The Spirit Emporer Ventures Forth

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Armocida
Arena Sergeant
Posts: 259
Joined: Sat Mar 20, 2021 9:33 pm

The Spirit Emporer Ventures Forth

Post by Armocida »


Rukathal Delivonday (Armocida)
Level 19 Outer Lord
Spirit, Chaos

HP: 7,125
MP: 7,125

STR: 152 (8)
AGI: 133 (7)
CON: 285 (15)
MIN: 285 (15)
SPI: 285 (15)

XP- 415,238,400
XP Required- 70,000, Special Tasks
Fame- 1
Gold- 845,000,200
Bonus Weeks: 19
Weeks: 0

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

Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Somnolent Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Fatigued on its source at the end of said action

Binder:
Ancient and Clever Animals Eventually Turn Into Spirits and Gain the Ability to Speak- (World Law, Binder) If an Animal has been in a thread for 200 consecutive rounds across at least 5 different battles, it gains an unremovable buff that gives its possessor Spirit as an additional subtype, gives its possessor +5,000 to all stats, gives its possessor an additional +5,000 MIN, and gives its possessor Impaired: Mute Immunity.
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
Every Object Holds A Spirit Which Is Released Upon Its Destruction- (World Law, Binder) Whenever an item is destroyed or a consumable's last charge is used, its owner may summon a Spirit that is normally fightable for drops on the Enemy List. If the item in question drops from at least one entity on the Enemy List (regardless of whether or not that entity is normally fightable for drops) the Spirit must be equal Level to or lower Level than the highest Level entity on the Enemy List that drops the item in question; if the item does not drop from any entity on the Enemy List, the Spirit must be equal Level to or lower Level than the item's owner.
Experimental World Law: Spirits are Drinkable- (World Law, Binder) If an individual possesses a willing Spirit ally, that individual may deal a mutually-agreed-upon quantity of Flat Water & Physical element HP Drain and/or MP Drain to said Spirit, being hit with a (that Spirit's Level x 4)% Poison: Drunk infliction chance upon doing so
Lesser Spirits Serve as Agents of the Kami, Delivering their Magic According to their Will- (World Law, Binder) Enemy, Pet, Summon, and Transformation Spirits gain the 'Cast a Spell' action, Non-Kami Spirits who worship a Kami that is in the same thread gain an additional action each round, assigned in turn order, that may only be used to either perform a 'Cast a Spell' action to cast a spell equipped by the Kami as though the Spirit performing said bonus action had a copy of said spell equipped, or to, with the Kami's permission, replicating an action the Kami could perform as though the Kami itself were performing it, with each Kami replicating a max of one action per round in this manner and paying all costs that would normally be associated with performing said action
Mortals May Pledge Themselves To The Service Of Spirits For Power And The Granting Of Wishes- (World Law, Binder) A Human or Humanoid may spend an action and choose a willing Spirit. The Human or Humanoid then gains a non-stacking buff that may not be removed by the Human or Humanoid and also may not be removed by any entity of lower Level than the chosen Spirit that counts as a Covenant Effect. The chosen Spirit may elect to make decisions on behalf of the Human or Humanoid that possesses the Covenant Effect. The Human or Humanoid may, up to once per round while in possession of the Covenant Effect, provided that the Spirit in question is alive and willing, spend an action to replicate the effect of any ability possessed by the Spirit that entities of its type possess on the Enemy List or Boss List or that it possesses as an activate ability that is from an entity on its Manifestation List, and replicate the effect of that ability as though the Spirit were performing it, with this replicated action being able to target entities in the replicator's battlespace in addition to entities the Spirit itself could otherwise target.
Outer Lord Manifestation Ability: Age-Old Techniques- (Passive Ability, Binder) Individuals with at least 5 abilities from the Monk and Martial Artist categories cannot have status effects inflicted on them by possessor, Individual with no abilities form the Monk or Martial Artist categories take double damage from possessor
Outer Lord Manifestation Ability: Call Allies- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Call Allies- Summons 1-5 Monsters from either Crimson Citadel encounter table, with the exceptions of the two Hambelsterns, These monsters provide no XP, Gold, or treasure, Psychic, 0 MP
Outer Lord Manifestation Ability: Dancing Dragon Brings the Thunder- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Dancing Dragon Brings the Thunder- 720 Damage, 150% Inflicts Electrocuted and Confusion, This Action's Prime Attribute is Spirit, Electrical, 3,100 MP
Outer Lord Manifestation Ability: Evil Eye- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Evil Eye- 25% Inflicts Hexed, 25% Inflicts Weakness, Magic & Psychic, 3,000 MP
Outer Lord Manifestation Ability: Hundred Pressure Points- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Hundred Pressure Points- 760 Damage, 300% Inflicts Pain and Stun, This Action's Prime Attribute is Spirit, Physical, 3,000 MP
Outer Lord Manifestation Ability: Hunting Hawk Comes From Above- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Hunting Hawk Comes From Above- 1,010 Damage, Deals full damage to back row, This Action's Prime Attribute is Spirit, Air & Physical, 2,800 MP
Outer Lord Manifestation Ability: Insubstantial and Swift- (Passive Ability, Binder) +75% Dodge
Outer Lord Manifestation Ability: Ki Fireball- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Ki Fireball- 1,400 Damage, This Action's Prime Attribute is Spirit, Magic, 0 MP
Outer Lord Manifestation Ability: Pain Comes In the Form of Ten Burning Slaps- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Pain Comes In the Form of Ten Burning Slaps- 300 Damage, 150% Inflicts Burning and Pain, 10 hits against 1, This Action's Prime Attribute is Spirit, Fire, 6,700 MP
Outer Lord Manifestation Ability: Peer- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Peer- Determines which basic element target is weakest against, all allies may change their attack to that element next turn, Magic & Psychic, 500 MP
Outer Lord Manifestation Ability: Sensei Fist- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Sensei Fist- 1,370 Damage, 40% inflicts Stun, This Action's Prime Attribute is Spirit, Physical, 0 MP
Outer Lord Manifestation Ability: Swaying Kangaroo Kicks with Force- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Swaying Kangaroo Kicks with Force- 1,200 Damage, Moves target to the back row if target is in the front row and has less STR or CON than caster's SPI, If the target is moved to the back row, one opponent from the same row formation is moved to the front row in exchange, caster chooses who is moved to the front row if caster's SPI is greater than the MIN of all opponents in the back row, The individual moved to the back row may not be chosen to move to the front row unless said individual is the only individual who may be chosen, This Action's Prime Attribute is Spirit, Physical, 4,000 MP
Outer Lord Manifestation Ability: Winding Serpent Strikes Its Prey- (Active Ability, Binder) Possessor may spend an action to replicate the following ability:
Winding Serpent Strikes Its Prey- 820 Damage, 100% Inflicts Poison and Stat Drain, This Action's Prime Attribute is Spirit, Physical, 3,400 MP
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats
Spirit Traits- (Passive Ability, Binder) Possessor gains Diseased Immunity so long as possessor is a Spirit
Spirits Are Intangible- (World Law, Binder) Spirits gain +(50 + their Level)% Dodge that counts as coming from a Constant Effect named 'Incorporeal'
Spirits Can Possess Mortals And Beasts- (World Law, Binder) Spirits may perform an action to begin treating a Human, Humanoid, Animal, Aquatic, Aerial, Cthonian, Astral Being, or Reptile as a Transformation that the Spirit is in as a debuff that count as coming from an active ability named 'Possess', with the target's actions being controlled by the Spirit and the Spirit unable to be targeted as though it were transformed into the target, with this effect not working on entities that are not 5 or more Levels lower than the Spirit in question or that are Immune to, Reflect, or Absorb (Charm if the Spirit is below Level 40 or Dominion if the Spirit is Level 41 or greater), with the Spirit re-entering battle upon the target's death or de-transformation and victory conditions not being checked until the Spirit has the opportunity to return to battle in this manner or a round ends.
