magic Item and Tome

Blessing of Varasagon the Unending- (Spell Aspect- Tablets of the Seven Ancients, Glyph Magic, Light, 20 MP, X Gold) +72,000 Magical Attack, Heals, Cures all debuffs and negative status effects from sources below Level 40
Ibdier the Ward-Crafter's Protection- (Spell Aspect- Tablets of the Seven Ancients, Abjuration, Light, 20 MP, X Gold) +7,000 Defense, target becomes Immune to individuals below Level 20, stacks 7 times
Judgment of Varasagon the Unending- (Spell Aspect- Tablets of the Seven Ancients, Glyph Magic, Light, 20 MP, X Gold) +72,000 Magical Attack, 1% inflicts Smited

Blessed Dust of Zakmotes the Gardener- (Consumable Aspect- Tablets of the Seven Ancients, Powder, Light & Earth, Unlimted Charges, X Gold) Target Plant gains +7,000 to all stats as a buff that stacks 7 times and is cured of all minor and moderate negative status effects and debuffs from sources below Level 40





----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Caels enter the Indrasena portal simultaneously! Caelum, however, is Not There. Thanks to being the Expert with illusions he is, he's rendered himself invisible and undetectable in order to avoid being potentially scanned by the world's greeter (which could potentially foul up his plans for later efforts, which lean heavily on Illusion, even if they don't necesserily require misdirection).

Cael, for his part, has declared that Kribamemylek, Tome which Tells of Another's Future is to tell of the manifold paths that Caelum might take and is reading the first few pages of it to see if more serious countermeasures will be required to prevent detection and/or scanning at the hands of Janma.

Should more countermeasures be required, Caelum can move very, very fast and teleport himself through the roof to leave before Janma even turns up and notices his arrival.
Should that not be enough, his Cloak of Nested Illusions can prevent him being targeted or noticed entirely.
Should that not be enough, he could Dodge Into A Fake Timeline, moving to a false, empty version of the hall and flitting into the outside to await Cael there.
Should that not be enough, as an ablative countermeasure Caelum could create an Illusionary Thing in his likeness holding the Banner Proclaiming Its Bearer to be Caelum Aetherius, Which Summons Numerous Individuals and Pieces of Fabricated Evidence that Ardently Proclaim Such, designed to take the scan-effect and return results based on what he's capable of, albeit judiciously edited to avoid mentioning his Illusion-element mastery, Superhero status and Life-and-War-element powers. Said Illusionary Thing will, itself, have ablative-illusions over it in order to present the appearance of a competent, if underwhelming, illusionist trying to avoid having their powers tampered with by overzealous scanning attempts. This will also work for the situation should Janma have registered both Caels (as well as Emmanuel) walking through the portal somehow.

Cael, in addition, will be distracting Janma by presenting his papers the moment the covertly-unpleasant man enters the room.

Both Caels, notably, are perma-Favoured due to their Benevolent Magatamas.
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Modrageball »

Pathaky wrote: Prior to entry, Cael consults his books! He sees several futures in which Janma, or, surprisingly, the Golden Golems that flank the Portal Hall, detect Caelum using layered divination or, in Janma's case, controlled-wish magic. These, however, are allayed by the fact that in their current iteration of reality, Caelum's Cloak of Nested Illusions, in conujunction with his Favored Status, causes their scans to slide over and past him, failing to register his presence.

--------------

The portal opens into a high-ceilinged hall of pale yellow stone, rows of golden statues draped with red sashes are posed welcomingly, guiding the visitor through a broad vaulted hall toward a massive set of stone doors. The floor is a checkerboard of the same dusty stone as the walls and a darker stone, while the high ceiling above sparkles with patterns of inlaid gold.

A pair of tall, well built deva flank the door, dressed in multicolored sashes and turbans. Naked scimitars hang conspicuously at their belts, and the astute observer can see the very edges of a series of extensive tattoos on the devas’ necks, extending out of sight beneath their robes.

Janma, looking as colorful and as slyly obsequious as ever, meets Cael at the Portal. Caelum remains unnoticed, shrouded behind a curtain of nested obfuscation.

"Welcome back, Caelum Aetherius!" Janma says, smiling tightly and taking Cael's papers, rifling through them one-handed, and handing them back. "And looking as festive as ever. How may I assist you in your visit to Indrasena?"


Aeromage wrote: Caelum gently drifts out through the door to the outside world while Cael holds Janma's attention.

"I would be grateful if you could tell me how much time has passed since my last visit to this world. Time often passes in an unusual manner for those in my position, and what I choose to do will be influenced by the answer."


Pathaky wrote: Caelum drifts out of the hall, past the Golden Golems and the devic guards into a courtyard outside.

The courtyard is walled in on all sides by dusty brick and some kind of scrubby, gloss-green hedge. A small iron gate in the far wall flanked by another pair of devic guardians reveals a crowded thoroughfare packed with humans, deva, and the occasional elemental or beastman. The smell of sweat, spices, and city living fill the air. Beyond, the domes and spires and gables of Aham-Sphurana crowd out the horizon in all directions.

---

Janma cocks his head slightly. "It has been approximately two months since your previous visit."


Aeromage wrote: Cael responds to the answer with a shallow bow.
"I thank you for the information. You have been most helpful."

Janma-wrangling complete, Cael glides out of the gate chamber and into the world outside, where Caelum joins him (still invisible and drifting above-and-behind on phantasmal wings) as the spirit-pretending-to-be-a-Spirit-Tamer sets off to the Cartographer's Guild branch he visited last time.


Pathaky wrote: Janma dismisses Cael with a wave of a ring-studded hand.

The duo, one visible and the other his invisible mirror, glide up and out of the courtyard, weaving between and over the brightly painted roofs, burnished domes, and spires of Sphurana.

They proceed out of the Noble's District, all walled estates, indulgent gardens, and well-swept stone temples, over the rivers, bracketed on each side by lines of commercial enterprise, and into the Mercantile District, where the great open squares are packed to bursting with cattle, carts, fresh produce, dried spices, and vendors of every stripe.

Cael remembers the directions to the Cartographer's Guild, landing lightly in front of it's slightly-less-dilapidated-than-he-remembered bright red door and small circular windows. A middle-aged man with a thick mustache, dressed in a dark blue tunic and a cream-white mundu is sweeping the steps. He raises his eyebrows at Cael's appearance.

"Hello then, can I help you?" he asks gruffly.


Aeromage wrote: Cael bows politely to the man, Caelum settling invisibly beside him.

"Good day. I am here to see an acquaintance I made on my last visit to this world, one Trish Manakagram. Would she be available today?"


Pathaky wrote: The man nods and moves aside from the steps, keeping his eyes on the fancy-looking Outlander. "She'll be right inside then, you can go ahead."

The Caels enter!

Not much has changed. The first floor is still dominated by a large, long table, piled high with scroll racks and stacks of books. A few such stacks are small, finely bound paperbacks titled "Interview With an Outlander", with Trish's name embossed below a stylized representation of Nexus. Several cartographers are working on organizing the stock of maps and books, meaning that while the place *is* more of a mess than usual, it seems to be on an upward trajectory toward organization.

Trish is sitting behind the counter at the back of the room, as tired-looking as ever, dressed in a blue high-collared jacket and wearing a forage cap tilted at a jaunty angle. She brightens as Cael enters, hurrying out from behind the counter.

"Mister Aetherius! So good to see ya again!" She can't seem to decide whether to bow, curtsy or shake his hand, so she tries to do all three at once. "What brings ya back to Sphurana? Come to buy my little book, eh? Didya find what you were looking for in the Eastern Ocean?"


Aeromage wrote: Cael returns the bow and handshake politely.
"I did indeed find that which I sought, which, in part, is what brings me here today. I wished to seek your opinion on what it is I plan to do next, given your profession and link to an organisation dedicated to mapping and exploring the world. I would not be averse to purchasing a volume of your book, however."


Pathaky wrote: "I was just kidding around! You can have one on the house!" Trish exclaims. She pushes a conspicuously autographed copy into his long-sleeved hands.

Cael gains:

Autographed Copy of Interview with an Outlander, Featuring Caelum Aetherius- (Item, Antiquity, Air & Magic, 750,000 Gold)




She readjusts her cap. "I'd be happy to help ya! What's up?"


Aeromage wrote: Cael turns his head slightly to one side and nods. Caelum immediately applies an auditory illusion preventing what is to be discussed from being overheard by anyone other than Trish and the Caels, instead sounding like a conversation about the various minutae of the Arena to those that might eavesdrop.

"What I sought in the Eastern Ocean was an area that was particularly strongly tied to the elemental patterns of this world, while at the same time being remote enough that what I seek to do is unlikely to unduly affect the other residents of this world. While what I plan is likely a large and ambitious undertaking, I in no way wish for it to have a detrimental effect on this world or its people."
Cael gestures, sleeve-draped hands spread palm-up.
"From what I have heard and learned of this world, the introduction, or removal, of a Base Element coincides with the raising or sinking of a new set of islands. In short, I wish to try to create a new set of Elemental Islands, far from where their appearance might negatively interact with or affect the extant islands."
Letting that sink in for a moment, Cael continues, voice calm and measured.
"My reasons for doing so are thus. While I will not deny this is in part due to my interest in the effects of the Base Elements on this world and its strong links to them, my main motives for this endeavour are split between two distinct parts. For the first, if this attempt is successful, and a new set of islands is raised by substituting a new element for the more usual Base Elements of this world in a localised area, it would prove that those with the ability to treat other elements as Base Elements and the right set of skills should be able to raise up islands themselves, with some effort. There are two elements that immediately spring to mind that, in part, may act as or cause large areas to treat them as Base Elements. One of which is the element of Light."

Cael bows his head slightly, impassive deathmask's eyes peering into Trish's.
"I do not believe I need to elaborate on how beneficial it would be to persue such an avenue. To lose the Light Islands must have been an unbelievable blow. Should it be possible to raise them again through such a method, even as a proof of concept... I believe it would be a worthwhile undertaking."

