A potential Slayer should be aware that the Tactics Class is one of the
more dangerous Classes to master. If one were to ask a Tactics Slayer if
they'd ever been caught in their own traps, the answer will almost always
be yes. Traps are effective, but ultimately, not a controlled magic - and
they can affect not just enemies but allies.

Because of this, the Tactics Class is sorted into specific Specialist Builds,
so that one can train solely in the area they're better equipped to handle.
Should one not be of the mind that keeps calm and steady in the throes of
battle, then they should not choose this Slayer Class as their area of study.
Destructive Magics are deadly, and can kill those who are too weak to
handle them.

When achieving the Level 1 Ranking in this Class, one may choose up to
Five First-Level Magics. They may not learn any of the build-specific
magics until reaching Level 2, and then they can learn Seven First-Level
Magics, and up to Four of the Specialist build they choose.

Upon completion of the full training of this Class, a Slayer can learn up to
Nine First-Level Magics, and up to Six of the Specialist build they choose.
(Fifteen Magics total)

First-Level Magics consist of a range of Magics that give one a taste of the
magics utilized by all the Builds. It's a good idea to have in mind what
Build you want your Slayer to master, and choose the First-Level Magics
that would benefit them most.

Please note that when choosing a Build, one must stick with that Build. A
Slayer cannot change their Specialist Build after it's been chosen.


First-Level Magics

Bitter Teeth - A defensive trap commonly used on allies, or upon the
Slayer itself. Causes a trap to settle in around the target's aura, and when
the trap-covered individual sustains a physical blow the trap activates. An
explosion of silver 'teeth' will erupt from the individual's aura, cutting
through anything caught the target. This trap only has a radius of two feet
in every direction, so only the immediate attacker will be affected.
(Trap)

Shra-ves - Spirit Flames engulf the  target's Aura, burning away anything
unnatural tied to the Aura, as well as creating a temporary defensive barrier
around the target. When used against an enemy like a Shade Warrior, it can
burn most of their physical form away. Careful when using this on an ally,
as it will cause energy drain and also soul damage if they're of a corrupted
or darkly influenced nature.
(Destructive Magic)

Light's Out - Sets a layer of concealed magic down upon an area, which
becomes activated the minute someone steps into the affected area. Causes
those caught in the area of magic to instantly lose all use of their senses.
Lasts for up to five minutes, but if more than one layer of magic is set in
the same area of effect, it adds an additional five minutes.
(Trap)

Insight - Allows for the Slayer to recognize, and predict, the next magic or
attack to be used by the target.
(Psionic)

Denial - Energy flares out and blocks the next magic, or power, activated
by the target.
(Counter-Curse)

Weapon's Barrage - Summons a wave of small, silver-tipped, weapons to
the battlefield. Can be used as a wave of attack, or to summon weapons for
use by allies or the Slayer.
(Weapon's Magic)

Juvali-mnahi - Sends out a violent-hued wave of energy that  causes the
oxygen properties in the blood, of those touched by the energy, to turn
volatile. Tearing the physical body apart moments later when the blood
explodes in their veins.
(Destructive Magics)

Rust - Corrodes the weaponry of targets, reducing metallic or earth-based
weapons to rusted dust in the matter of seconds.
(Weapon's Magic)

Further Prevention - Prevents those in the area from being able to target
individuals under the effects of a Healer. If they try to, their energies will
be rapidly drained.
(Traps/Psionic)

Pawhold - Makes it impossible for the Slayer, and those within ten feet of
the Slayer, to be knocked down or harmed by environmental magics.

Tactical Retreat - A wave of magic spreads outwards from the Slayer,
causing all those touched by the energy to have their speed increased
temporarily. Allows for a quick escape, or the increased speed of
movements in battle, depending on how it's used.

Dodge - Allows the Slayer to teleport, but only to an area within it's line
of sight.