Spirits Can Sense Their Bound Kin And Are Apt To Rush To Their Aid- (World Law, Binder) At the start of each round, if a Spirit is afflicted with Charm, Dominion, Paralyzed, Petrified, or Awestruck: Sealed from a non-Spirit source that is on another side of battle, the Spirit's side of battle may summon 5 Spirits whose Level is not more than 5 Levels greater than the Level of said Spirit that are normally fightable for drops on the Enemy List, with a max of 3,000 such summons per side.
Spirits Cannot Be Quantified Or Affected By Technology- (World Law, Binder) Spirits gains Technology Immunity against equal and lower Level sources. Spirits gain 50% Technology Resistance. Spirits gain Antimatter Immunity. Spirits gain Hypertech Immunity against equal and lower Level sources. Spirits gain 50% Hypertech Resistance. Spirits stats cannot be scanned by Hypertech spells, Gadgets, Gizmos, Robots, Machines, or Clockworks. Spirits gain 15% Gun Resistance. Spirits gain 15% Assault Matrix Resistance. Spirits gain 15% Power Armor Resistance. Spirits ignore 25% of the Defense provided by Power Armor. Spirits gain 15% Biomancy Resistance. Spirits gain 15% Technomancy Resistance.
Spirits Cannot Be Seen Or Touched By Those Without Magic Or Psychic Sight Unless They Wish To Be- (World Law, Binder) Spirits gains +100% Dodge and To Hit against (Humans, Humanoids, Animals, Aerials, Aquatics, Astral Beings, Cthonians, Insects, Robots, Machines, and Clockworks) who are solely base elements, who are not Magic element, and who do not possess a class-name tier ability in a magic-based class (excluding Alchemist, Biomancer, Technomancer, Scientist, Thief, Ninja, Hunter, Gunslinger, Warrior, Monk, Bard, Dancer, and Commander), with this increase counting as coming from a Constant Effect named 'Invisible' that is also named 'Intangible'.
Spirits Must Be Communed With And Must Not Be Bound- (World Law, Binder) Spirits have a percentage chance equal to twice their Level of curing themselves of instances of Charm that come from non-Spirit sources at the start of each round. Spirits have a percentage chance equal to their Level of curing themselves of instances of Dominion that come from non-Spirit sources at the start of each round. Any non-Spirit individual who has an active infliction instance of Charm on a Spirit is afflicted with Hexed at the start of each round. Any non-Spirit individual who has an active infliction instance of Dominion on a Spirit is afflicted with Cursed at the start of each round. Any non-Spirit individual who does not possess the ability 'Shrine Maiden' who has summoned a Spirit has a 100% chance of being afflicted with Hexed at the start of every round and has a 50% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Adept Spirit Magic Attunement' who has summoned a Spirit that is Level 20 or greater has a 200% chance of being afflicted with Hexed at the start of every round and has a 100% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Expert Spirit Magic Attunement' who has summoned a Spirit that is Level 40 or greater has a 100% chance of being afflicted with Cursed at the start of every round and has a 200% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Master Spirit Magic Attunement' who has summoned a Spirit that is Level 60 or greater has a 150% chance of being afflicted with Cursed at the start of every round and has a 400% chance of each of said summons becoming uncontrolled at the start of each round. Any non-Spirit individual who does not possess the ability 'Grandmaster Spirit Magic Attunement' who has summoned a Spirit that is Level 80 or greater has a 200% chance of being afflicted with Cursed at the start of every round, has a 100% chance of being afflicted with Smitten at the start of every round, and has an 800% chance of each of said summons becoming uncontrolled at the start of each round.
Spirits Possess Great Magical Power- (World Law, Binder) Spirits gain +(500 * their Level) SPI and +(5,000 * their Level) MIN
The Dead Become Spirits- (World Law, Binder) Whenever an entity that is not a Spirit dies for the first time in a thread, it is, unless a source that is 20 or more Levels greater or Level 80 or greater objects, immediately resurrected and, as a non-stacking buff, transformed into a Spirit of equal or lower Level of its choice that is normally fightable for drops on the Enemy List
The Land Itself Is Alive With Spirits- (World Law, Binder) Whenever a Terrain, Phantom Terrain, or Zone is created, its creator may choose to summon a Spirit of equal or lower Level that is normally fightable for drops on the Enemy List, with that Spirit having to share an element with the Zone in the case of a Zone, having to share an element with the corresponding Square Mile of Terrain in the Shop in the case of Terrain or Phantom Terrain, with Illusion additionally being selectable as an element in the case of Phantom Terrain, but only if the Phantom Terain's creator possesses the ability 'Illusionist' or is Illusion element; if the Terrain, Phantom Terrain, or Zone's creator does not decide to do this or is unable to do this, each opposing side of battle's highest Level member (determined randomly in case of ties, with unique individuals being selected over non-unique ones if possible) may choose to summon a Spirit of equal or lower Level than the Terrain, Phantom Terrain, or Zone's creator that is normally fightable for drops on the Enemy List, with that Spirit having to share an element with the Zone in the case of a Zone, having to share an element with the corresponding Square Mile of Terrain in the Shop in the case of Terrain or Phantom Terrain, with Illusion additionally being selectable as an element in the case of Phantom Terrain, but only if the Phantom Terain's creator possesses the ability 'Illusionist' or is Illusion element
The Presence of Spirits Makes the World Brighter or Darker as Befits their Nature- (World Law, Binder) The presence of a Spirit who possesses a White Spiritual Mark counts as the presence of a Zone of Light, the presence of a Spirit who possesses a Black Spiritual Mark counts as the presence of a Zone of Darkness
The Spirits Are Ruled By Kami- (World Law, Binder) If a Spirit is non-unique, not Immune to Dominion (and does not Reflect or Absorb Dominion), is not a Deity, and does not have 'Kami' in its name, the highest-Level Spirit whose name includes 'Kami' controls its decisions (with ties in Level by entities on different sides being resolved by selecting the Unique individual in the tie, ties involving unique entities on different sides resulting in neither side's individual gaining control, and with ties between individuals on the same side but not across sides resulting in that side getting control rather than a specific individual).
There Are Both Benevolent And Malevolent Spirits, And They Are Attracted To Like Kindred- (World Law, Binder) Spirits who do not possess a White Spiritual Mark or a Black Spiritual Mark may spend an action to gain a White Spiritual Mark or a Black Spiritual Mark. Spirits who possess a White Spiritual Mark may choose for their non-offensive actions to gain '(Possessor's Level * 4)% inflicts Favored'. Spirits who possess a Black Spiritual Mark may choose for their non-offensive actions to gain '(Possessor's Level * 4)% inflicts Hexed'. Entities may choose to lose a Black Spiritual Mark whenever they gain a White Spiritual Mark. Entities may choose to lose a White Spiritual Mark whenever they gain a Black Spiritual Mark. Each side of battle that contains at least one entity with a White Spiritual Mark may, at the start of each round, choose to summon one Spirit of equal Level to or lower Level than its highest-Level Spirit or individual with a White Spiritual Mark, with the newly-summoned entity entering battle with a White Spiritual Mark. Each side of battle that contains at least one entity with a Black Spiritual Mark may, at the start of each round, choose to summon one Spirit of equal Level to or lower Level than its highest-Level Spirit or individual with a Black Spiritual Mark, with the newly-summoned entity entering battle with a Black Spiritual Mark.
There Is A Spirit World Parallel To The Material World, And Spirits Can Walk Between Them- (World Law, Binder) At the start of battle, another battlespace is created. When the battlespace is created, its Terrain is set to Spirit World. When this battlespace is created, each side of battle may choose to add 5 Spirits from the Enemy List that are normally fightable for drops that are equal Level to or lower Level than the highest Level entity on their side of battle, with these Spirits not being summons, with these Spirits joining the side of battle that selects them. Spirits may spend an action to (move into this battlespace from any other battlespace or move from this battlespace to any other battlespace) so long as no entity of equal or greater Level to the Spirit in the battlespace the Spirit is entering or the battlespace the Spirit is leaving objects.