He gestures with a free hand.
"The second reason is linked to the second element that is capable of acting as a Base Element through its standard purview. I believe I told you of the grand events known to Arena Members as 'Megaquests' in our earlier interview, on which the fate of deities, worlds and the Universe itself hinges. The previous one I know of had, as one of its outcomes, a universal shift in elements such that Light was removed from its place among the Base Elements and replaced by Hope. One such event is taking place as we speak, centered around the city of Nexus, and its fate, along with the fate of countless other worlds and perhaps all of existence, hinges on the outcome.
One of the factions present in this event is known as The Enemy. It is a powerful, ancient force of evil, that seeks only to conquer, destroy and engage in a neverending state of warfare. It is powerfully linked to the element of War, which, I am given to understand, was once in the long-distant past a Base Element and is still able to demand the status and treatment as such by those sufficiently skilled in its use.
I believe that, should the worst come to the worst, or even if The Enemy has managed to put enough pieces in play, that War may well become a Base Element once again. I do not know what form the War Islands might take on your world, whether it would act as a vector for The Enemy's forces to invade, create invasive hordes that would strike at other lands, or simply be an elemental focus of endless conflict and strife, but I cannot imagine such a place would be of benefit to anyone. Perhaps, through creating a new set of Elemental Islands, some manner of insight could be gleaned into preventing such an event from coming to pass. Perhaps, if not and the worst happens, it will provide a new place to explore for items, powers and entities to help combat such a place's existence. Perhaps, at the very least, it will be drawn to exist in the other ocean through the efforts undertaken today.

I share this with you as you are part of an organisation that both explores new frontiers and seems, at least from what I gather, to be a reasonably neutral party between the two main governmental factions of this world. It is my reasoning that, should such an undertaking be likely to cause problems greater than the potential benefits it provides, you or your organisation would be able to provide an objective view on how best to proceed."


Pathaky wrote: Trish nods and nods, her eyebrows migrating up her forehead as she listens to Cael's plans for attempting to raise a new chain of Elemental Islands. By the end of his explanations, her eyes are about the size of dinner plates.

"You uh, huh. Wow. I mean, just, uh. wow. One second." She pushes her forage hat back, unconsciously tucking away a few strands of hair as she processes.

"Right," she coughs. "That plan sounds crazy. I mean, I'm no elemental researcher or...or... a priest, I guess, so I can't really help figure out how this crazy scheme might work, but if there's a chance we could bring Light back, it would help a *ton* of people. I know that the Islands and coastal cities along the continent have been having a hard time absorbing all the survivors from the sinking..." she trails off.

"...but it may force some issues between the Church and the League. I've had news from Swatantra that some of the diplomats have their feathers ruffled about those new Hope Islands. Specifically, who that land belongs to. Who knows what another new island chain would add to that mess. And I don't even know what the situation is over at the Light Islands," she sighs, "It'd have been easy enough to raise the islands back up, even with Light gone. I mean, Indrasena is practically teeming with talented Elementalists. But they haven't, and both Archies and Churchies have the whole place cordoned off and even the Cartographers aren't allowed in.
I-I had no idea that we could be in for another event like the sinking of the Light Islands. War...as an element? I don't know what that would do, but I can't imagine it'd be good."

"I'm uh, probably heinously under-qualified to offer advice here." she says, looking up at Cael, her eyes twinkling with excitement. "But... there's really not much you can hurt out in the Eastern Ocean, yeah? And think about how much we'd learn!"


Aeromage wrote: "I do not wish to cause undue disruption with my actions. However, if it is possible that in undertaking this endeavour I discover how the Light Islands might be properly re-raised, or what might be causing the factions to avoid raising them once more, it will be of great benefit- for those researching the elemental arts and those who have lost their homes alike. It is perhaps fortunate, then, that the element that is planned to be used is one that may prevent others from laying claim to any resultant land at all. If the Islands of this world take strongly after their elemental namesakes, then I believe that the Illusion Islands could be convinced to come into being as near impossible to find, let alone reach."

The mask turns to regard Trish once more, the slip in her last exclamation not going unnoticed.

"If you so desire, I could bring you with me to view the attempt."


Pathaky wrote: Trish can't help but grin. "You'd have to have some drag me away to try and stop me!"

She turns to one of her subordinates. "Subhas, watch the counter for me! I have a lead here!" she says, grabbing a satchel-bag, a pair of goggles, and a waterproof notepad from behind the desk.

"Ready when you are! Let's go work some magic!"


Aeromage wrote: Cael nods.
"Very well."

The group exits the Cartographer's Guild, Cael unfurling his yellow wings from within his robes and taking off, carrying Trish with him on a cushion of solidified air.
Once the group hits a point high enough that being seen from the ground is tricky, Caelum expands his nested-illusion effect to cover the two as well, preventing any that might try to scry in on them to potentially derail things to their own ends from keeping tabs on them.

With the city spreading out below them, Cael serenely turns, robes billowing, to face Trish.
"Before we leave for our destination, I would introduce you to the other half of this venture. If you would?"

The illusion-nest continues expanding, shifting its veils to allow those within to perceive everything within it and revealing its third member. Wearing billowing robes of myriad shifting colours, a radiant cloak of cloth-of-gold and borne aloft on wings whose flowing colours can only be found in the realm of dreams and fantasy, Caelum floats, a slight smile on his androgynous face, his long banner of blonde hair drifting behind him in an unreal breeze.

"Good afternoon, Trish Manakagram. I am Caelum Aetherius, originally a temporal clone of Caelum Aetherius. It is good to meet you."


Pathaky wrote: Trish's eyebrows, which had calmed slightly since Cael's unfurling of the plan, ascent atmospherically once more.

"Uh, You're a, clone, okay, sure." she stammers. With a cough, she struggles regains a bit of her composure, driving back a bit of blush creeping up her cheeks.

"It's n-nice to meet you, Caelum! Were you uh, here last time too?"

The three of them are sailing, veiled in a bubble of imperceptibly distorted air, through the air out from Aham-Sphurana, heading east, crossing roadside villages, river-crossings, and, soon, soaring above the canopy of the tropical jungle, the thick green leaves blocking all visibility of the surface below.


Aeromage wrote: "I understand that, as Arena Members, even the most ordinary among us experience events, gain powers and amass skills that would, to the vast majority of those in existence, seem strange at best or unthinkably bizarre. I came to be through an unlikely combination of events involving time travel, a potent artifact capable of creating new timelines, and a chance encounter with a particularly unusual method of returning to what I saw as the main timeline. It was admittedly noteworthy, even by the standards of those in our profession."

Caelum nods to Cael, matching his pace.

"Since then, I have developed skills distinct from my original self and encountered many differences in growth and development, despite our fundamentally originally being the same person. I am sure it would make for an interesting study at some juncture. To answer your question, I was not present during my other self's prior excursion to your world. We thought it best to investigate beforehand and form a plan of action first. Hasty decisions can make for unexpected and undesired results."

Cael flips through the next few pages of the Tome of Another's Future on the way to see if there's likely to be any upcoming incidents in getting to, or arriving at the location.


Pathaky wrote: Trish nods haltingly. "Probably a good idea!" she says.

Cael flips ahead a few pages. Cael reads about soaring past a silver-brindled roc hauling a small elephant in it's claws, and about looking down at some kind of religious procession travelling between two towns on opposite sides of a river. Nothing is going to detect them upon their approach, guarded as they are.

Once they reach their destination, Cael's readings get a little weird. One page explains that they're being not watched or detected, because Caelum is good enough to stymie that pretty thoroughly, but psychomagically predicted, and that the Magic and Psychic Islands have contingencies in place. He tries to get a bead on these, but they've prepared so many that the page is black with overlayered texted, rendering it illegible.

The other future he reads is interference/unexpected help from an entity that is stubbornly refusing to identify itself, even in the pages of Cael's time-book.

The trio sail across the sunny skies, reaching the coast, dotted as it is with fishing villages, with soft crescents of coral reef providing safe harbor for their tiny fleets of dinghies.

They continue out, over open water! What's your scheme for approaching your destination/ and/or arriving there?


Aeromage wrote: The first order of business on approach and arrival is, first and foremost, ensuring nothing's set up shop there in the interim period between Cael scouting it out and his having returned. The idea, after all, was to find an uninhabited stretch of ocean far away from anyone that might come across it with any regularity.
Should that condition be satisfied (and the book suggesting nobody is likely to suddenly pop in and cause problems), Cael will consider options.

Cael isn't exactly surprised by the reading that they're being predicted, but the possibility of interference is somewhat concerning.
On the other hand, if the Magic and Psychic Islands haven't sent anyone or anything to them or to the area, then whatever contingencies they have are more likely to protect themselves or their islands from possible backlash of what the duo plans to do here. It's also not unexpected, given they likely have no idea who the Caels are or what it is they fully plan to do.

A new possibility presents itself, and as such, a new chapter is added to the book.

What would the effects of Caelum sending the contingency-weavers an invitation to this plan be?


Pathaky wrote: Cael reads that sending an invitation to the Psychic and Magic Islands would result in their accepting the invitation, sending a representative, using their mastery of the already-related-to-misdirection-and-confoundment elements of Psychic and Magic to attempt to anchor Illusion between them, and, if successful, remotely placing a third Tower on the resultant island (assuming, that is, that Cael and Caelum's efforts end in success). Trish would have to be sworn to secrecy and probably have a contingency magic placed over her to prevent her from divulging any information about this to anyone in the future.
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Re: The Caels Take On An Ambitious Venture In Indrasena

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Aeromage wrote: Cael carefully lowers the book and addresses Trish and Caelum.

"From what I have been able to determine, the Magic and Psychic Islands, while unable to scry on us, are presently predicting us through various means. They have a large number of contingencies set to activate should we continue, but what those are are presently impossible to determine.
I have also determined there is a second entity, whose identity and motive I am unable to ascertain, that may involve itself to somehow interfere or assist in the proceedings."

He turns to Trish.

"Were we to send invitations to the Magic and Psychic Islands, they would send an envoy to observe and assist in anchoring the element of Illusion to the world, although I believe they would lay claim to the resultant islands by placing a 'Tower' on it. While this may well have a greater degree of success than otherwise, it would also result in their swearing you to secrecy regarding the events of today and the existence of the potential Illusion Islands themselves and enforcing such with magic. I, personally, am against the magical or spiritual binding of others. I ask your opinion on the matter."