Build Specific:

Traps Specialist
This build mainly uses the strategy of setting traps to cause the most damage possible. It
is mainly viewed as a defensive build, as the traps are set around the perimeters of a Guild
to weaken enemies before the rest of the Guild is able to fight. Trap Specialists have to be
masters of strategy and  planning, as Traps do not know the difference between enemy and
foe.

Weakness - Sets a veil of magic over an area that activates thirty seconds
after it's been set. Causes those caught in it's area of effect to be
momentarily weakened to the extent they're unable to cast any magics, or
attack. When used against those who require air to survive, it can cause
them to lose consciousness from the sudden weakness of their lungs.

Soul Fever - A trap that activates when a creature lacking the presence of
a soul enters the area of effect. Causes extreme disorientation, and freezes
all movements of the affected.

Tar Field - Lays a net of unseen energy over an area within line of sight.
When enemies touch upon the effected land, their movements are slowed
by an unseen sludge-like force that sticks to them and leaves them open to
attack. The more they try to move, the thicker the unseen sludge becomes
on them, bogging them down further and further.

Frozen Lash - Offensive Trap. When laid in an area causes the next entity
to come near it to activate it. Whips of frosty blue energy will snap up
from the ground and slice into the entity. Freeze-burns the areas it lands a
hit, and can be deadly if the enemy touches the center-most area of the trap.

Leeching Ripple - Works best near water or a lot of bloodshed. Causes
liquid to turn into a power-leeching trap which affects all who touch it.
Their powers and energies will rush out into the liquid, quickly abandoning
the individual. Does not know the difference between ally or enemy, and
can even affect the Slayer who casts it.

Volatile Ground - Turns the ground into an explosion waiting to happen.
Connects directly to the user's thoughts, so will activate when desired to.
Causes ground to explode, and will obliterate anything caught within the
affected area.

Feedback - Trap which when activated will cause all magics used in an
area to be "thrown back" into play on the battlefield all at once. Causes
devastating damage, as the powers all converge and destroy those caught
within the wave.

Denied Healer - A trap which causes all previous wounds an entity has
received in its lifetime to surge back into existence. Can cause immediate,
gruesome, death.

Marker - Makes the outline of a trap visible to allies, to reduce the risk of
friendly fire. Is not always accurate.

-------

Psionic Drains Specialist
Uses magics to quickly, and efficiently, cut down the power levels and concentration of
enemies. Can reduce the threat level of enemies a great deal. Mainly a back-line Build,
Psionic Drainers are masters of disabling.

Back draft - Doubles the amount of energies used by an enemy's next
attack, causing a leak in their power level which continues to grow more
pronounced with each attack the enemy attempts. When attempting to use
a power which requires a large concentration of power, the enemy will find
themselves damaged by their own power and downed for the count.

Misplaced - Switches the internal energy-pathways of the target, causing
them to miscast spells. Can be dangerous, as it can result in enemies
turning harmless magics into explosive ones unintentionally.

Numbed - Paralyzes the target's mind. Effects last until the target next
takes damage.

Vision Flux - Causes target to see in "double-vision". Reduces chances of
target being able to land a hit.

Damaging Flare - Sends a flare of energies thundering into an opponent's
psionic wave-pattern. Disables use of -kinetic powers.

Forgetfulness - Causes target to forget the power, magic, or ability it had
just used. Effects last as long as the user is conscious.

Monologue - Ruptures the psionic waves of a target so badly that internal
bleeding of the brain occurs.

Derision - Each passing moment causes the target to suffer mental
feedback of all energies loose in an area. Disrupts concentration, cancelling
out active magics the individual is using. Disorients over time.


---------

Destructive Magics Specialist
Hell hath no fury like a Destructive Magics Specialist. They can unleash Destructive
Magics in an area so quickly that enemies will be dead before they even realize what's hit
them. However, Destructive Magics are utilized by some creatures beyond the Border,
and this build is ineffective against those enemies. They know the counter-spells of the
Magics, but those of this Build can not cast them.

Rstuak ("Toxin" -- Counter "Oraks") ~ Causes the next breath that the
target takes to fill it's lungs with poisonous fluid, drowning the target in a
feverish haze of pain.