Enslaver:
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor

Herpetologist:
Dragons Are Giant Reptiles- (World Law, Herpetologist) Dragons count as additionally possesessing the subtype Reptile. Dragons may count as an additional number of entities equal to their Level for row-order purposes.

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
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
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
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points

Shrine Maiden:
Ambiently Attracts Minor Spirits Who Seek to Pay Tribute- (Passive Ability, Shrine Maiden) At the start of each round, possessor obtains 50,000 Temporary Gold and obtains a buff that stacks 5 times that lasts 5 rounds that causes its possessor to count as possessing 5 additional Spirit allies
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
Attended by a Massive Spirit Bearing Vast Trays of Exotic Fruits from the Spirit World- (Passive Ability, Shrine Maiden) At the start of each round, possessor may choose to obtain 60,000 Flat Magic & Light & Wood element HP Healing that counts as coming from a source that is a Spirit; possessor may, instead, elect for a willing ally to obtain this healing, and, if a selected ally chooses to do so, possessor may choose to obtain a stacked instance of a buff that stacks 20 times across all individuals and 5 times per individual that allows possessor to, when the individual who accepted the healing would act, control the decisions for that individual during that action, assuming said individual is not Immune to Charm or Dominion at that time; Possessor counts as possessing an additional Spirit ally (that occupies 20 spaces in the Front Row if a Front Row exists in possessor's row-order formation and at least one other entity is already in said row)
Attended by a Spirit Herald Who Loudly Yells Its Master's Name- (Passive Ability, Shrine Maiden) Possessor counts as possessing an additional ally who is a Spirit; At the start of a battle, possessor may choose to announce possessor's name and then up to 5 of possessor's awards in all caps
Attended by a Spirit of Noble Martyrdom- (Passive Ability, Shrine Maiden) Possessor may, once per thread, as an effect that removes this ability from the thread and that cannot be undone by sources below Level 80 or caused to count as not having happened by sources below Level 80, when possessor would be killed by an (attack or action) from a source below Level 80 that is not greater Level than possessor, instead cause said attack or action to fail; Possessor counts as possessing an additional Spirit ally
Attended by a Spiritual Champion- (Passive Ability, Shrine Maiden) At the start of a thread, possessor may summon 1 Spirit from the Enemy List that is normally fightable for drops on the Enemy List that is below Level 80 and below possessor's Level, Said summon's natural name includes 'Spiritual Champion ' at is start, Said summon's natural Level may become equal to any value up to either possessor's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This ability may summon a max of 1 entity per thread and cannot summon an entity if another spell or ability from possessor has already summoned a 'max of once per thread' summon that has text appended to its name
Attended by a Spirit-Dragon Vizier Who Specializes in Anti-Binding Countermagic- (Passive Ability, Shrine Maiden) Possessor counts as possessing an additional Spirit & Dragon ally who counts as possessing the abilities 'Adept Binder Knowledge', 'Warden', 'Expert Wizard Magic Attunement', and 'Expert Spirit Magic Attunement'; up to three times per round, when a non-Spirit opponent of possessor who is not 10 or more Levels greater than possessor attempts to cast a Spirit Magic or Binding spell, possessor may choose to cancel its casting
Attended by an Instrument-Animating Object Spirit- (Passive Ability, Shrine Maiden) Possessor may equip an Instrument weapon in a special weapon slot that may only hold Instrument weapons, may hold an Instrument weapon regardless of how many slots it would normally occupy, that makes the weapon in it count as a Weaponx0 despite continuing to occupy the slot, that may not be converted into other slots except a Pet slot, in which case it may only hold a Spirit pet; while this slot is full, possessor counts as possessing an additional Spirit ally
Attended by an Orchestra of Spirit Musicians- (Passive Ability, Shrine Maiden) Possessor counts as possessing 20 additional Spirit allies; At the start of each round, possessor may cast a Bardic Music spell that is worth under 200,000,000 Gold that is worth under (Possessor's Level * 4,000,000 Gold) that is for sale in the Shop, with said casting counting as though an entity that was solely a Spirit cast it
Attended by 57 Spirits Who Are All Named 'James' Who Each Perform Different, Highly Complex Jobs- (Passive Ability, Shrine Maiden) Possessor counts as possessing 57 additional Spirit allies whose name is 'James', Possessor may choose to have a 30% chance of inflicting Confusion on up to 57 targets at the start of each round, Possessor has a 10% chance of inflicting Confusion on any opponent who scans possessor's stats
Attended by Incarnate World-Law Manifestations- (Passive Ability, Shrine Maiden) For each World Law possessor possesses, possessor counts as possessing a Spirit & Conceptual & Outsider ally, that also counts as the World Law's corresponding entity subtype should it possess one, and possessor gains a +500 uncapped bonus to all stats
Attended by Messenger Spirits- (Passive Ability, Shrine Maiden) Possessor counts as possessing 3 additional Spirit allies; At the start of possessor's first action each round, possessor may either transfer a Spirit Magic buff from possessor to a valid, willing target for said buff (if possessor were to cast it on said target) or may transfer a Spirit Magic buff that could be applied to possessor if it were cast by an ally of possessor that is present on an ally of possessor to possessor, with both of these effect options being able to target willing allies of possessor who are in different battlespaces so long as no entity with a higher AGI than possessor's SPI in either possessor's battlespace or the other battlespace the target is in objects and so long as no entity that is Level 80 or greater that is in either battlespace objects
Attended by Minor Spirits Holding Palm-Frond Fans- (Passive Ability, Shrine Maiden) Possessor gains 1% Fire Resistance and counts as possessing 2 additional Spirit allies
Attended by Spirit Advisors- (Passive Ability, Shrine Maiden) Possessor counts as possessing 4 additional Spirit allies who are wielding Fan weapons and have a Base MIN of 15; once per round, after one of possessor's actions, possessor may either choose for a Spirit ally of possessor to immediately obtain an additional action or for either possessor or a Spirit ally of possessor to obtain a buff that stacks 5 times and lasts 5 rounds that provides +2,000 MIN
Attended by Spirit Bodyguards- (Passive Ability, Shrine Maiden) Up to (Possessor's Level / 5, rounded down) times per thread, when possessor would be targeted by an offensive attack, possessor may, as a preemptive counter, summon 2 Spirits that are below possessor's Level and normally fightable for drops on the Enemy List, Max 40 summoned
Attended by Spirit Butlers- (Passive Ability, Shrine Maiden) Possessor counts as possessing 5 additional Spirit allies; at the start of each round, possessor may choose to either unequip and then equip any number of carried items, or to obtain up to 40 Temporary in-stock items worth under 2,000,000 Gold from the Shop
Attended by Spirits Bearing Sacred Reliquaries and Exquisite Display Cases Containing Manifested Talismans of Spiritual Power- (Passive Ability, Shrine Maiden) Possessor gains 20 spell slots that may only carry Spirit Magic spells and cannot be converted into other slots, For each of these slots that is filled, possessor count as possessing an additional Spirit ally and gains +10,000 MP to a special secondary pool that may only be used to cast Spirit Magic spells