Pathaky wrote: Trish rubs her chin worriedly.

"I don't know a bunch about the Magic or Psychic Islands. They're secretive in the extreme. Most islanders I've met have been nice enough, if a little dreamy and easily distracted. I don't think I even know anyone who has seen the Towers up close. S-so if they get involved, I wouldn't be able to tell anyone? I mean, I would still remember, right? I'm worried about having magic placed on me, but if that'd help this work...." She nods. "...I think I'd be okay with it. So long as you were both watching out for me."


Aeromage wrote: Cael weighs his options, when he remembers something.

He is a Santa. He also has Knowledge of Naughtiness and Niceness. Of the potentially-interfering parties, how do their intentions weigh on the Naughty to Nice scale?


Pathaky wrote: Cael attunes his Santa-Senses!

The Magic & Psychic Islands are coming across as the blend of Naughtiness and Niceness that means Pragmatic. By possessing the potential Illusion Islands, they'd have another ace to deploy against the Church/Continent, if war breaks out. Their layers of abjurations prevent Cael from getting a closer read.

The other presence is unable to be sensed. Cael's Santa-pings echo out toward it and fade, as if reaching their effective distance and hitting nothing.


Aeromage wrote: Cael raises his head again.

"I have determined that, while spurred in part by self-interest, the Islands' involvement would chiefly be to use the new landmass to assist them in protecting themselves and the other Islands should war ever break out between the factions. As we had no intention of laying claim to any new landmasses, and as their involvement and decision to hide the resultant islands from this venture would prevent an escalation of conflict while also allowing them to share in the knowledge gained to potentially re-raise their lost lands, I believe issuing the invitation would be for the best."

The mask once more turns to regard Trish.

"You came on this venture in the hopes of bearing witness to the birth of a new frontier. Should this decision be made, you will be unable to share such glory with the world. However, I believe there may well be a way for you to benefit from this, yet. While you may be sworn to secrecy beyond a select few, your presence here today affords you a great opportunity. You are a member of the Cartographers, and should all meet with success, there will be new lands that require charting. I do not believe it would be impossible to ask of the representatives that arrive to make you the chief contact between them and the Cartographers for the exploration of the Illusion Islands, a position that, while in some regards unknown to others, would likely place you in good standing with your organisation and provide a platform to elevate you to greater heights yet. All the more so should the day arrive when the Islands might be unveiled, although I would hope it would not be under the guise of war. What would you say to this?"


Pathaky wrote: The light of ambition shines in Trish's eyes.

"I-I do rather like the sound of that." she says. "Trish Manakagram, Envoy from the Unknown! Or something like that. It's a shame I wouldn't be able to tell anyone, at least not for some time, but I would be rather important, wouldn't I? "

Trish is onboard!


Aeromage wrote: "Very well."

The invitation is sent! Mostly by way of the illusioned-to-look-completely-empty patch of almost-completely-empty-ocean instead being illusioned to look completely-empty-except-for-a-floating-invitation (created at the most-likely-predicted-to-be-seen-via-prediction-of-the-islands-place), outlining what is planned and the reasons for said plan (as explained to Trish earlier) and addressed to 'Envoys of the Magic and Psychic Islands'.
Said envoys are invited to transport themselves to the invitation's location.


Pathaky wrote: Caelum revises his nest of illusions. Not three seconds later, a pair of deva, male and female, wink into existence.

The figures wear matching sherwani, one a deep cerulean blue and the other a soft lavender. Both wear their dark, glossy hair pulled back in neat braids. Both have fine features and radiate visible auras of magical power and competence. They bow slightly, their faces matching masks of confident composure.

"One hundred thousand greetings to you, Caelum and Caelum." the male deva says, his voice soft and clipped. "We are delighted beyond measure to have received an invitation to your great experiment, which has been of such interest to us as of late."

"We have been and may yet be many things, but you may call us Smiriti," the female deva points to her counterpart, "and Chinta," she finishes, point to herself.

"As we know you already know, we are prepared to offer our services in rendering your experiment a success." Smiriti says.

"On the condition," Chinta says, "That the results are placed into our hands for safekeeping. Additionally, Miss Manakagram will be prohibited from performing any manner of communication concerning this exchange and it's results. Is this acceptable?"

"We already know it is, Smiriti says, a slight smile playing across his lips, "But it is polite to ask."


Aeromage wrote: "Indeed it is so," Caelum replies, "As having the resultant islands in the care of the Archipelago League and hidden from general knowledge would prevent outcry, which was not our intent. There are two further considerations to be brought to your attention, however."
He gestures to Trish.
"We have a member of the Cartographer's Guild to witness the working we shall soon undertake. Should all go well, there will be new islands to be charted and catalogued. As Miss Manakagram is already present, I would suggest she be made the liason through which the Cartographer's Guild might operate in the prospective Illusion Islands. She has gained some notice of late through her recent publication- enough that being assigned to a new, secretive project would not draw undue attention. She is also not yet of high enough rank to become embroiled in the political interplay of the upper echelons of such an organisation, allowing a somewhat greater degree of freedom and fewer strings attached in assigning her to such a position, depending on how much of the Guild's manpower you wish to draw upon for future endeavours with regards to these parts."
His smile takes on a more amused cast.
"She has additionally proven to be quite quick-witted and resourceful, given her creation of a published work based on a novel opportunity provided for a fleeting period, and turning it into a successful business plan."

"As for the second," Cael glides to the fore, "We request permission to access and study the resultant islands to further our understanding of the interplay of elements of this world. Our reasons for creating these islands have been made known to you through the invitation, but being able to study the results in detail would be of great benefit to us."


Pathaky wrote: Smiriti and Chinta glance toward each other and nod.

"The first is acceptable to us. Trish Manakagram, in the case of a successful experiment, you would serve as a liaison between the aforementioned island and such elements of the venerable Cartographers Guild that we deem additional acceptable agents," Smiriti says.

"The second is also acceptable, on the condition that you, Caelum and Caelum, are similarly prudent concerning what you learn. Given the sophistication of your obscuring magics, we do not anticipate anyone stealing the knowledge of these islands from you unawares, but, as we have said, what happens here must remain hidden until such time as it is deemed necessary to reveal the results of this experiment to the world," Chinta says.

"With this understood and accepted, we have reached an accord," they say together. "We are prepared to support you as you begin."


Aeromage wrote: The Caels look at each other.
"There is one complication to knowledge of our endeavours becoming known," Caelum begins.
"As Arena Members, for all our power and influence, the main cited purpose of our profession is that of entertainment. Entertainment for a supreme ruler of all that exists within The Barrier, with the ability to divert the course of the Universe as a whole from its planned course, to alter the fate of the fundamental underpinnings of reality, to create and destroy entire worlds and dimensions as consequences to our actions... but entertainment, nonetheless. Our adventures and endeavours are, to a greater or lesser extent, recorded and broadcast through certain channels for those who wish to seek them out."

"We, ourselves, will not spread word of what happens here today, regardless of the outcome," Cael states. "It would be prudent to assume, however, that entities among those beyond this world may well learn of it and adjust your plans accordingly. Given your respective elements, and the element on which we would focus on today, I believe preventing knowledge of it spreading, or at least ensuring none believe tales of such as anything more than rumour may well be a possible direction to take."


Pathaky wrote: Smiriti and Chinta share another look.

Chinta nods slightly and looks back to Caelum. "This is wise and prudent, and we've allocated Minds to address the minimization of the off-world impact of the coming events. Outlander exposure to our experiment has been deemed an acceptable risk of this engagement."


Aeromage wrote: The first order of business is, first and foremost, ensuring nothing's set up shop there in the interim period between Cael scouting it out and his having returned. The idea, after all, was to find an uninhabited stretch of ocean far away from anyone that might come across it with any regularity.
Should that condition be satisfied (and the book suggesting nobody is likely to suddenly pop in and cause problems), the Caels will get to the business of preparing the area.

Thus begins the set-up.

Caelum casts illusions about, hiding the proceedings from prying eyes. The area affected may end up being rather large indeed, but he is an Expert Unreality Coordinator, an Adept Geomancer, and talented with illusions besides. To those who might chance on peering into the area, it will appear as unremarkable a stretch of ocean as it ever was.
Emmanuel helps proceedings by liberally granting extra-lucky clovers to both Caels and, after some consideration, to himself and Trish as well.

Both Caels attune themselves to the geomantic and elemental flows of the area. In addition to being an Adept Geomancer, Cael is also an Adept Elementalist. In order to properly coordinate between the pair, he'll use both of their abilities as Channelers, his skill as a Mind Lord, and them both originally having been the same person to link and synch their efforts and allow both to support one another should one of the duo's skills not be enough in an aspect of the workings to come. Both are also Diviners, with Caelum having Ascendant-tier divination abilities (through Seer's Orb Witnesses All), an Artifact with a scrying-focused Aspect, and the future-telling book to assist in the proceedings. Speaking of the book, Cael will be referring to it frequently to forsee any potential missteps or mishaps and allow the pair to alter their plans to correct, avoid or accomodate for them.

The Elemental Domain Cores of Water and Earth are set about (and sunk into) the ocean surrounding the geomantic nexus of elemental energy Cael scouted out earlier, and both mages work to attune those to the area's flows and patterns. The Spatial Domain-Linking Core is hooked up to the bundle to provide an easy, central access-point to the Cores and focus of the upcoming working. The Caels will, notably, be ensuring that whatever it is that comes from this is isolated to this specific geomantic nexus- while it might encompass a large area, it's still distant from everywhere else, and they wish for the effects from this to keep it that way. The last thing they want is for their efforts to introduce Illusion in the manner they plan to have a knock-on effect on the rest of the world and cause disruption (or even damage) to the other, existing Elemental Islands. The ongoing Favoured-effects will likely be useful here, as will consulting the Tome of Another's Future and the Tablets' Scrying Orb to avoid missteps.

