Defensive Class Slayers are not front-line fighters. Their magics center
around the ability to protect and cover their allies from receiving excessive
damage. Through their ability to channel the powers of others they can add
an extra helping of damage to surrounding enemies; increasing the damage
their allies cause.

They are not a standalone Slayer Class, as Defensive Slayers are dependant
on the powers available from others. Without that, a Defensive Slayer is
purely defense magics.

At achieving Level 1, a Defensive Class Slayer can learn up to 4 Defensive
Shells, and 3 Channeling Calls.

At Level 2,  they can equip 5 Defensive Shells, 5 Channeling Calls, and 2
Area Effects.

At completion of Level 3 training, a Defensive Slayer is taught how to
Channel all powers available through their allies. Due to the dangerous
nature of the channeling, achieving Level 3 in this Class can take immense
work.  Level 3 Slayers in this Class can take on  6 Defensive Shells, 7
Channeling Calls, 3 Area Effects, and 4 Blood Magics.

-------------
                                       Defensive Shells

Energy Blockade
- Calls forth a semi-transparent wall of nullifying
energies that erupt in the air before an ally's position. The energy wall
causes any energy-based powers, abilities, or Forms, to be dispelled.
Energy Blockade can only nullify the effects of two attacks before it
dissolves.

Warrior's Rest -  A physical shell of translucent light falls over a small
area, protecting the allies within it's boundaries from any physical attack.
While within this shell the allies have a portion of their energy restored.
Shield can stop physical assaults, but is weak against power based attacks.

Critical Aid - Summons a shield of power that will remain impenetrable to
harm for as long as the Defensive Class Slayer is alive. Can be used to
cover Healers and the Defensive Slayer itself; providing the perfect cover
for those Classes who are not front-line attackers.
[Only available to Level
2 or Higher]

Damning Shell - The space in front of an ally is turned into solid spiked
silver; creating a wall of deadly spikes that can skewer Shade Warriors
without warning.

Recoil - Causes the next attack aimed at an ally to be redirected back at the
caster, with two times the original force.

Aura Flare - The energies around a target ally are summoned into a
makeshift aura-shield that pulsates and then flares outwards upon the next
physical blow. Will obliterate the physical body of any flesh-based
attacker, while paralyzing spirit-based ones.

Guardian's Blessing - Raises a temporary shield over the entirety of a
Slayer's allied force. Protects them from the next attack, no matter what
type of attack or who is casting it. Can block divine-form powers.
[Only
available to those of Level 3]

Abide The Divine - Black glass-like energy surrounds the target, sealing
them within a sphere that is strong enough to hold even a ballistic WoR in
its grasp. Spirit Essence rings will converge around the sphere, completing
the bindings. Can only hold one target at any given time, and can only
actively be used on one target at a time. Strong enough to withstand
divine-form powers, this shell will only break if the one who summoned it
is knocked unconscious/has their energy depleted/is killed.
[Only available
to those of Level 3]



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

                                       Channeling Calls
Channeling magics take on the powers of allies, allowing a Defensive Slayer
to burrow them. Leeching powers from others comes with a lot of risk, as
traces of an allies 'mentality' can be transferred with the use of the power.
Those of a weak mind or power level should not rely upon Channeling
Calls, as they will be taken over the powers they leech, and end up useless
in battle.

Healer's Channel - Allows for the user to channel the power, or ability,
of a nearby Healer's Slayer magics. Single use.

Complete Recovery - User channels the energy of nearby allies to restore
their own energy levels. Causes allies to suffer from a temporary dip in
energy level.
[Level 2 or Above Only]

Scout's Channel - Allows for the user to channel the power, or ability, of
a nearby Scout's Second-Level Slayer magics. (User cannot channel sensory
manipulation) Single use.

Tactical Channel - User can summon a single Level-One Tactics Class
magic. Single use. If Destructive Magic is used, will deplete energy levels
of user.

Combat Force - Allows for user to channel the speed-increasing powers
of a nearby Combat Slayer. Single use.

Elemental Discharge - Allows for use to channel the elemental powers of
a nearby Elemental Slayer. Can call down an explosive hail of fire, a
freezing wave of ice, deadly sharp wind blades, or collapse earth. If used,
will cause any other active magics being used by the user to dispel until the
effects of Elemental Discharge have passed. Single use.

Power Struggle - User is able to channel all powers of a nearby ally, not
including Slayer Magics. Must maintain physical contact with ally to use
powers.
[Level 2 or Above Only]

Channeling Mastery - User is able to channel all powers from nearby
allies, not including Slayer Magics. Only one power can be used at a time,
and one ally in the area must be in possession of the power being used;
unless Defensive Class Slayer is in possession of  Sealed Blood.
[Level 3
Only]


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

                                          Area Effects

Debilitation
- Disorients all targets within area of sight. Disables them
from being able to concentrate, allowing for concentration-based powers
and abilities to be broken.

Concealment - Throws all allies within area of sight into a protective veil
which hides them from the sight of enemies. Lasts only while Defensive
Slayer remains unmoving.

Reaper's Territory - Summons a thick black fog to the battlefield which
burns away  all enemies with a flesh-form. Slows movements of all other
enemies.

Regenerating Energy - Restores the energy levels of all entities within
area of sight. Will restore energy levels of both allies and enemies. Use with
caution.

Shadow Grasp - Works best in dark areas, or under the darkness of night.
Causes all enemies in area of sight to be unable to move; darkness acting
like bindings around their body.
[Level 2 or Above Only]

Power Implosion - Causes all active powers in an area to turn volatile;
exploding outwards and then colliding back to the center of the area. Will
cause extreme damage to all targets in area of sight.
[Level 3 Only]



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

                              
     Blood Seals & Blood Curses
                                         [Level 3 Only]


Healer Dissent - Cancels all the Healing Magics on a target. If cast on an
ally, will restore the energy of the Healer who previously healed them.
However wounds will slowly return to the extent they were before. Best
used when a Healer is in immediate aid of full energy restoration.

Power Seal - When a donation of blood is given freely to the Defensive
Slayer, they can Seal one power of the donor into the blood. This power
can then be used at a later date. Blood is often sealed in a flask, or within a
scroll, and sealed with an energy stamp which tells the blood's power.
Scrolls only have One Use, while a Blood Vial/Flask can be used until the
blood dries out.  However, Scrolls can bind divine-form powers, vials
cannot.

Sacrificial Defense - User takes on the damage a nearby ally has
received, restoring that ally to full power. Ally remains in this restored
state until the user is healed, or the blood no longer runs from the
Defensive Slayer's burrowed wounds.

Cursing Backlash - Upon spilling the blood of an enemy, user can Seal
the enemy's powers. Powers will remain locked away until the blood curse
is removed by the user, or destroyed by a Curse-breaker.

Sinner's Trust - The next time an enemy wounds an ally, that enemy's
energy is transferred to its intended victim.

Blight - Temporarily creates a Seal which blocks the creation of any, and
all, powers within an area. Seal will only last up to five minutes, and only
Healing Magics of allies will still be able to work.

Spiritual Refuge - Creates a temporary pocket realm in which up to three
allies can be sent to. Within this realm, they can heal themselves or recover
from other damages. Pocket realm lasts only as long as the Defensive
Slayer can sustain it; the more allies within it, the more concentration and
blood sacrifice it requires. In order to create this, the user must spill its
own blood.
Battle Prides is Copyright 2002-Beyond
Alicia Brons.
setstats