Attended by Spirits Possessing Mortal Vessels- (Passive Ability, Shrine Maiden) At the start of a thread, possessor may summon up to 20 Humans who are more than 5 Levels below possessor (and who are below Level 60) and who are normally fightable for drops on the Enemy List; each obtains a buff that, upon its possessor's death, causes its possessor's summoner to be able to optionally summon a Spirit of lower Level (which is also below Level 60) that is normally fightable for drops on the Enemy List, Max 20 summoned
Attended by the Court of Lesser Spirits- (Passive Ability, Shrine Maiden) At the start of each round, possessor may summon up to 200 Spirits that are 20 or more Levels below possessor that are normally fightable for drops on the Enemy List, Max 20,000 summoned
Attended by the Spirit of a Departed Doctor- (Passive Ability, Shrine Maiden) At the start of each round, possessor may regenerate 25,000 HP and may be cured of a minor negative status effect, Possessor counts as possessing an additional Spirit ally (and may, if possessor possesses the ability 'Adept Necromantic Magic Attunement' additionally choose for said ally to count as an Undead)
Attended by Twin, Blind, Half-Spirit Shrine Maidens- (Passive Ability, Shrine Maiden) Possessor counts as possessing two Human & Spirit allies that possess the abilities 'Shrine Maiden' and 'Diviner' that count as being afflicted with Impaired: Blind and as having the same name; possessor may, up to twice per round, before one of possessor's actions, choose between gaining +25% To Hit during possessor's next action as a non-stacking buff, having possessor or one of possessor's allies be cured of a minor or moderate negative status effect, having one of possessor's Spirit allies that was killed by a source below Level 60 be resurrected, scanning an entity's stats, having possessor or one of possessor's Spirit allies be afflicted with Elevated, Favored, Favored: Anointed, Favored: Good Fortune, Fortified: Shadow Warded, Stat Boost, or Regeneration, or having an opponent have a 200% chance of being afflicted with Awestruck: Sealed
Attended by Two Attractive-But-Airheaded Spirits Who Resolutely Refuse to Recognize His Name as Anything Except 'Delvedaddy'- (Passive Ability, Shrine Maiden) Possessor counts as possessing 2 additional Spirit allies, Possessor is Immune to Charm from sources below Level 20, Individuals may treat possessor's name as being 'Delvedaddy'
Attracts No Ire from Wild Spirits- (Passive Ability, Shrine Maiden) Possessor may not be offensively targeted by Spirits that are uncontrolled summons that have not been offensively targeted by possessor unless possessor is in a Random Dungeon; Possessor may not be offensively targeted by Spirits that are 20 or more Levels below possessor if possessor is in a Random Dungeon; If possessor is in the Stance 'Dismissive Spirit Lord's Reclining Posture', Spirits that this ability prevents from offensively targeting possessor may not offensively target possessor's allies unless said allies have conducted offensive actions that have targeted said Spirits
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
Borne at the Head of a Parade of Spirits- (Passive Ability, Shrine Maiden) If possessor is in the Stance 'Dismissive Spirit Lord's Reclining Posture', the first time per round that possessor conducts a 'Switch Rows' action, possessor optionally immediately gains an action that may only be used to perform the 'Switch Rows' action, each of possessor's Spirit allies may immediately perform the 'Switch Rows' action, and then possessor may summon up to 5 Spirits of equal or lower Level from the Enemy List that are normally fightable for drops, Max 200 summoned; if possessor is in a Transformation whose name includes 'Palanquin' or has equipped an item whose name includes 'Palanquin', possessor may summon 50 Spirits each time instead
Dismissive Spirit Lord's Reclining Posture- (Stance Ability, Shrine Maiden) If possessor is a Spirit, is in the back row, and has more than twice as many Spirit allies as possessor has opponents, possessor gains 30% Resistance to non-Spirit T1 base subtypes, +15,000 Defense, Confusion: Fear Immunity, and causes all non-Spirits in the same battlespace to suffer -2,000 to all stats (to a minimum of 1)
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Mobile Bounded Spirit Court- (Passive Ability, Shrine Maiden) If the terrain or phantom terrain is Spirit Realm, possessor and possessor's Spirit allies gain +5,000 to all stats; If possessor possesses at least 50 Spirit allies, the phantom terrain additionally counts as being Spirit Realm
Protected by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +5% Minor Negative Status Effect Resistance per Spirit ally possessor possesses, to a max of 100 such allies
Served by a Guild of Assassin Spirits- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of inflicting Instant Death on a chosen target that is either in the same battlespace or that is in a different battlespace that does not contain an entity that is either (Level 80 or greater or more than 20 Levels greater than possessor) that objects and to count as possessing 5 additional Spirit allies until the end of the round; Entities killed by this instance of this status effect cannot be resurrected by non-Spirits that are not 5 or more Levels greater than possessor
Served by a Guild of Mage-Cartographer Spirits Who, Using a Mixture of Spiritual Geomancy, World-Law-Based Outer Litigamancy, and Sending Their Legions of Land-Spirit Servants to Possess Terrain Features, May Establish Control of Lands and Nations- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of gaining control of a Terrain, Phantom Terrain, or summoned Large Structure, provided said Terrain, Phantom Terrain, or summoned Large Structure isn't controlled by an opponent who either is 20 or more Levels greater than possessor, is Level 80 or greater, is a Spirit of equal or greater Level than possessor, or is a Deity, and to count as possessing 5 additional Spirit, Spirit & Human, Spirit & Animal, Spirit & Umbral, or Spirit & Elemental allies until the end of the round.
Served by a Guild of Thief Spirits Who Can Assume the Forms of Children, Animals, Shadows, and Wind- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of stealing an non-unique item equipped by an opponent and to count as possessing 5 additional Spirit, Spirit & Human, Spirit & Animal, Spirit & Umbral, or Spirit & Elemental allies until the end of the round; Possessor may alternatively choose to steal a carried, non-equipped item, in which case the chance is doubled; Possessor may choose to target opponents of lower Level who are below Level 60 who are in other battlespaces with this theft; this ability may sometimes steal unique items in RP threads
Served by the Spirit Guilds- (Passive Ability, Shrine Maiden) Possessor's Shrine Maiden abilities whose name includes 'Guild' that count how many Shrine Maiden abilities possessor possesses count possessor's Binder abilities as Shrine Maiden abilities for this purpose and additionally count the total as being 5 higher than it otherwise would be
Spirit Lord's Beckoning Gesture- (Passive Ability, Shrine Maiden) When one of possessor's opponents summons a Spirit that is normally fightable for drops on the enemy list, possessor has a ((Possessor's Level * 10 - Possessor's Opponent's Level * 10) + 50)% chance of gaining control of that summon
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
Spiritual Attendant Rush- (Technique Ability, Shrine Maiden) Possessor may use 'Spiritual Attendant Rush' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used by possessor as part of said action, said action involves the casting of a Spirit Magic spell, and possessor possesses at least 20 Spirit allies. Said action gains +((Possessor's number of Spirit allies, to a max of 1,000)*1,000) Magical Attack, gains a (Possessor's number of Spirit allies, to a max of 1,000)% chance of inflicting Fatigued: Stun, count as involving (Possessor's number of Spirit allies) additional Spirits, and gains '(Possessor's number of Spirit allies/100, to a max of 10) hits against (Possessor's number of Spirit allies * 10, to a max of 10,000)'