The area involved will be large- after all, the means through which they plan to create the island is not a small-scale thing at all- but the sea is vast, and the 'territory' of the particular geomantic upwelling they're focusing on is likely very large in itself.

Smiriti and Chinta are only too welcome to assist if they want to. The Caels will be relaying what they're doing, and how, in order to share means and methods that might help in future endeavours, such as with the Light Islands.


Pathaky wrote: https://youtu.be/YsCiZ7qcAns

Cael and Caelum reassess the area, ensuring that it remains as isolated and remote as previously confirmed. It is.

Caelum cloaks the area in illusion for many miles in all directions, creating layers of falsehoods to safeguard their location. He feels Chinta weaving her own spells into the protections, skeins of misdirecting Magic and Elemental Psychic that slide in and through his illusions, subtly suggesting to any prying eyes to look elsewhere. Emmanuel bestows all the luck he can, festooning the Cael's and Trish with lucky clovers.

Moving as one, the Caels attune themselves to the stretch of ocean, from the gentle waves and currents of the surface, through the depths of salty water down to the volcanic ridges on the sea-floor. Cael catches a potential misstep in which applying the Elemental Domain Cores before linking them to the Spatial Linking Core would result in each core being absorbed into the area individually, megacharging the mana patterns of the ocean and seafloor but not doing much else.

As such, they take steps to link all 12 Earth and all 12 Water cores to the Domain-Linking core first, spreading them out in a web of elemental energy that sinks into the ocean, the Water Cores spiraling down to the sea-floor, where the Earth Cores sit along the volcanic ridges in a careful dodecagon. The Domain-Linking Core remains above the waves, thrumming with the synchronized energy of the 24 Cores.

Smiriti and Chinta watch, and wait.


Aeromage wrote: https://www.youtube.com/watch?v=RCMXO9sBIcU

Emmanuel grants both of the duo the benefit of his Sage Advice to ensure they're both at peak potential for the work to come.

The Caels turn to look at each other as one, and nod in unison.

The air shimmers as Caelum creates swarms of Illusionary Things, each briefly taking the form of a transparant, crystalline-winged butterfly or glass-scaled fish before fading into invisibility, each invested with Caelum's knowledge of Channeling. The invisible swarm scatters to the winds and the depths, fountaining out from Caelum's position and casting a great and wide-reaching net into the skies above and seas below.

Caelum is no stranger to rituals. Indeed, he is a Ritualist. Cael is likewise familiar, albeit from a different direction- his was the ritual that awakened the five additional Ancients, causing the Seven Ancients to become the Twelve.
The Domain-Linking Core is surrounded by empowered diamonds. Twelve Channelers' Diamonds, to assist in focusing the flows of essence to come. Twelve Mirage Diamonds, to attract and anchor the power of Illusion that will soon be brought to bear in the area. Twelve Great Oasis Gems, foci of the twin elements of Earth and Water.

Cael opens his Bag of Holding, and from within, massive, shimmering spheres of pure magical energy erupt, spiralling out into the prepared area, centered around the twin robed figures. Kribamemylek, the Tome which Tells of Another's Future raises itself into the air before the original of the two, its pages riffling and shuffling to present its reader with the most likely course of events and how to steer clear of undesirable results.

Caelum's form shimmers and wavers, the two-thousand truth-masking colours of his robes flaring into an incandescent maelstrom of light and colour, catching the shimmering spheres, the invisible hosts of Illusionary Things, the diamonds and cores in an elaborate, ceaselessly-changing cascade of patterns of illusions and lies. Weaving his arms and hands in a complex mudra, rainbow-hued afterimages trailing in their wake, he begins an obviously-powerful and much-hyped endeavour to bring that which is not into being.

Caelum Hypecasts Illusory World, focusing it on the Spatial Domain-Linking Core acting as the centre and nexus of the endeavour.
The spell is vast. The spell is mana-intensive. Caelum is prepared for this.
Linking up with Cael, the two, along with their Channeling-net of Illusionary Things channel the full power of the many, many Massive Spheres of Magical Energy they brought to fuel this very thing, drawing the power required from the spheres to the central point of the spell.
Should it not be enough, Caelum scattered his swarms of innumerable Illusionary Things to the heights and the depths for a reason. Through the Channeling-power bestowed within them, they form a network of conduits to funnel more mana into the working, to ensure it will not end prematurely or fail from lack of power.

The spell is not the only thing happening at this point. Timing it precisely, Caelum activates his Ascendant-tier powers to both aid and fix the working in place. His Primacy of Lies declares that the Water within his created boundary is no longer a fundamental aspect of reality at all, but instead Illusion is- a vast, flowing reservoir that is his to mould, sculpt and change as he sees fit. Moreover, he declares Illusion as the Firmament- it is not just Earth that sits deep below, linked to the Cores, but Illusion- a great, solid base to raise, shift and alter at his command.

Water is a Base Element.
Caelum has declared this is not so.
Illusion is a Base Element within this realm, and Water remains in place at the new Base Element's pleasure. Rains fall, rivers flow and seas swell here because they are said to do so. Here, a good rumour or secret would quench one's thirst in a manner that is more than metaphorical.

Earth is a Base Element.
Caelum has declared Illusion holds command over it.
Illusion is a Base Element within this realm, and here it underpins and commands Earth. Lies, tales and imagination dictate the world's form within this boundary, and not the other way around.

These tenets feed back into the Cores and the Spatial Domain-Linking Core.
Within this domain, Illusion is a Base Element, supplanting Water, supported by Earth.

Before the world might react in any other way, to raise up new land or otherwise shift in response to the sudden localised declaration of a new Base Element, the Illusory World creates the mould into which the Illusion Islands' form pours.
From below, land erupts, sculpted and shaped according to the will and whims of an Expert Unreality Coordinator. Large islands, arranged in a rough circular pattern around a small central isle, breach the surface and immediately shift and flow into new forms.
Beaches and shores of glittering sand surround the coastlines, with deceptively-hidden sandbars beneath the surface providing a manner of natural protection to the shorelines.
Rolling hills of beautiful flower meadows and many-hued grasslands, creating strange patterns and suggestions of form as they ripple and waver in the winds.
Mist-shrouded forests sparkling with condensed dew, appearing, from different angles, as clouds, snowbanks, rainbow-hued stretches of broken crystal or stranger things besides.
Stretches of water between the islands, so still and mirror-smooth that the sky and surroundings are reflected perfectly, some shallow enough to walk over.
Great spires that could easily be mistaken for man-made structures with their elaborately-carved forms. Or are they man-made structures that could be mistaken for natural formations?

Light-scattering mists roll in. They will act as a second tide- always surrounding the isles as a means to hide them from the outside world, sometimes flowing over the lands and taking on unusual patterns and colours, altering light and skewing sounds, sometimes receding far from the islands, but ever-present. Lighter mists, almost invisible, permeate the air and sky in a dome around the perimeter and suffuse with the essence of Illusion itself. The sun flares into a brilliant parhelion, taking on an awe-inspiring cross-shaped form surrounded by a halo of light with four smaller, brilliant flares at the cardinal points. From outside, the nature of Illusion, combined with the well-known aspects of nautical mirages, will reveal nothing but more ocean in place of the landmasses that now stand in place there.

Illusory World is a very, very big spell. It will likely not be satisfied with just that. Caelum obliges.
Illusion is now the Firmament. It commands Earth. And so, as is the nature of the element and lies in general that what lies on the surface obfuscates far greater things below, so too does his work delve through the new landmasses' surface and into the territory beneath. Caves form, linked to the surface in hidden places, spiralling into networks of tunnels and caverns and galleries and chasms.
Some are lined with magnificent arrays of crystals that bounce and refract light, causing strange patterns and unreal forms to dance within and without, both reflected and projected.
Some carry the winds of the world above, singing and sighing, forming words and phrases and songs, strange sayings, tall tales, alluring melodies and ethereal echoes.
Some capture and combine scents from the lands above and depths below and perhaps places further afield than that, weaving tantalising tapestries of aromas and peculiar mixtures of fragrances.
Some contain strange climates, far hotter or colder than should otherwise be possible within their depths, or otherwise make the traveler feel like they might be pushing through endless sheets of finest silk, the aquatic depths, or any other number of bizarre situations to the touch.
Some grow fruits and fungi of strange varieties, ripening in unreal light and odd climates, promising flavours that would dazzle, confuse and delight even the most discerning palate.
Some do more than this.
Some combine more than one of these.
Some contain what might be cities and settlements, or perhaps strange quirks of geology that make the spiralling patterns of the walls and sheets of stained-glass-like crystal covering apetures seem like they might.
And all the while, they wend their way deeper, circling one another, creating mazelike and labyrinthine networks and skeins of subterranean wonders.

There may be interference. Perhaps an unknown party seeks to send the islands in a direction of their own choosing.
Cael would rather prevent anything that would use them for untoward means, and so he came prepared.
Both to help use up any further creative impetus the spell demands, and to provide a benevolent, balancing force (or simply allow for a benevolent potential entity-type to spawn from this working to protect the islands and their potential soon-to-arrive population), he scatters Santa Essence into the mix while eyes might be elsewhere. He is not making a secret of this to Smiriti and Chinta, and neither does he expect to be able to keep such from them, given their apparent ability to read minds.

Perhaps lllusory World would not be satisfied with just that.
The Caels came prepared.
Should it seem like this would be the case, the Time-Element Cores are thrown into the mix, set around the central island, stabilised between Cael's knowledge of the elements and Caelum's command of Time via Illusion as The Man Who Lied To Time.
Should this become necessary, the Liar's Gate will be opened upon the central isle, with the Cores anchoring the element and spell enough to allow for the rest of the working to go through. Into an empty timeline, another world, connected to the Illusion Islands will bloom. An Indrasena in miniature, although with somewhat different elemental underpinnings. Which, thanks to the secondary power of the Liar's Gate, will become wholly real, despite the spell's illusory nature.
Illusion, Life, Time and Aether will be sent through and infused into the working to use up the rest of the spell's creative energy, forming their own island-chains in the illusory-made-real world on the far side in the doing.

