From Terrasphere
Line 20: | Line 20: | ||
<div class="bname">Awakened</div></div> | <div class="bname">Awakened</div></div> | ||
− | <span style="color:#517cdf">Warding</span> gives the user the ability to create temporary magical barriers that negate physical damage against themselves or their allies. These barriers have a pale blue appearance and can be used to remove or apply debuffs to allies and opponents. | + | <span style="color:#517cdf">Warding</span> gives the user the ability to create temporary magical barriers that negate physical damage against themselves or their allies. These barriers have a pale blue appearance and can be used to remove or apply debuffs to allies and opponents.<br><br> |
<div class="gcontain" style="margin-top: 25px"> | <div class="gcontain" style="margin-top: 25px"> |
Revision as of 01:05, 20 January 2018

Standard
Energy
Range


- Defense
- Disruption

Awakened
Energy
Range


- Magic
- AoE Defense
Skill Set
Defese | Parrying allows the user to stop physical attacks from harming them by deflecting, blocking, or locking the opponent's weapon with their own. Parrying does not work without a weapon. |
Visual Perception | This grants the user heightened visual perception. In combat, it can be used to aid the user in defending themselves. Out of combat, it increases their observation of motion. |
Counterattack | In tandem with parrying, the user can also to retaliate, capitalizing on the opponent's mistakes to deal damage back at them. Counter-attacks also allow the user to take advantage of their heightened defense skills to put themselves in better position for attacking. |
Disrupt | The user disrupts or distracts the opponent with various attacks, preventing them from concentrating on other tasks. These techniques can also interrupt the opponent's actions. |
Defense Wards | (Awakened) These spells allow the user to summon an area-based ward that stops physical damage aimed at them and 3 other allies (maximum 4 targets) who are within said ward. Those who are protected by the ward take half of the damage they would otherwise. The ward can be summoned away from them as well, though they won't recieve its protective effects. Repeat use of wards will gradually cost more energy, however. |
Disrupt Wards | (Awakened) These spells allow the user to summon an area-based ward that disrupt opponents, doing things such as slowing their movements or making them less likely to hit. |