Weapons-
The Promethean Fire- (Weapon Aspect- The Promethean Fire, Force, Fire & Progress & Primordium, X Gold) +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, 300%, Inflicts Burning, Wielder's attack actions that do not involve Mind as a Prime Attribute gain MINx0.5 as an additional Prime Attribute, Wielder ignores the Fire Resistance, Immunity, and Absorption of entities below Level 60, Wielder ignores the Burning Resistance, Immunity, and Absorption of entities below Level 60
Great Soulcrystal Staff Which Bears the Soul of the World's Hero- (Weapon, Staff, Light & Glory & Magic, 65,000,000 Gold) +65,680 Magical Attack, +65,000 to all stats, +100,000 MP, 15% Base Element Resistance, 15% Glory Resistance, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder counts as wielding an additional Soul

Armor-
*The Grace and Glory of the Timeshadow Goddess- (Armor, Aura, Time & Light & Air & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 AGI, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, +8,000,000 MP as a non-stacking bonus, Wielder's Base AGI, if lower than or equal to the Base AGI of a gearless instance of the PC 'Kit Timeshadow' on the PC List, becomes one point higher than the Base AGI of a gearless instance of the PC 'Kit Timeshadow' on the PC list, Wielder's Base SPI, if lower than or equal to the Base SPI of a gearless instance of the PC 'Kit Timeshadow' on the PC List, becomes one point higher than the Base SPI of a gearless instance of the PC 'Kit Timeshadow' on the PC list, 160% Dodge, +160% Dodge, The greatest of AGI, CON, and SPI becomes wielder's HP-determining stat, wielder's per-item Defense bonus caps become based on the greater of wielder's AGI, CON, and SPI, Wielder gains the subtype Planetary and the ability 'Planetary Traits', Wielder is Immune to sources below Level 60, 'Overdrive' actions possess no inherent MP cost for wielder, Wielder may, at the start of each round, choose between Dominion and Charm, become Immune to the chosen status effect for the round's duration as a buff, and then select any number of opponents, having a 60% chance of inflicting the chosen status effect on each chosen opponent, Wielder may inflict a chosen minor positive status effect on each ally (including wielder) at the start of each round, choosing separately for each ally, Wielder's devout worshippers, if in possession of an AGI value below half of wielder's AGI value, may use half of wielder's AGI value as though it were their own, Wielder's devout worshippers, if in possession of an SPI value below half of wielder's SPI value, may use half of wielder's SPI value as though it were their own, Each time wielder obtains an extra action (not including through turn-order assignment) that is not a counter, each of wielder's devout worshippers has a 1% chance of obtaining an extra action (to a max of one per round per worshipper) with the same restrictions as the one wielder obtained, Wearer must be a deity named 'Kit Timeshadow'


Accessories-
Day Dragon's Gem- (Accessory, Crystal, Light, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Light element as a non-stacking effect
Snow Dragon's Gem- (Accessory, Crystal, Ice, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Ice element as a non-stacking effect
*Record of the Old World- (Accessory Aspect: The Box of Ages, Tome, Time & Memory, X Gold) +120,000 Magical Attack, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 60% Time Resistance, Suffocation: No Future Immunity, Petrified: Time Stop Immunity, Vanished Immunity, 15% Resistance to T1 and T2 subtypes that used to be base subtypes at an earlier point in the thread but are now nonbase subtype
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor

Spells-
Ball Bomber- (Spell, Spatial Magic, Spatial, 24,750 MP, 2,475,000 Gold) +2,475 Magical Attack, +2,475 Ranged Attack, 2 hits against 60
Radiance Bomb: Proof of Glory- (Spell, Other: Radiant Magic, Light, 78,000 MP, 7,800,000 Gold) +7,800 Magical Attack, 80% inflicts Awestruck, 1 hit against 60, This spell may be cast and equipped as a Holy Magic or Divine Magic spell
Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack
Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff

Pets-
None

Transformations-
None

Permanent Consumables-
None

Artifacts-

*The Box of Ages- (Artifact, Level 59, 0 XP, # XP Required, Standard Multiplier x18)

*The Box of Ages- (Weapon Aspect: The Box of Ages, Other: Box, Time, X Gold) +120,000 Magical Attack, 200% may inflict Suffocation: No Future, 30% may inflict Petrified: Time Stop, 30% may inflict Vanished, Wielder may spend an action to summon an entity below Level 60 that was previously a nonbase subtype at an earlier point in the thread that is now considered to be a base subtype

*Record of the Old World- (Accessory Aspect: The Box of Ages, Tome, Time & Memory, X Gold) +120,000 Magical Attack, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 60% Time Resistance, Suffocation: No Future Immunity, Petrified: Time Stop Immunity, Vanished Immunity, 15% Resistance to T1 and T2 subtypes that used to be base subtypes at an earlier point in the thread but are now nonbase subtype

*Spectacles of the Dawn- (Accessory Aspect: The Box of Ages, Eyewear, Time & Hope, X Gold) Wearer's delayed actions may not be countered, Wearer may not be prevented from delaying actions, Wearer's delayed actions gain an uncapped, non-stacking +59% To Hit

*Usher in the New Era- (Spell Aspect: The Box of Ages, Enchantment, Time & Fate, Caster's Max MP, X Gold) Creates a Persistent Enchantment called The Next Age Has Begun; said Persistent Enchantment's removal condition is the spending of 50,000 actions by deities of greater Level than caster, the spending of 50,000 actions by unique or Elite Time element entities of greater Level than caster, or the spending of 1 action by an individual over Level 100; No entity that is not 20 or more Levels greater than caster's Level may reset battle to an earlier point than the creation of this effect, This spell's caster may choose any number of T1 or T2 Weapon, Armor, Spell, Accessory, Transformation, or Entity subtypes or Elements that this spell's caster possesses Adept or a higher class tier in either base or nonbase, with entities of equal or greater Level than caster with an equal or greater class tier being able to object on a per-subtype-or-element basis to the making of them nonbase, This spell's caster may also choose any entities on the Enemy List that are fightable for drops that are of subtypes that this spell's caster made nonbase or that were already nonbase that were not made base, with all such chosen entities becoming no longer fightable for drops or summonable for the duration of the thread unless a source that could have prevented possessor from making their subtype nonbase objects; This spell takes 200 consecutive actions to cast, any individual above Level 80 may spend an action to make this spell uncastable so long as this spell's owner is of lower Level than said individual and no individual of higher Level than said individual has spent any actions to cast this spell; this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values; Though non-unique, copies of this spell should be tracked separately
Casting Count: 0

*Many-Faced Palanquin of the Spirit Emperor (Level 1, 7,358,000 XP, # XP Required, Standard Multiplier x13)

*Many-Faced Palanquin of the Spirit Emperor- (Accessory Aspect: Many-Faced Palanquin of the Spirit Emperor, Container, Light & Darkness & Magic & Nobility, X Gold) 20% inflicts Confusion, 20% inflicts Charm, 20% inflicts Charm: Impressed, 20% inflicts Awestruck, 20% inflicts Manablasted, Wielder gains an additional action each round assigned in turn order at half of wielder's turn-order-determining value, Wielder counts as being in a Vehicle transformation, Wielder counts as possessing 100 additional Spirit allies of equal Level, Wielder may use the combined turn-order-determining stats of four of wielder's Spirit pets or summons for turn-order-determining purposes instead of wielder's own turn-order-determining stat sum