All through this, while not otherwise occupied with the above, Cael will be watching, studying, guiding with the assistance of the book and stabilising where he can with his Adept Elementalist and Adept Geomancy knowledge, ensuring the flows of mana and the working itself is firmly pinned to the world's geomantic leylines and does not venture further than its defined boundary- for Illusion to supplant Water on a wider scale is unacceptable. Additionally, he works to ensure that the point of geomantic power this is all based off is thoroughly attuned to the Illusion Islands as they grow, nudging it as necessary to ensure it accepts Illusion as a Base Element within its domain.

Perhaps this working would require mana to fix in place.
The Caels came prepared.
Between them, they have brought 150,000,000 XP to assist in cementing this working into place. Whether it will require quite this much or not, it's there to be tapped as needed.



[quote="Pathaky » Sat Jan 20, 2018 9:49 pm
The duo nod in unison.

Diamonds spread around them in concentric rings as Illusory Things wink into the air above and the water below. Channeling Diamonds prepare to reflect and refract the coming magic while Mirage Diamonds twinkle with illusory landscapes. The wind slows. The waves calm. Great Oasis Gems synchronize around the Elemental Domain Cores, linking Earth and Water even more completely.

Cael opens his Bag of Holding, releasing a onrush of spheres of magical energy that hang in the air like dewdrops of potential. Chinta smiles, and their Magic is amplified. The air shimmers with it. Kribamemylek, the Tome which Tells of Another's Future, rises next to Cael, pages rippling as Caelum's possibilities present themselves to him.

Caelum lights up like a star of two-thousand truth-masking colors, washing the entire area in fantastic hues reflected and refracted by the diamonds, Illusory Things, and spheres of Magic. With an elaborate gesture, he begins to cast.

The Hypecast Illusory World begins to wind up, drawing power from the carefully established channeling network. Spheres of Magic begin to wink out of existence as they are used as fuel for the spell, but Cael and Caelum can see that due to Chinta's assistance, each empowered sphere is feeding massively higher amounts of mana into the working than they would normally be able to.

The Illusory World continues to manifest. With his careful timing aided by the Tome, Caelum invokes his Ascendant Skillset, an echo of powers held by a universal protagonist in ages past. Or was it ages yet to be? Illusion becomes a Base Element, at least while Caelum is present. Water within his created boundary is no longer a fundamental aspect of reality at all, but instead Illusion is- a vast, flowing reservoir that is his to mould, sculpt and change as he sees fit. Moreover, he declares Illusion as the Firmament- it is not just Earth that sits deep below, linked to the Cores, but Illusion- a great, solid base to raise, shift and alter at his command.

Water is a Base Element.
Caelum has declared this is not so.
Illusion is a Base Element within this realm, and Water remains in place at the new Base Element's pleasure. Rains fall, rivers flow and seas swell here because they are said to do so. Here, a good rumour or secret would quench one's thirst in a manner that is more than metaphorical.

Earth is a Base Element.
Caelum has declared Illusion holds command over it.
Illusion is a Base Element within this realm, and here it underpins and commands Earth. Lies, tales and imagination dictate the world's form within this boundary, and not the other way around.

With a crystal chime, Smriti and Chinta step in, unobtrusive but insistent.

Psychic is a Base Element.
Smriti agrees. But that's not all it is.
Illusion is a Base Element within this realm, and it is underpinned and stabilized by consciousness and the will to imagine. Illusion springs from thought, and here, the strong and gifted will see their thoughts reflected around them in a mental nimbus.

Magic is a Base Element.
Chinta agrees. But that's not all it is.
Illusion is a Base Element within this realm, and it is suffused by the unexplainable and miraculous. Wonders of misdirection ranging from sleight of hand to great works of sorcery are guided as much by Illusion, the projection of what isn't onto what is, as by Magic.

These tenets feed back into the Cores and the Spatial Domain-Linking Core.
Within this domain, Illusion is a Base Element, supplanting Water, supported by Earth, and anchored between Magic and Psychic

Before the world might react in any other way, to raise up new land or otherwise shift in response to the sudden localised declaration of a new Base Element, the Illusory World creates the mould into which the Illusion Islands' form pours.
From below, land erupts, sculpted and shaped according to the will and whims of an Expert Unreality Coordinator. Large islands, arranged in a rough circular pattern around a small central isle, breach the surface and immediately shift and flow into new forms.
Beaches and shores of glittering sand surround the coastlines, with deceptively-hidden sandbars beneath the surface providing a manner of natural protection to the shorelines.
Rolling hills of beautiful flower meadows and many-hued grasslands, creating strange patterns and suggestions of form as they ripple and waver in the winds.
Mist-shrouded forests sparkling with condensed dew, appearing, from different angles, as clouds, snowbanks, rainbow-hued stretches of broken crystal or stranger things besides.
Stretches of water between the islands, so still and mirror-smooth that the sky and surroundings are reflected perfectly, some shallow enough to walk over.
Great spires that could easily be mistaken for man-made structures with their elaborately-carved forms. Or are they man-made structures that could be mistaken for natural formations?

Light-scattering mists roll in. They will act as a second tide- always surrounding the isles as a means to hide them from the outside world, sometimes flowing over the lands and taking on unusual patterns and colours, altering light and skewing sounds, sometimes receding far from the islands, but ever-present. Lighter mists, almost invisible, permeate the air and sky in a dome around the perimeter and suffuse with the essence of Illusion itself. The sun flares into a brilliant parhelion, taking on an awe-inspiring cross-shaped form surrounded by a halo of light with four smaller, brilliant flares at the cardinal points. From outside, the nature of Illusion, combined with the well-known aspects of nautical mirages, will reveal nothing but more ocean in place of the landmasses that now stand in place there.

Illusory World is a very, very big spell. It will likely not be satisfied with just that. Caelum obliges.
Illusion is now the Firmament. It commands Earth. And so, as is the nature of the element and lies in general that what lies on the surface obfuscates far greater things below, so too does his work delve through the new landmasses' surface and into the territory beneath. Caves form, linked to the surface in hidden places, spiralling into networks of tunnels and caverns and galleries and chasms.
Some are lined with magnificent arrays of crystals that bounce and refract light, causing strange patterns and unreal forms to dance within and without, both reflected and projected.
Some carry the winds of the world above, singing and sighing, forming words and phrases and songs, strange sayings, tall tales, alluring melodies and ethereal echoes.
Some capture and combine scents from the lands above and depths below and perhaps places further afield than that, weaving tantalising tapestries of aromas and peculiar mixtures of fragrances.
Some contain strange climates, far hotter or colder than should otherwise be possible within their depths, or otherwise make the traveler feel like they might be pushing through endless sheets of finest silk, the aquatic depths, or any other number of bizarre situations to the touch.
Some grow fruits and fungi of strange varieties, ripening in unreal light and odd climates, promising flavours that would dazzle, confuse and delight even the most discerning palate.
Some do more than this.
Some combine more than one of these.
Some contain what might be cities and settlements, or perhaps strange quirks of geology that make the spiralling patterns of the walls and sheets of stained-glass-like crystal covering apetures seem like they might.
And all the while, they wend their way deeper, circling one another, creating mazelike and labyrinthine networks and skeins of subterranean wonders.

Both to help use up any further creative impetus the spell demands, and to provide a benevolent, balancing force (or simply allow for a benevolent potential entity-type to spawn from this working to protect the islands and their potential soon-to-arrive population), Cael scatters Santa Essence into the mix while eyes might be elsewhere. The sound of wintry chimes echo through the still-shimmering landscape. Smriti and Chinta's eyes flash briefly as they take the measure of this new ingredient. Most interesting. Most interesting indeed.

The Islands still waver. While Caelum has established Illusion as a base element, it continues to key off of him, rather than truly accepting the lie into the localized landscape. The Cael's add another contingency they had planned. Time-Element Domain Cores twist into play, freed from their place in elsewhen, using esoteric Time as a tool of longevity. This helps, but the Tome now speaks of Islands, wondrous to behold, but ultimately temporary, doomed to fade over the years as their Time runs out. But who says that has to be the future of these Islands?

Caelum opens the Liar's Gate to another Indrasena, one underpinned by a different set of fundamental rules. One where Illusion *has* been a base element all along. The Tome's note about unexpected help/interference by an unknown entity vanishes. Cael somehow gets the impression that it's been impressed. Time, Aether, Life and Illusion pour from (and into) the Gate, establishing a link between this Indrasena and the hall-of-mirrors beyond. With matter-and-mana from an Indrasena in which Illusion has always been a facet of creation, The Illusory World *clicks* into place, Caelum's Primacy of Lies ushering the hand off of Falsehood. In the regions surrounding the Islands of Illusion, Illusion *is*, *has been*, and *will remain* a base element.

This expenditure uses up half the XP brought for the task, along with all the domain cores, diamonds, and spheres of magical energy brought along. Without Smriti and Chinta's help, it may well have cost them more.

Speaking of, Smiriti and Chinta join hands and whisper a syllable that cuts through the air like a superheated knife, leaving afterimages of sound that echo across reality. On the central Island, an impossibly tall tower of ivory twists into existance, spinning like a top out of Elsewhere and settling into the soft soil, burying itself deep into the Isles.

Caelum and Cael each gain:

2 Fame (it would be more, but this is a rather clandestine operation and this represents their fame as gained in circles that were able to be privy to this)

and the awards:

"छ Created the Islands of Illusion on Indrasena-un-Sesamara"
"छ Aided Smriti and Chinta in establishing the Tower of Illusion on Indrasena-un-Sesamara"

Caelum has done rather well here. This esoteric and complex application of his talents has allowed him to see several areas in which he's able to further refine his techniques. He gains:

Spoof Water- (Technique Ability, Illusionist) Possessor may use 'Spoof Water' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Water element if it is not actually Water element.

Spoof Earth- (Technique Ability, Illusionist) Possessor may use 'Spoof Earth' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Earth element if it is not actually Earth element.

Spoof Psychic- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Psychic element if it is not actually Psychic element.

Spoof Magic- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Magic element if it is not actually Magic element.

