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deal of practice and patience to best put to use. While any Combat Class
Slayer can make use of their magics, a critical strike can only be gained with
the bonus of a good aim. As most of these magics increase reflexes, or
speed, it's easy to misjudge one's aim.
Combat Class Slayers can utilize up to six magics at one time, but only
through more training can they switch-out the magics for more powerful
ones. When a Slayer first graduates from the Combat Class they can only
choose from the First-level Combat Magics.
These enchantments are not like Abilities, they do not need to be spoken
alloud to activate. Although when they are in use, an aura glow will
generally flare up around the user.
First-level Combat Magics
Speed Increase ~ The most basic of combat magics, but the most useful.
Speed Increase causes the user's speed to increase to the point where
they're moving as a blur instead of a solid object. While this magic is
equipped the individual will find their own sense of sight somewhat
blurred around the edges, so a lot of practice is needed to get use to the
speed in which they can now move.
Reflex Dash ~ Unlike "Speed Increase", reflex dash does not alter the
speed in which a Slayer can move. Rather it directly affects their reaction
times, and gives them a sort of extra sensory ability to feel when a next
attack may be coming for them. It allows them increased evasive
capabilities, and by the time a Combat Class Slayer reaches the final level
of the Combat Class they can generally use this enchantment to avoid most
- if not all - physical blows.
Death Tyrant ~ A first-level striking ability, it adds to the natural strength
a Slayer already possesses and adds more kick behind a physical attack. It
can causes a normal swipe of a set of claws to be enough to shatter through
rock and bone, or make a bite so deadly it damages nearby tissue.
Unforgivable ~ A tricky attack to master, the Unforgivable adds a flare of
defensive magics to an oncoming attack, allowing for the user to retaliate
with a sudden block that can cripple and further damage the attacker. It's
somewhat of a defensive-block, as the attack sent at the user is absorbed
and it's energy is thrown back at the attacker in a physical blow. If done
right the user won't gain any wounds from the blocked attack, but if done
sloppily the user will receive full damage of the original attack.
Blood Feud ~ Sometimes referred to as suicidal attack, Blood Fued is only
available to use after the Slayer has gained a fresh open wound. When
activated this enchantment causes exposed blood to gather around the
forelimbs, and depending on the amount of blood it adds an explosive
result to physical blows. It can result in flesh being obliterate off an
enemy, or it's entire body being destroyed in one hit. The damage depends
on the amount of blood used behind the attack. [Will only work with Open
Wounds, those with a high healing factor or without blood in their veins
will not be able to make use of this]
Recoil ~ An evasive strike that allows for the Slayer to dodge-teleport out
of immediate danger.
Sudden Death ~ One of the most powerful low-level attacks, Sudden
Death causes all nearby energies to focus in one the final blow of an attack.
It does not activate until the final hit, when energy capsizes and implodes
in the point of contact on the enemy, desimating their flesh and bones in a
ripple-effect which turns them to a harmless pile of liquified mass.
Shadow Strike ~ A low-level variant of the Phantom Cut, Shadow Strike
causes two consecutive hits to follow the first blow from the Slayer. It
literally causes the follow-up strikes to hit the same spot flawlessly, so
when an initial strike hits a deadly area the two hits will hit the same mark
following that.
Silver Flare ~ An attack for when only silver will do. Causes an elemental
blast of silver shards to flare up around a physical blow, striking in to the
flesh of the enemy. With the right aim, this attack can prove fatal.
Second-level Combat Magics
Phantom Cut ~ One attack that Slayers, even years after learning it, are
still awed by. It's a ferocious attack that causes one strike to be "mirrored"
by a phantom illusion of the user. To a casual observer it looks as if the
Slayer is attacking from all angles, the magics around the area mirroring the
user's attacks perfectly. One deadly hit on one target causes the mirror of
that hit to hit another target, and in the matter of seconds multiple enemies
can be taken down.
Judgement Cut ~ A power-heavy concentration of power that can
literally cause flesh and bone to break under strain if not used immediately.
Judgement Cut causes reserve magics in the area to all focus in on one
attack, allowing for one blow to literally destroy an opponent's defences
and break them all apart, and then follow through with a direct hit of
immense physical force. When combined with Weapon's magics Judgement
Cut can be the final fatal blow, or the destructive of an opponent's
defences. It's most useful against non-Shade Warriors, but if it must be
used against them it can at least shattered any defences they have activated.
Silver Sage ~ Specifically oriented to be used against Shade Warriors.
Silver Sage causes a silver-aura to taint the user's shadow. When an attack
is followed-through the silver-aura follows up with a direct strike of purest
silver in an explosive reaction of silver needles. With the right placement of
the initial hit, Silver Sage can down a Shade Warrior permanently.
Feral Claws ~ An energy-regeneration enchantment, it causes blood-lust
to cloud the user's visions, literally narrowing their world in to red hues
while adrenaline pumps through their veins and the wounds they may be
sporting are numbed to an efficient level. When Feral Claws is in effect the
user's speed and reflexes are increased, as is it's generally lust for killing.
Generally only used when the Slayer is running low on energy, cornered, or
when a Healer isn't immediately available to stave off death.
War Dynasty ~ Causes all the released energies, raw magics, and
malevolence in an area to be concentrated into the Combat Slayers next
physical attack. So powerful that when it strikes the target it causes an
implosion of energies to shatter through the target. Destroying the target
completely, as nearby land is ravaged, upturned, and raw magics are
depleted. If the target is missed, these powers will impact with the air or
landscape, and cause enormous physical damage to the surroundings. Can
be deadly if the target is missed. Use with the utmost caution. [Restricted
to Level 3 Combat Slayers]
Ultimate Combat Magics
Corporeal Blow ~ Famed for its power against those with forms not made
of flesh and bone, Corporeal Blow is a deadly and destructive force. It
causes the physical blow of a Combat Slayer to "scatter" the physical form
of a target into molecules, tearing them apart and "killing them" instantly.
Only works against those who have forms made of Spirit Essence, Space
Essence, or other energy-based forms. Those affected by Corporeal Blow
can be "put back together", but it can be a time consuming process. Those
individuals who have the power to resurrect after such a blow will find it
takes longer to do so after sustaining a hit from this attack.
Phantom Strike ~ A magic that allows for the user to strike against an
enemy no matter if they can be seen, or are out of the user's physical
striking range. Causes the "mirror' of a Slayer's attack, when used against
thin air, to impact the target. Best used when the user can picture
themselves delivering a fatal blow, as the Phantom Strike will mirror that
blow for real against the target. Impossible to block.
Fatal Judgement ~ Single use. The next time the user lands a physical
strike against an opponent, they will have the whole of their energies
transferred to the Slayer, and their body will be reduced to breaking bones
and crumbling ash as their life-force is shattered. Can only be used when
the Combat Slayer is at the peak of their energy, and then not again for
twelve hours.