*His August and Uncountable Otherwordly Legions- (Accessory Aspect: Many-Faced Palanquin of the Spirit Emperor, Legionairre, Light & Darkness & Magic & Nobility & Infinity, X Gold) At the start of each round, wielder may summon up to 1 Spirit from the Enemy List that is below Level 2 and normally fightable for drops, max 200 summoned; For each of wielder's dead Spirit allies, unless they are unique, unless they are unable to be resurrected, unless they are not normally fightable for drops on the Enemy List, and unless wielder is specifically prevented from summoning more instances of entities of their kind, at a turn-order count equal to that entity's natural turn-order-determining stat sum, wielder may, up to 20 times per round, replicate an action that entity could perform as though a version of that entity on the Enemy List were performing it

*Herald Mihori- (Pet Aspect: Many-Faced Palanquin of the Spirit Emperor, Human, Light & Darkness & Sonic & Glory, Level Tied to Relevant Artifact, X Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- NA
XP Needed- Level Tied to Relevant Artifact
Minimum Level- 1
Defense- #, +# against Light, +# against Darkness, +# against Spirits
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 30% Spirit Resistance, 1% Human Resistance, 2% Minor Status Effect Resistance, 1% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Serves None but the Spirit Emperor- Possessor is Immune to Charm from sources below Level 21 that are not 5 or more Levels greater than possessor's controller, Constant Effect
Sacred Power Channeling- Possessor gains +# to all stats, +#% Critical, +#% Dodge, +#% To Hit, and +#% Resilience if possessor is not afflicted with any negative status effects or debuffs, Constant Effect
Trumpeting Arrival- At the start of battle, possessor may choose to have a 100% chance of inflicting Charm: Impressed on all opponents and allowing each opponent to scan possessor's controller's stats, Constant Effect
100 Warded Ribbons- +# Defense, Constant Effect
Shrine Maiden- Possessor counts as posessing the ability 'Basic Spirit Magic Attunement', Constant Effect
Abilities-
Fervant Gohei Thwacking- # Damage, 3 hits against 1, Physical or Light, 0 MP
Restore Spirit- # Damage, Deals both HP Healing and MP Healing, Cures all minor negative status effects, Cures debuffs from sources below Level 2, Only affects Spirits, Light or Darkness, 0 MP
Curse Impudent Mortal- 100% inflicts Hexed on target Human or Humanoid who does not possess either possessor's controller, a Spirit or Kami, or The Veil Render as a Patron Deity, Darkness or Magic, 0 MP

The Promethean Fire (Level 59, 0 XP, # XP Required, Standard Multiplier x22 (Raised to x880 to bypass Level 60 cap))

The Promethean Fire- (Weapon Aspect- The Promethean Fire, Force, Fire & Progress & Primordium, X Gold) +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, 300%, Inflicts Burning, Wielder's attack actions that do not involve Mind as a Prime Attribute gain MINx0.5 as an additional Prime Attribute, Wielder ignores the Fire Resistance, Immunity, and Absorption of entities below Level 60, Wielder ignores the Burning Resistance, Immunity, and Absorption of entities below Level 60

The Promethean Spark- (Accessory Aspect- The Promethean Fire, Ioun Stone, Fire & Progress, X Gold) +300,000 MIN, Wielder's turn order determining stat becomes MIN, At the start of each round, each of wielder's allies selects an ability that is In Stock in the shop that it qualifies for but does not possesses (with unique non-PC entities being able to select abilities even if not normally allowed into the ability shop) and gains it as a Temporary ability, with this effect being a buff that stacks 200 times, Wielder's allies may choose at the beginning of a round to gain Fire as an additional element or as an element that replaces any chosen set of other elements they possess, with this replacement overriding future applications of those replaced elements

The Promethean Mind- (Accessory Aspect- The Promethean Fire, Bioagumentation, Fire & Progress & Psychic & Electrical, X Gold) +300,000 MIN, At the start of each round, wielder selects an ability that is In Stock in the shop that it qualifies for but does not possesses and gains it as a Temporary ability, with this effect being a buff that stacks 200 times, Wielder may spend an action to select two entities from the Enemy List that are Level 59 or lower and normally fightable for drops and summon an entity that naturally possesses their combined stats and listed values, all of the Constant Effects and abilities of each, the subtypes of each, plus Bio-Horror, the elements of each, plus Fire, Fire Immunity, and the name 'Promethean Construct: Melding of <Entity 1> Plus <Entity 2>', with the resulting entity possessing the greater of the two component entities' Levels, with a max of 5 summoned, Wielder may spend an action to resurrect a Bio-Horror, with this action counting as being Electrical element

The Promethean Heart- (Accessory Aspect- The Promethean Fire, Bioagumentation, Fire & Progress & Primordium, X Gold) +300,000 CON, +3,000,000 HP as a non-stacking bonus, Fire Immunity against sources below Level 80, Wielder gains Fire as an element, Once per round, at the start of one of wielder's actions, wielder may choose to, as a debuff that stacks 5 times that, at its time of application, produces a buff that stacks 5 times, select a Constant Effect possessed by an opponent that is an entity that could be fought normally for drops on the Enemy List, cause that entity to lose that Constant Effect, and gain that Constant Effect itself, inflicting Burning on both the entity and itself if the debuff and buff application are both successful

The Promethean Fire (Level 59, 0 XP, # XP Required, Standard Multiplier x22 (Raised to x880 to bypass Level 60 cap))

The Promethean Fire- (Weapon Aspect- The Promethean Fire, Force, Fire & Progress & Primordium, X Gold) +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, 300%, Inflicts Burning, Wielder's attack actions that do not involve Mind as a Prime Attribute gain MINx0.5 as an additional Prime Attribute, Wielder ignores the Fire Resistance, Immunity, and Absorption of entities below Level 60, Wielder ignores the Burning Resistance, Immunity, and Absorption of entities below Level 60

The Promethean Spark- (Accessory Aspect- The Promethean Fire, Ioun Stone, Fire & Progress, X Gold) +300,000 MIN, Wielder's turn order determining stat becomes MIN, At the start of each round, each of wielder's allies selects an ability that is In Stock in the shop that it qualifies for but does not possesses (with unique non-PC entities being able to select abilities even if not normally allowed into the ability shop) and gains it as a Temporary ability, with this effect being a buff that stacks 200 times, Wielder's allies may choose at the beginning of a round to gain Fire as an additional element or as an element that replaces any chosen set of other elements they possess, with this replacement overriding future applications of those replaced elements

The Promethean Mind- (Accessory Aspect- The Promethean Fire, Bioagumentation, Fire & Progress & Psychic & Electrical, X Gold) +300,000 MIN, At the start of each round, wielder selects an ability that is In Stock in the shop that it qualifies for but does not possesses and gains it as a Temporary ability, with this effect being a buff that stacks 200 times, Wielder may spend an action to select two entities from the Enemy List that are Level 59 or lower and normally fightable for drops and summon an entity that naturally possesses their combined stats and listed values, all of the Constant Effects and abilities of each, the subtypes of each, plus Bio-Horror, the elements of each, plus Fire, Fire Immunity, and the name 'Promethean Construct: Melding of <Entity 1> Plus <Entity 2>', with the resulting entity possessing the greater of the two component entities' Levels, with a max of 5 summoned, Wielder may spend an action to resurrect a Bio-Horror, with this action counting as being Electrical element

The Promethean Heart- (Accessory Aspect- The Promethean Fire, Bioagumentation, Fire & Progress & Primordium, X Gold) +300,000 CON, +3,000,000 HP as a non-stacking bonus, Fire Immunity against sources below Level 80, Wielder gains Fire as an element, Once per round, at the start of one of wielder's actions, wielder may choose to, as a debuff that stacks 5 times that, at its time of application, produces a buff that stacks 5 times, select a Constant Effect possessed by an opponent that is an entity that could be fought normally for drops on the Enemy List, cause that entity to lose that Constant Effect, and gain that Constant Effect itself, inflicting Burning on both the entity and itself if the debuff and buff application are both successful