Convincing Spoofer- (Passive Ability, Illusionist) The level of individuals effected by possessor's Technique Abilities from the Illusionist class whose name include "Spoof" is raised to "below Level 40"

Very Convincing Spoofer- (Passive Ability, Illusionist) The level of individuals effected by possessor's Technique Abilities from the Illusionist class whose name include "Spoof" is raised to "below Level 60"



^The above need gad-approval.

and the award:
"छ Impressed a V.I.P. on Indrasena-un-Sesamara"

Cael, on the other hand, has managed to apply his Elementalist Knowledge to this work of Geomancy gainfully. In a flash of insight, he makes a series of connections. He gains:

Elemental Geomancy: Air- (Passive Ability, Elementalist) The presence of a Zone of Air counts as a casting of Call Unto Air for possessor's purposes

Elemental Geomancy: Earth- (Passive Ability, Elementalist) The presence of a Zone of Earth counts as a casting of Call Unto Earth for possessor's purposes

Elemental Geomancy: Fall- (Passive Ability, Elementalist) The presence of a Zone of Acid counts as a casting of Call Unto Seasons: Fall for possessor's purposes

Elemental Geomancy: Fire- (Passive Ability, Elementalist) The presence of a Zone of Fire counts as a casting of Call Unto Fire for possessor's purposes

Elemental Geomancy: Spring- (Passive Ability, Elementalist) The presence of a Zone of Electrical counts as a casting of Call Unto Seasons: Spring for possessor's purposes

Elemental Geomancy: Summer- (Passive Ability, Elementalist) The presence of a Zone of any base element counts as a casting of Call Unto Seasons: Summer for possessor's purposes

Elemental Geomancy: Water- (Passive Ability, Elementalist) The presence of a Zone of Water counts as a casting of Call Unto Water for possessor's purposes

Elemental Geomancy: Winter- (Passive Ability, Elementalist) The presence of a Zone of Ice counts as a casting of Call Unto Seasons: Winter for possessor's purposes



^The above are in-stock in the shop.

and the award:
"छ Responsible for the introduction of Santakind to Indrasena on Indrasena-un-Sesamara"
[/quote]



Aeromage wrote: The Caels take a moment to stand back (as much as one can when floating in the air) and behold their creation.

"It required more effort than expected," Caelum ponders, finger crooked under his chin.
"That it came into being is a cause for celebration," Cael replies. "The method may have been rough and required additional stabilisation from other sources, but the principle is sound."
"This is true. That we have managed to instill a foreign element as a permanent fixture with its own domain in this world is no small feat."
"What has been achieved once may be refined and repeated anew, now the theory behind it has been proven. Bringing the Light Islands back into this world is far from an impossible feat; perhaps it may be an even simpler task given its prior status here."
"Similar methods may be possible to deny the element of War any foothold within the oceans of this world."

Both turn to the devic duo and bow politely.
"We thank you for your assistance and permission in undertaking this experiment. May its working provide you and the League a great many opportunities for the future."
"We further hope that its creation and the theories underpinning its methods may assist in the recovery of the Light Islands in the future. While an exact replication of the techniques used today may not be possible, the underlying pattern- using a great source of the relevant mana, a mould to hold it, a declaration of its status as a Base Element and a means to anchor it- appears to have been a successful one."
"If you have any further queries or need of assistance, you are welcome to contact us in the future. This world and its workings hold great interest to us."

Cael remains facing the devas.
"I believe it may be prudent to conduct a preliminary investigation of the surface of the islands. As Arena Members, we are afforded many powers; one of the more subtle is that of appraisal. By retrieving items and materials from the lands below, we may effectively discover resources with interesting properties particular to the new landmasses, as well as providing an additional method by which to gauge the level of power held within those areas, thereby determining which are more likely to spawn potentially dangerous entities."

Caelum turns to Trish.
"Our efforts have met with success, and so a new avenue of opportunity opens before you."
He smiles, gesturing to the archipelago spread out below the group with a sweep of a hand.
"You hold the distinction of being the first cartographer to lay eyes on the Islands of Illusion. I am sure your future will be one of great interest, Trish Manakagram."


Pathaky wrote: The Caels take a moment to stand back (as much as one can when floating in the air) and behold their creation.

The Islands of Illusions spread across the sea like a terrestrial rose, spiraling out from the small, centralized Gate & Tower Island, where the newborn structure sets the air shimmering as it solidifies it's presence in this nascent land. The Localized Liar's Gate is felt, rather than seen, a trick-of-the-light seen through the cris-crossing branches of trees, or through pools of silent water. Sometimes things slip through these portals.

The islands that are scattered around the central islands are wonderful to behold:

Beaches and shores of glittering sand surround the coastlines, with deceptively-hidden sandbars beneath the surface providing a manner of natural protection to the shorelines.
Rolling hills of beautiful flower meadows and many-hued grasslands, creating strange patterns and suggestions of form as they ripple and waver in the winds.
Mist-shrouded forests sparkling with condensed dew, appearing, from different angles, as clouds, snowbanks, rainbow-hued stretches of broken crystal or stranger things besides.
Great spires that could easily be mistaken for man-made structures with their elaborately-carved forms. Or are they man-made structures that could be mistaken for natural formations?

All of these, seperated by stretches of water so still and mirror-smooth that the sky and surroundings are reflected perfectly.

Chinta and Smriti bow in return.

"The honor has been ours, Caelum and Caelum. We extend our thanks for allowing us to take part in such a great work. We have gained much by this, and learned even-still more," Chinta says.

"We welcome you to survey your creation in detail, and would in turn welcome the use of your esoteric powers of identification," Smriti says, "But we must retreat to the Tower for now. Our work here is just beginning, and we have already spent precious strength. If you like, we can send another representative to accompany you."

Both deva turn to Trish, who is flushed and beaming. "Miss Manakagram," they say, "Arrangements are in the proccess of being finalized for your transfer to the Islands of Illusions. We will be delivering the details of these arrangements to you shortly."

With that, Chinta and Smriti vanish, winking out of view with the speed of forgetfulness.

Trish looks at the Caels unsteadily. "That was.... incredible!! It was all I could do to even keep up! When the ocean just...just... dropped out, and then the land was *there*! A-and," she continues, "I-I'm the one in charge of getting this place mapped. W-wow."

She pulls out a pad of graph paper. "I'd appreciate sticking with you two until I can get a rendering of this coastline down. I'm not sure if I'll get a better view than from up here any time soon," she says.


Aeromage wrote: The Caels look at one another and nod in unison.
"While we wish to explore these new lands as soon as possible, we would not wish to leave you alone in your tasks. Allow us to provide a measure of additional speed to assist in your duties."

Should Trish be willing, Caelum will Breathe the Mist of Dreams to boost her SPI (and thus, her speed), while Cael presents another Gift for You, conferring Stat Boost to give her an additional bump.

As she works, Cael consults both the Tome of Another's Future and Scrying Orb-aspect of the Tablets in conjunction with his Ascendant-orb ability and general divination powers to work out the most interesting locations of the new islands to visit and the locations (even if just in vague terms) of the most interesting new items and/or resources that may have sprung into being that would be prudent to pick up.


Pathaky wrote: Trish accepts the magical boosts readily and zooms across the sky, Caels in tow as she scribbles furiously, rendering the island in gradations and scales.

Cael flips through the Tome, Scrying Orb floating above one sleeved hand as he peruses the immediate future of their exploration.

The islands have many interesting locations to visit. Standouts are:

-Gate & Tower Island, where the Liar's Gate allows flickers of False Worlds to slip through and become reality, even if only fleetingly, and where the Illusion Tower is finishing boring into the soft, ready earth.

-The City?, where natural formations and man-made structures blend at angles, and where the visual periphery is always bustling with activity. Which is odd, as The City? is by all accounts deserted.

-Felicity, the field of flowers that changes colors (and species) depending on the whims of visitors. Arguably sapient.

- The Refraction, the travelling clouds of mist that scramble, duplicate, and reflect everything they envelop, leaving fractal mysteries in it's wake that only slowly fade back into their original selves.

Hm, as he peruses the future, he sees, coming down the pipeline as it were, a Wave of Consequences. Multiversal, Mega-quest tier consequences. Those will be hitting soon, Cael thinks.
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Re: The Caels Take On An Ambitious Venture In Indrasena

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Aeromage wrote:
[2:29 AM] Caelzeph: I see the sneakypost
[2:29 AM] Caelzeph: I'll think up what to do regarding that later
[2:30 AM] Caelzeph: Can Cael determine what's coming (ie, the likely torpedoing of the islands if something signigicantly fancy isn't done)?
[2:43 AM] Caelzeph: Aaaaalso, if/when Roy is free, he's got a curse to disperse
[4:34 PM] Caelzeph: I now have Plans
[4:34 PM] Caelzeph: Although how they get executed depends on what Cael sees coming
[4:35 PM] Caelzeph: Which basically boils down to a yes/no on "can he see if the Illusion Islands are going to get erased" and "can he see the new Base Elements coming (plus one reestablished)"
[4:36 PM] Caelzeph: Truth being impending might actually help divination, here
[7:02 PM] Pathaky: BUT PERHAPS COMING SURPRISE
[7:03 PM] Pathaky: So, yes/no on those two questions
[7:03 PM] Pathaky: First question:
"Can he see if the II are going to get erased"
[7:04 PM] Pathaky: Tome says Yes, but the VIP is reappearing to work against that.
[7:04 PM] Caelzeph: Right. Plan A is still likely a go, then.
[7:04 PM] Pathaky: "Can he see the new base Elements Coming"
[7:04 PM] Pathaky: Yes
[7:05 PM] Pathaky: Things are rippling out from the ProtoNexus Core in waves across the universe toward Indrasena
[7:05 PM] Pathaky: It's not exactly subtle, haha
[7:05 PM] Caelzeph: (Caels will switch from 'looting shinies' to 'grabbing things that can act as geomantic anchors to more easily recreate the islands' if necessary)
[7:05 PM] Caelzeph: Excellent, in that case ALL OF THE PLANS can happen



Cael takes but a moment to digest the torrent of incoming, universe-shaking consequences before whirling into action. Words are uttered, both to Caelum and Trish, and carried on winds faster than the swiftest stormborne gales to the Illusion Tower and those within.
"The Megaquest known as the Crisis is resolving itself. A great number of changes shall be wrought upon the Universe, and this world by extension. The element of Truth has been created, and its birth cries are to wipe out all new bastions of Illusion throughout reality and weaken the element. The mysterious benefactor alluded to in my divinations earlier will move to protect these islands, but I recommend bracing yourselves. My other self, Emmanuel and I shall work to gather suitable geomantic anchors that may be used to recreate the islands should the worst come to pass. In addition, Truth shall be established as a Base Element throughout creation, along with the elements of Moon, War, and Light once more. If you have the means to alert the Archipelago League of this before it comes to pass, please do so. This event will surely create and re-raise Islands associated with their respective elements, and we do not have long."

