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| Scout Class Slayers are unlike other Slayer Classes, in that the spells they can learn are not directly related to magic levels or training time. All Scouts have possession of First-Level Magics, though their skill level with each depends highly upon the individual. Second-Level Magics are learned similiar to other Class Magics, with the Scout being able to choose up to five to learn. Ultimate Level is taught on an individual basis, and thus no preset spells exist for this level of skill. Scouts are trained either as assassin-types or spies. They are a Slayer Class that cannot survive beyond the Border without stealth, and thus any Scouts below minimal training levels should never cross the Border without the air of a Guild behind them. These magics are not like Abilities, they do not have to be spoken to be activated. Similarily, they cannot be copied or stolen by Abilities. First-level Scout Magics (Sensory Manipulations) Nijya ~ Touch sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making it so even they come into contact with the Scout they won't feel it or be aware of it. Koyja ~ Smell sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making it so even if they're in an area the Scout is - or even in close proximity - they won't be aware of it. Honya ~ Taste sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making is so even if they come into an area riddled with poisons and viral airbourne entities they won't be aware of it. Yunla ~ Hearing sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making it so the individual or group cannot hear the Scout, even if they're speaking or breathing right next to the individual. Sehna ~ Sight sensory manipulation. Allows for the Scout to move freely around areas, it's presence cloaked from any and all individuals in an area. Requires a great amount of training to master; as Sehna must not only affect an individuals sight of one Scout, but also the changes that Scout causes to an area; ie; it's shadow, shifting leaves, etc. Second-level Scout Magics Hidrau ~ Allows the Scout to see through the eyes and senses of any small non-sentient creatures up to 8 miles from their current position, and in all directions. Nuazu ~ The Scout causes a targetted area of land to turn volatile, exploding in a mass of silver needle-like shards. Korama ~ Causes the Scout's physical speed to increase tenfold. Tathunaru ~ Any Summoning Magics are instantly controlled by the Scout upon the activation of this spell. It causes the Summoning Magic, and whatever it summoned - be it creature or power - to be useable to the Scout. Hyraku ~ Allows for the Scout to momentarily take on one spell from another Slayer Class, of the First or Second level Magics, for one use. Yadan ~ Causes a mass of infectious smoke to explode into the area around the Scout; suffocating any enemies that are nearby or weakening them in the case where they don't require air. Only the Scout is able to see through the smoke, so this does put allies at a momentary disadvantage until the smoke clears. Furomi ~ Sends a flurry of silver needles and spirit-essence chips in to the area surrounding the Scout. Not enough to kill, but enough to disable any nearby threats. Kyusa ~ Creates a shadow-entity of the Scout, which possess all spells of the Scout Class but can only use up to three spells before it fades from existance. Cannot cause physical harm. Nuremai ~ Causes momentary disorientation to any nearby enemies. |
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| Battle Prides is Copyright 2002-Beyond Alicia Brons. | |||||||||||||||||||||||||||||||||||||||||||||||||