Awards-
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Rukathal Delivonday (Armocida)
Level 19 Outer Lord
Spirit, Chaos

HP: 380,000 (19,260,000 including the buff from Blessing of the Feathered Serpent & Star Arcana)
MP: 1,342,500 (21,660,000 including the buff from Blessing of the Feathered Serpent & Star Arcana)

STR: 3040 (8) (53,040 including the buff from Blessing of the Feathered Serpent & Star Arcana)
AGI: 6080 (16) (56,080 including the buff from Blessing of the Feathered Serpent & Star Arcana)
CON: 5700 (15) (55,700 including the buff from Blessing of the Feathered Serpent & Star Arcana)
MIN: 5700 (15) (55,700 including the buff from Blessing of the Feathered Serpent & Star Arcana)
SPI: 15200 (40) (65,200 including the buff from Blessing of the Feathered Serpent & Star Arcana)

Melee Attack - +106,080 (including the buff from Blessing of the Feathered Serpent & Star Arcana), 50% inflicts Awestruck
Ranged Attack - +112,160 (including the buff from Blessing of the Feathered Serpent & Star Arcana)
Magical Attack - +1,032,960 (including the buff from Blessing of the Feathered Serpent & Star Arcana)
160% Critical, 360% To Hit, 50% inflicts Awestruck, 300%, Inflicts Burning, +100,000 Damage to all of possessor's damage-dealing actions that are Light element as a non-stacking effect, +100,000 Damage to all of possessors damage-dealing actions that are Ice element as a non-stacking effect

Defense - +338,800 (including the buff from Blessing of the Feathered Serpent & Star Arcana)
160% Resilience, 640% Dodge, 15% Base Element Resistance, 15% Glory Resistance, 10% Destruction Resistance, 30% Darkness Resistance, 60% Time Resistance, Suffocation: No Future Immunity, Petrified: Time Stop Immunity, Vanished Immunity, 15% Resistance to T1 and T2 subtypes that used to be base subtypes at an earlier point in the thread but are now nonbase subtype, Individuals below Level 40 cannot inflict status effects on possessor, Immune to SPI Damage from sources below Level 60, Immunity to Minor Status Effects and Immunity to Moderate Status Effects, Wielder is Immune to sources below Level 60

Spirit Allies - 112

Spiritual Attendant Rush- (Technique Ability, Shrine Maiden) Possessor may use 'Spiritual Attendant Rush' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used by possessor as part of said action, said action involves the casting of a Spirit Magic spell, and possessor possesses at least 20 Spirit allies. Said action gains +((Possessor's number of Spirit allies, to a max of 1,000)*1,000) Magical Attack, gains a (Possessor's number of Spirit allies, to a max of 1,000)% chance of inflicting Fatigued: Stun, count as involving (Possessor's number of Spirit allies) additional Spirits, and gains '(Possessor's number of Spirit allies/100, to a max of 10) hits against (Possessor's number of Spirit allies * 10, to a max of 10,000)' 224,000 Magical Attack, 224% chance of inflicting Fatigued: Stun, 2 hits against 2,240

FROM GRACE & GLORY

Planetary Traits- (Passive Ability, Other: Worldbound God) If possessor is a Planetary, possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 2 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 2 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 2 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 2 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 2 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Possessor also gains the Deity Effect:
Bestow Worshipper Benefits- Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 to all stats per level of worshipper, to a max of possessor's Level, Deity Effect
Has RP effects including potentially getting a Deity entry in the Cathedral of a Thousand Pantheons, the ability to control the worshipper benefit status of a list of worshippers, and being partially bound to a world.

Rukathal and his entourage make a trip to Seirei. Having heard of the world rich in spirits and spiritual activity he is curious about what kind of wonders this world holds. He steps through the portal to set forth for an adventure into the unknown.
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Re: The Spirit Emporer Ventures Forth

Post by Aeromage »

Rukathal enters the Seirei Portal Chamber.

The main portal to Seirei seems to have a solid, opaque barrier blocking it off. A labyrinthine pattern of blinding light shifts and whirls mesmerisingly through it, and the nascent Spirit Emperor can feel the power of his goddess radiating from within.
It looks like something's going on there. Perhaps it will open up again if he waits?

There's also a baroquely-ornamented set of white-and-gold doors, with a gold plaque reading 'To (Somewhere) In The Spirit World' above it.

There's a phone booth present in the portal room. It looks like its designer got confused and cross-referenced baroque cathedral architecture somewhere along the line. It has an extremely ornate white-and-gold earpiece, and a small slot with 'Insert Tickets Here' embossed above it. Below that is a small list engraved in gold on a plaque of shining marble.

Finally, there's an elegant, sleek archway through which space folds strangely. Embossed into its surface are the words "Seirei Travel Nexus".
The words 'Seirei' and 'Nexus' are shining on the arch.
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Re: The Spirit Emporer Ventures Forth

Post by Armocida »

Rukathal enters the doors to the spirit world. As soon as he is through the portal he is going to make sure he is buffed with:

Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack
Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff
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Re: The Spirit Emporer Ventures Forth

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Rukathal, wreathed in a replica of Kit's Grace and Glory, and followed by the Many-Faced Palanquin of the Spirit Emperor, enters the gilded white doors that swing open at his approach. He immediately applies the Blessing of the Feathered Serpent and Star Arcana, before taking in his new surroundings.

Myriad shards of fractured light spill out from everywhere around him, facets and rainbows and glittering shards setting odd angles and keen edges to the world. Great pillars of geometric crystal cleave through caverns of translucent geodes, towers of crystal both organic and chiseled, pathways and bridges of varicoloured glass, all glimpsed when Rukathal looks in the right direction, at the right angle.

He stands within a tall, vaulted space, half-cathedral, half-crystal cave in appearance, its milky-white crystal pillars too irregular and asymmetrical to be something truly wrought with intent. The air rushing through the cavern is pure and clean, and he can make out music, its notes soft and high and everchanging on the edge of his hearing.
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Re: The Spirit Emporer Ventures Forth

Post by Armocida »

Rukathal is going to follow the music and try to find out where it is coming from.
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Re: The Spirit Emporer Ventures Forth

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Rukathal follows his ears, and makes his way against the wind rushing through the caverns. The music continues, high and ethereal at the edge of hearing as he makes his way through the glittering, multifaceted cavern and tunnels beyond.
Parts of the tunnel look almost constructed, with the suggestion of archways and handrails, galleries and stairwells, their form indistinct and illusory as he gets closer, scattering into mere coincidences of refracted light and crystal outgrowths.

The would-be Spirit Emperor reaches an area that almost looks like the inside of a tall, hollow tower, with tunnels and entrances set at erratic intervals from its base, spiralling up its form to vanish into an eye-twisting distant blur of shifting refractions and facets high above. Its walls are sheer, and there is no obvious way up.

The wind shifts fitfully here, blowing from one tunnel entrance, then another- each heralding a different, crystalline aeolian note. Some of the entrances are blocked off with tumbled cascades of crystals, while others seem to have had crystal growths block them or alter their form.
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Re: The Spirit Emporer Ventures Forth

Post by Armocida »

Rukathal calls forth his geo-cartographer mages to have them manipulate the terrain to clear the path for passage.