Cael turns to gaze at Trish with his impassive death-mask.
"My apologies, Miss Manakagram. Further mapping of these islands shall have to wait while we gather materials to ensure it may once more exist should the worst come to pass. Caelum, venture forth to the area known as 'The City?' to gather a suitable anchor. Miss Manakagram, Emmanuel and I shall gather a portion of Felicity, the sapient flower-field, and then we shall all travel to gather a portion of the mists of The Refraction."


----------

Caelum gives a short nod and vanishes off at the speed of lies to locate a suitably potent item from The City? to act as a geomantic anchor-seed, should the islands need recreating in the future.
Fortunately, between his Expert Illusion Synchronization and Adept Geomancy Attunement, it shouldn't be too hard to find an appropriate item to work with.


-----------

Cael, meanwhile, envelops Emmanuel and Trish in winds and flies at speed to Felicity. On the way, with a silent request to his artifact, the tablets glow and produce a long, diaphanous sheet of fabric that billows its way around the cartographer.
"This is one of the Aspects of my Artifact, the Tablets of the Seven Ancients- The Burial Shroud of Kra-Vahtra the Twice-Reborn. Those that perish while wearing it may, like the deity whose power is represented through it, return to life when killed up to twice. It is my hope that its power is not necessary here. As the one who brought you to this place, however, I will do all I can to ensure you do not meet undue harm should the impending changes prove to be more violent than anticipated."

Burial Shroud of Kra-Vahtra the Twice-Reborn- (Accessory Aspect- Tablets of the Seven Ancients, Cloak, Light, X Gold) +72,000 Defense, Wearer may auto-resurrect up to twice per thread with half HP, half MP, and none of possessor’s previous buffs, debuffs, or status effects that disappeared on death (to a max of 15,000,000 each for HP and MP), with a 100% chance if killed by a source below Level 40, and 50% chance if killed by a source below Level 60, with this auto-resurrection chance coming at the start of the round after death in Arena Matches, Event Matches, and Special Matches, and occurring either immediately upon death or at the start of the next round after death in other instances



He isn't likely to have too much trouble in what he wishes to do, here: He wants to (if possible) communicate to the sapient flower-field the potential danger incoming and the desire to take a portion of itself to hide in his Bag of Holding for safekeeping (and potentially use to regrow it and the rest of the islands if it comes to that). To properly facilitate this, and to provide some measure of recompense for taking part of it if it's amenable, he'll have the holy gardener Emmanuel, his artifact-aspect of the Blessed Dust of Zakmotes the Gardener, his skill as an Adept Geomancer, Druid, and his Geomancy-Elementalist crossover-skills (he has Adept in Elementalist) brought to bear in order to remove the portion, to both bolster and improve Felicity itself and ensure the portion he takes remains healthy and thrives even within the Bag.

He will also pray (and, being both a Priest and the chosen advocate of the Ancients, hopefully have a decent chance of pulling it off) to Zakmotes the Gardener himself for assistance in keeping safe a portion of this marvel of botany, and to confer a blessing upon it that both originator and offshoot might grow strong and healthy despite the travails it might experience in its future.
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Re: The Caels Take On An Ambitious Venture In Indrasena

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Quest-porting complete.
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Re: The Caels Take On An Ambitious Venture In Indrasena

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Caelum is suddenly at The City?, following the nascent lines of geomantic force toward their strongest concentrations of Illusion mana, hoping to collect a seed-item of appropriate potency to rebuild the Island in case the worst comes to past.

He speeds through the crooked streets of The City?, ignoring, or feeling perfectly at home, among the phantom presences that make their home there, unseen and conditionally real. He's able to perfectly navigate it's confounding layout, traversing the Mirrored Alleys, ignoring the reflected myraid of his own potential selves beckoning him to them, sailing above Market Bluffs, where the open-air market blends seamlessly into a series of box canyons that vanish depending on the angle viewed, turning the seemingly open space into a labyrinth of cliffs and corridors studded with out-of-the way purveyors of fine goods.

He makes his way to The City? Hall, an august building of white stone seamlessly conjoined into the landscape around it. The windows are alive with activity within- silhouettes clacking away at keyboards like shadow puppets. It's all brand new-- the cut tape commemorating the building's grand opening is still flapping in the breeze across the front steps. Caelum spots the cornerstone of the building, lined in metal, declaring it's date of founding as (????-????). That'll do.

Caelum gains:

Cornerstone to City? Hall- (Key Item, Illusion & Earth, X Gold)

The world begins to shiver around him, the far-off rumble of an avalanche- a soul-deep sensation of negative pressure- the withdrawal of water before a tsunami. Overwhelmingly dangerous in the way that sudden and irresistible natural change can be. It ripples through the city, a cosmic wave of change, begun in the depths of some far-off, long-finished conflict. Illusion, Caelum feels, is no longer the newest strange element to find a foothold on Indrasena. Ribbons of Moon, War, Truth, and Light mana race across the sky, casting the world in a rainbow of alien hues.

The sky opens up, revealing each star in the cosmos as set along the winding, sinuous body of a multiversal serpent. Several of these stars move in close orbit to Indrasena- an angry, pulsating red star. Another shifting between colors and luminosity seemingly at random. A third, cold white/gray, weeping plumes of oil-slick radiance. A fourth, bluepurple, with such little radiance that Caelum hardly notices it before he swears it winks at him.

There's a titanic noise, and the held pressure rushes back in. The world is wrenched sideways as it forcibly adapts to the multiversal changes it's going throuh.

Caelum is plucked from existence.

---

Trish is petrified, but wraps herself in the burial shroud before being whisked alongside Cael and Emmanuel toward the Living Fields. The rolling fields of flowers wave in patterns contrary to the prevailing winds, filling the air with a sweet and heady bouquet. As the Elementalist stares down at the fields, he sees the patterns swirl and roil into a sweet-featured face in profile, smiling knowingly, eyebrow arched. Cael explains the situation, and using his connection to Zakmotes and his trusty helper, Emmanuel, manages to obtain a segment of the living field, blessing it to flourish even when separated from it's parent consciousness, and to survive the coming-

the comi-

The change hits the field with hurricane force. The living field laughs, sound inaudible as the universe heaves.

Trish barely has a chance to open mouth to scream before Smriti and Chinta re-appear, each gripping her by one elbow, strain apparent on their faces.

Cael is plucked from existence.

Cael gets:

Cuttings From Felicity, The Living Field:- (Key Item, Illusion & Earth, X Gold)
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Pathaky »

Cael and Caelum appear, one after the other. A sense of place slowly settles around them. A place of titanic scale- Cael can feel that the thin ribbons of air passing him have traveled hundreds of miles in this space. A place out of Time, or at least adjacent to it. Caelum can feel that- like the holding of a breath.

<There's something else too that Caelum is becoming aware of. This place is suffused with Illusion. Layers and layers of it, lovingly and comprehensively applied.>

The two are floating a few inches above the broad avenue of a snake's back- stretching behind and ahead into the horizon. The snake's scales are a myriad of opalescent greens, reflecting the pair in different shades and hues.

Above them- on the horizon- beneath them- the rims of a cosmic wheel, are the coils of a snake. in the space between, glimpses of a tableau of divine storytelling- constellations of stars forming godlike figures at war, in love, deep in tragedy.

<Caelum sees, wrapped in the coils, the bodies of gods, crushed and broken- arms weakly scrabbling for any possible purchase against smooth, green scales. These are also Illusions, hidden only a few layers deeper than what's being shown to Cael. Why place them so easily viewable to him? >

A figure steps sideways out of empty space ahead of them- a stooped young woman dressed in a pale green sari. She turns at the waist to face them. Her expression- a smile- mingles amusement and annoyance.

"Humblest apologies for the sudden extraction. This is, after all, the largest multiversal upheaval the devaloka has experienced in quite some time. Especially given your ambitious venture there in the Eastern Ocean," she says. "These upheavals have become more and more common as members of your Nexus have become involved in the affairs of the wider universe. They are delicate times for a sleeping devaloka such as Indrasena. Delicate times, to be handled with delicacy." Her smile widens. "I'm afraid that means that ones such as you- indeed, all outlanders from Nexus- have been removed from Indrasena until the dust settles. You may find that things aren't exactly as you left them."

Indeed, Cael and Caelum can already sense some of the changes. The Illusion Islands are weathering the storm of Truth, buoyed by all of their hard work. Certain things are changing, however.

The City? has become Alokitgara, The Unseen City, visible only in periphery until it's too late and one finds oneself hopelessly lost among it's winding, endless streets. It is additionally associated with Dream.

In Caelum's inventory, an item changes:

Cornerstone to City? Hall- (Key Item, Illusion & Earth, X Gold)

becomes:

Cornerstone to Alokitgara City Hall- (Key Item, Illusion & Earth, X Gold)

<That's not right. You didn't include Dream in your anchoring. The Dream is hiding, Caelum sees, a seedcore beneath the rich, fertile soil of their lies.>

Felicity has become Anandsukha, Fields of Joy and Felicity, unchanged except in name- the illusion of life, reveling in the trick of it's own existence. It is additionally associated with Moon, and flourishes by the association, aiding in the anchoring of the unreal.

In Cael's inventory an item changes:

Cuttings From Felicity, The Living Field:- (Key Item, Illusion & Earth, X Gold)

becomes:

Cuttings From Anandsukha, Fields of Joy and Felicity:- (Key Item, Illusion & Earth, X Gold)

The Refraction persists- the traveling clouds of mist that scramble, duplicate, and reflect everything they envelop, leaving fractal mysteries in it's wake that vanish but slowly in the rectifying light of the sun. It is additionally associated with Mystery.