Served by a Guild of Mage-Cartographer Spirits Who, Using a Mixture of Spiritual Geomancy, World-Law-Based Outer Litigamancy, and Sending Their Legions of Land-Spirit Servants to Possess Terrain Features, May Establish Control of Lands and Nations- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of gaining control of a Terrain, Phantom Terrain, or summoned Large Structure, provided said Terrain, Phantom Terrain, or summoned Large Structure isn't controlled by an opponent who either is 20 or more Levels greater than possessor, is Level 80 or greater, is a Spirit of equal or greater Level than possessor, or is a Deity, and to count as possessing 5 additional Spirit, Spirit & Human, Spirit & Animal, Spirit & Umbral, or Spirit & Elemental allies until the end of the round.
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Re: The Spirit Emporer Ventures Forth

Post by Aeromage »

The Spiritual Guild of Mage-Cartographers attached as part of Rukathal's entourage sets forth!

They find... some resistance. The area is definitely extremely spiritually-aligned. This means they can't exactly use the 'spiritual possession' angle to deal with things as well as they might, as the place is already full of spirit. If not Spirit. In addition, they report the area is heavily aligned with the element of Crystal (2), which, despite its delicate appearance, is one of the most resilient to being broken out there.

They can seem to open up some of the tunnels that were blocked by shifting the growths and trying to shift away the fallen cascades, however. It's just slow going.

As one of the tunnels at ground level is cleared, a great blast of wind bursts through it, issuing forth a thunderously-loud, clear note at a perfect B flat, adding to the intermittent musical notes flowing from the other clear tunnels.

The Cartographer-spirits report that similar blasts of wind seem to build up behind the other blockages at random, too. Clearing those would probably end up resulting in more notes playing at intervals.
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Re: The Spirit Emporer Ventures Forth

Post by Armocida »

Rukathal and the mages try once more to get the crystal blocked tunnels to clear out. Rukathal places his wispy hands on the crystals to feel the spiritual energies within. He attempts to sway the spiritual crystals to do what he wants with the Grace & Glory.


The Land Itself Is Alive With Spirits- (World Law, Binder) Whenever a Terrain, Phantom Terrain, or Zone is created, its creator may choose to summon a Spirit of equal or lower Level that is normally fightable for drops on the Enemy List, with that Spirit having to share an element with the Zone in the case of a Zone, having to share an element with the corresponding Square Mile of Terrain in the Shop in the case of Terrain or Phantom Terrain, with Illusion additionally being selectable as an element in the case of Phantom Terrain, but only if the Phantom Terain's creator possesses the ability 'Illusionist' or is Illusion element; if the Terrain, Phantom Terrain, or Zone's creator does not decide to do this or is unable to do this, each opposing side of battle's highest Level member (determined randomly in case of ties, with unique individuals being selected over non-unique ones if possible) may choose to summon a Spirit of equal or lower Level than the Terrain, Phantom Terrain, or Zone's creator that is normally fightable for drops on the Enemy List, with that Spirit having to share an element with the Zone in the case of a Zone, having to share an element with the corresponding Square Mile of Terrain in the Shop in the case of Terrain or Phantom Terrain, with Illusion additionally being selectable as an element in the case of Phantom Terrain, but only if the Phantom Terain's creator possesses the ability 'Illusionist' or is Illusion element

Served by a Guild of Mage-Cartographer Spirits Who, Using a Mixture of Spiritual Geomancy, World-Law-Based Outer Litigamancy, and Sending Their Legions of Land-Spirit Servants to Possess Terrain Features, May Establish Control of Lands and Nations- (Passive Ability, Shrine Maiden) Up to (Possessor's Level/5, rounded up) times per thread, before one of possessor's actions (with the option to occur more than once before the same action), possessor may choose to have a (Possessor's number of Shrine Maiden abilities/5, rounded up, to a max of 500)% chance of gaining control of a Terrain, Phantom Terrain, or summoned Large Structure, provided said Terrain, Phantom Terrain, or summoned Large Structure isn't controlled by an opponent who either is 20 or more Levels greater than possessor, is Level 80 or greater, is a Spirit of equal or greater Level than possessor, or is a Deity, and to count as possessing 5 additional Spirit, Spirit & Human, Spirit & Animal, Spirit & Umbral, or Spirit & Elemental allies until the end of the round.

*The Grace and Glory of the Timeshadow Goddess- (Armor, Aura, Time & Light & Air & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 AGI, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, +8,000,000 MP as a non-stacking bonus, Wielder's Base AGI, if lower than or equal to the Base AGI of a gearless instance of the PC 'Kit Timeshadow' on the PC List, becomes one point higher than the Base AGI of a gearless instance of the PC 'Kit Timeshadow' on the PC list, Wielder's Base SPI, if lower than or equal to the Base SPI of a gearless instance of the PC 'Kit Timeshadow' on the PC List, becomes one point higher than the Base SPI of a gearless instance of the PC 'Kit Timeshadow' on the PC list, 160% Dodge, +160% Dodge, The greatest of AGI, CON, and SPI becomes wielder's HP-determining stat, wielder's per-item Defense bonus caps become based on the greater of wielder's AGI, CON, and SPI, Wielder gains the subtype Planetary and the ability 'Planetary Traits', Wielder is Immune to sources below Level 60, 'Overdrive' actions possess no inherent MP cost for wielder, Wielder may, at the start of each round, choose between Dominion and Charm, become Immune to the chosen status effect for the round's duration as a buff, and then select any number of opponents, having a 60% chance of inflicting the chosen status effect on each chosen opponent, Wielder may inflict a chosen minor positive status effect on each ally (including wielder) at the start of each round, choosing separately for each ally, Wielder's devout worshippers, if in possession of an AGI value below half of wielder's AGI value, may use half of wielder's AGI value as though it were their own, Wielder's devout worshippers, if in possession of an SPI value below half of wielder's SPI value, may use half of wielder's SPI value as though it were their own, Each time wielder obtains an extra action (not including through turn-order assignment) that is not a counter, each of wielder's devout worshippers has a 1% chance of obtaining an extra action (to a max of one per round per worshipper) with the same restrictions as the one wielder obtained, Wearer must be a deity named 'Kit Timeshadow'
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Re: The Spirit Emporer Ventures Forth

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Rukathal adds his own power to the mix, and calls upon his gifted Divine Relic to further empower him!
Said divine relic is not the actual artifact, although it's potent enough to boost Rukathal's position as 'Spirit Emperor' regarding matters of authority. This helps him make more headway in commanding the spiritually-empowered crystals to recede, despite a discrepancy in levels between himself and the area in question.

As more of the crystal blockages are removed from the tunnels, more blasts of air, each carrying a thunderously-loud note join the interruption-riddled flow of music filing the hollow crystal tower-structure. The more growths are removed, the more notes join the growing chorus, which is starting to sound like an actual, coherent piece of music.
By the same token, however, the more growths he removes, the louder the music gets, and the stronger the wind filling the edifice becomes- it's already growing to a level where it's getting painfully loud, and some of his lesser retinue are getting blown away by the sheer strength of the winds.

If he continues to clear the growths and allow the music to flow uninterrupted, he feels he- or at least, his spiritual orchestra- might learn something. On the other hand, it could get rather dangerous for him to stick around to do so.
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Re: The Spirit Emporer Ventures Forth

Post by Armocida »

Rukathal will continue to press forward with clearing the blockages. The spiritual orchestra is learning the tune and is attempting to play along.
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Re: The Spirit Emporer Ventures Forth

Post by Aeromage »

The blockages continue to be cleared, causing the air to thrum and shudder with the sheer force of wind and sound now flowing through and from the passages. The volume increases as more passages are unblocked, and the spiritual orchestra valiantly tries to play along as the music swells with each added, unblocked note.

Rukathal takes Moderate damage from the force of the wind and sonic pressure. Is he sticking around to let the orchestra learn the piece fully?
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Re: The Spirit Emporer Ventures Forth

Post by Armocida »

Rukathal persists with the clearing to have them learn the piece!
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