<Another seed, buried with such subtlety as to be be nearly invisible.>

The hunched figure nods toward Caelum. He gets the impression that he's the only one who can hear what the figure says next. The voice is different, too- deep, mellifluous. "Your work with that Liar's Gate- accessing another Indrasena, governed by different laws, under a different fate- it's inspiring, if rather risky. I'd advise against drawing attention of other servants of the Serpent Cradle, you see. Ones that would be much less understanding of your ambitions than I. Observe the Desert of Heretics for an example of what that can be like. Proceed carefully. The devaloka's slumber is incredibly resilient, but,"the voice pauses, and says the next words carefully, "efforts to wake it directly, by, say making contact with another, awakened Indrasena through that Gate, would be ill-advised. For now."

To both Cael and Caelum: "I'm afraid that I can't place you back into Indrasena after this meeting. You'll have to return to Nexus and re-enter the devaloka in the traditional fashion. I am willing to do so at your convenience, but I can also answer such troublesome questions you may have as I am able."
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Aeromage »

The Caels bow politely and respectfully in unison, strange mirrors of one another.

"I would ask after the wellbeing of Trish Manakagram, whose life I endeavoured to safeguard in the shifting storm of multiversal changes, as well as Smriti and Chinta," Cael replies, his thoughts on those in harm's way.

"I would ask after the association of elements beyond Illusion within the Islands. What was intended as sanctuary should remain such for at least a while longer, and potential subversions would be a concern," Caelum replies, his thoughts on the great work they accomplished and his words, through the power of Truth and Lies, reaching only those who should hear them.
He does not let on that he has glimpsed the location of the seeds, merely stating what his other self already knows. He shall seek them out later, to determine whether they might be bane or boon to the new Islands.

At the same time, words left unsaid ring out all the clearer, for the one who speaks beneath subterfuge. "Your words have been acknowledged and accepted. For now, stability and further work to shore up the Illusion Islands' place in the world is all I desire. If you wish to prevent such early contact, I would advise you be cautious of those capable of manipulating Time and stepping between iterations- it is not as rare a skill as you would think from those of Nexus. Beware the one crowned by aeons, for their touch is not subtle."

Caelum is fairly sure somebody- likely the VIP who stepped in, who is additionally likely the one privately talking to him- is trying to make a point and start setting him against the general Order Of Things in this metacosmic part of the Universe. Certainly not his intention, but then if there is anything he is sure of, it is that no plans laid on either side ever seem to weather the attention of the Arena intact. Something to worry about later. There is always Time, after all.
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Pathaky »

The stooped woman listens, nodding respectfully before pausing, eyes unfocused. "Ms. Manakagram is alive and well, you'll be happy to hear. Several weeks have passed. She's currently....ah yes, there she is. She's currently working on a way to map an island whose geography seems to enjoy lying to her. Amusing. The peculiar pair, Smriti and Chinta... haven't been seen since the Upheaval. But I have no doubt they're holed up on Gate and Tower Island within the Illusion Tower, studying the echoes of elseworlds that your companion's "Liar's Gate" allow through."

The presence behind the woman, acting through her, <Caelum realises that she too is an illusion> ripples as it turns to address him. Caelum receives sensory information of a cozy study- bookshelves of dark stained wood, the scent of cigars and old paper. Beneath that- stale, enormous desperation. A caged animal. The voice that speaks to him is the deep, mellifluous one: "Consider these other elements a set of external anchors. As you expended yourselves to create this possibility, so too did I. Illusion is mine, as it is so masterfully yours. By tricking the devaloka into accepting it as a foundational principle, you've rendered unto me a great service- one which I could not have fulfilled myself. The least I can do is to do my utmost, in my way, to ensure your ambitions come to fruition. Let the islands be a refuge for all who would seek it. I acknowledge your warning of the aeon-crowned one, and I thank you."

The voice switches back to that of a young woman. "We are of an accord. The Illusion islands *should* persist, sirs."
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Aeromage »

The Caels both incline their heads once more.

"That is all we wished to know. We shall return via Nexus soon to ensure all is well on the Illusion Islands, continue to assist in their growth and provide further gifts to those who experienced such a traumatic event."

"If there are any items, means or measures that you believe would be wise to return with to this end, we shall take such advice to heart."

Caelum's words unspoken continue. "If there is anything I could provide as some small measure of assistance, let it be known. I understand that subtlety is the watchword; as such, I would recommend against reaching out to Nexus in general save for specific, carefully-chosen individuals. While Universe-altering effects are sparked by them through events called forth by Higher Powers, I know of many who have shifted the entire course of worlds even at the lowest end of power through the most innocuous of ventures. Those of the Arena and those like them bear disproportionate weight to their actions on the grand narrative of reality."
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Pathaky »

The stooped woman matches their nod/bow.

"Truth has become a foundationstone of Indrasena. This would normally pose an insurmountable obstacle to your Islands. However Moon and Illusion outnumber it. Strengthening their connection, or investing your off-world power into the Islands of the Moon as well as these new phantom-islands could continue to cement their place as a true part of the devaloka."

A portal opens, a curtain pulled back in the air of this space-beyond-space. Through it- Nexus.

<I appreciate the warning, but in some ways, such actions are what I am counting on. I do not intend to reach out to any other denizens of your Nexus. I don't think I need to. >
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Re: The Caels Take On An Ambitious Venture In Indrasena

Post by Pathaky »

Let's do a summary:

The pair lose:
75,000,000 XP.

12 Elemental Domain Core: Earth- (Item, Antiquity, Earth, 80,000,000 Gold)
12 Elemental Domain Core: Water- (Item, Antiquity, Water, 80,000,000 Gold)
12 Elemental Domain Core: Illusion- (Item, Antiquity, Illusion, 160,000,000 Gold)
24 Elemental Domain Core: Time- (Item, Antiquity, Time, 160,000,000 Gold)
12 Channeler's Diamond- (Item, Material, Magic & Electrical & Energy, 36,000,000 Gold)
12 Great Oasis Gem- (Item, Material, Earth & Water, 36,000,000 Gold)
12 Mirage Diamond- (Item, Material, Illusion, 36,000,000 Gold)
480 Massive Sphere of Magical Energy- (Item, Material, Magic, 7,602,000 Gold)
12 Santa Essence- (Item, Material, Hope & Ice, 100,000,000 Gold)

Spatial Domain-Core-Linking Crystal- (Item, Antiquity, Spatial, 100,000,000 Gold)
Cael gains:

2 Fame

Autographed Copy of Interview with an Outlander, Featuring Caelum Aetherius- (Item, Antiquity, Air & Magic, 750,000 Gold)
Cuttings From Anandsukha, Fields of Joy and Felicity:- (Key Item, Illusion & Earth, X Gold)

Elemental Geomancy: Air- (Passive Ability, Elementalist) The presence of a Zone of Air counts as a casting of Call Unto Air for possessor's purposes
Elemental Geomancy: Earth- (Passive Ability, Elementalist) The presence of a Zone of Earth counts as a casting of Call Unto Earth for possessor's purposes
Elemental Geomancy: Fall- (Passive Ability, Elementalist) The presence of a Zone of Acid counts as a casting of Call Unto Seasons: Fall for possessor's purposes
Elemental Geomancy: Fire- (Passive Ability, Elementalist) The presence of a Zone of Fire counts as a casting of Call Unto Fire for possessor's purposes
Elemental Geomancy: Spring- (Passive Ability, Elementalist) The presence of a Zone of Electrical counts as a casting of Call Unto Seasons: Spring for possessor's purposes
Elemental Geomancy: Summer- (Passive Ability, Elementalist) The presence of a Zone of any base element counts as a casting of Call Unto Seasons: Summer for possessor's purposes
Elemental Geomancy: Water- (Passive Ability, Elementalist) The presence of a Zone of Water counts as a casting of Call Unto Water for possessor's purposes
Elemental Geomancy: Winter- (Passive Ability, Elementalist) The presence of a Zone of Ice counts as a casting of Call Unto Seasons: Winter for possessor's purposes

The Awards:

छ Created the Islands of Illusion on Indrasena-un-Sesamara
छ Aided Smriti and Chinta in establishing the Tower of Illusion on Indrasena-un-Sesamara
छ Responsible for the introduction of Santakind to Indrasena on Indrasena-un-Sesamara
छ Experienced the Multiversal Backwash of Crisis Across Infinite Nexii on Indrasena-un-Sesamara
Caelum gains:

Cornerstone to Alokitgara City Hall- (Key Item, Illusion & Earth, X Gold)

2 Fame

Spoof Water- (Technique Ability, Illusionist) Possessor may use 'Spoof Water' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Water element if it is not actually Water element.

Spoof Earth- (Technique Ability, Illusionist) Possessor may use 'Spoof Earth' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Earth element if it is not actually Earth element.

Spoof Psychic- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Psychic element if it is not actually Psychic element.

Spoof Magic- (Technique Ability, Illusionist) Possessor may use 'Spoof Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Illusion Magic spell is cast and no other technique is used. Caster may choose whether individuals below Level 20 count said action as being Magic element if it is not actually Magic element.

Convincing Spoofer- (Passive Ability, Illusionist) The level of individuals effected by possessor's Technique Abilities from the Illusionist class whose name include "Spoof" is raised to "below Level 40"

Very Convincing Spoofer- (Passive Ability, Illusionist) The level of individuals effected by possessor's Technique Abilities from the Illusionist class whose name include "Spoof" is raised to "below Level 60"

The Awards:

छ Created the Islands of Illusion on Indrasena-un-Sesamara
छ Aided Smriti and Chinta in establishing the Tower of Illusion on Indrasena-un-Sesamara
छ Impressed a V.I.P. on Indrasena-un-Sesamara
छ Experienced the Multiversal Backwash of Crisis Across Infinite Nexii on Indrasena-un-Sesamara

Notes for Gad: The Spoof Tree require approval, as they're new/originals. The other Elemental Abilities exist and are in-stock.
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