Elnane ("Lash" -- Counter "Byla") ~ Strikes the target with a powerful
lashing of energy, strong enough to tear muscles.

Crotus ("Bane" -- Counter "Orua") ~ Surrounds target with a field of
bright green energy which damages all their senses. Under prolonged
exposure, can be

Yual ("Shred" -- Counter "Bien") ~ Tears the corporeal body of the
target apart.

Takku ("Debt" -- Counter "Ula") ~ The target takes the damage
intended for the Slayer.

Esra ("Bind" -- Counter "Gom") ~ Target (s) are unable to move, bound
to their location by thousands of threads that appear out of thin air to bind
them in place.

Leraesu ("Contaminate" -- Counter "Reai") ~ Wounds of the target(s)
are contaminated with flesh-devouring energies.

Pysula ("Breakdown" -- Counter "Kylas") ~ Destroys the summoned
magics of others, breaking barriers and summoned creatures into pieces.

Rewana ("Emotion" -- Counter "Evaal") ~ If used when the Slayer has
deep-set emotions active, causes those emotions to manifest in a
destruction or protective blast of magics that can cause devastating harm or
protect another from harm.

Trvas ("Split" -- Counter "Eba") ~ Cuts the target in two, provided
they have a flesh-form.

Keda ("Blast" -- Counter "Noma") ~ Causes a massive hail of energies
to explode within the targeted area. Obliterates. Force of blast will knock
allies and enemies off their footing.


---------

Counter-Curse Specialist
The opposing force to the Destructive Magics Specialist, this Build focuses on combating
Destructive Magics and exploiting oversights. This Build is best completed with the
addition of training the Defensive Class.

Counter-Curse Specialists know the Counter-curses to all of the above
mentioned Destructive Magics. They can use any of these, and when in
use, they simply cancel/dispell the Destructive Magics. The knowledge of
these counter-curses is ingrained in each member of this Specialist Build.

Ayai - Summons an energy blockade around the user which negates all
destructive forces from coming within striking distance of the user. Drains
energy quickly, so should only be used when an attack must be blocked.

Enclosure - Surrounds a target with an energy blockade which prevents it
from leaving, using powers, or teleporting.

Banishment - Destructive Magic. Used in conjecture with "Enclosure"
causes the target caught within the bindings to be destroyed. Nothing will
remain of the entity, and resurrection will not be possible by any means.
Completely uses the user's energy reserves, and not even a Healer will be
able to restore the user's energy levels. Energy will have to return slowly,
and naturally.

Revolution - Exposes all Destructive Magics in an area, gifts the user with
the knowledge of the Counter-curse necessary to dispel them. Best way to
deal with Destructive Magics which are no longer trained by Instructors.

Avoidance - Switches the target ally with a copy of itself, so that the next
attack aimed at it will not harm the ally. Ally is rendered invisible until the
copy is destroyed. While out of sight, ally cannot attack, but can be healed
by a Healer.

Strategic Retreat - Cancels out all active magics within area of sight, and
temporarily blocks the use of destructive magics or curses in an area.
Disables traps.

Disguise - User appears as an ally to the target. Lasts until user attacks.

--------

Alchemy Specialist
With their power to combine energies and unrelated magics into something more,
Alchemy Specialists are seen as quick-thinkers and deadly threats. They can take the
incoming attacks of enemies and combine them with their own attacks to create
something more harmful.

---------

Weapons Specialist
Their focus lies on the strategy of using weapons in battle, and lacing them with magics
to cause the most damage possible. Can be made to be a defensive build or an offensive
one depending on the magics chosen. Although, like the Combat Class, they use
Weapon's Magics, they do not have the same close-combat fighting style. Weapons
Specialists combine Traps with Weapons.

Element Burst - Rims the weapons of the user in an faint glow of power.
Upon touching an opponent, this magic bursts to life in a damning
explosion of elemental magics. Can burn a wound wide open, freeze them
completely, blast them apart, or even turn their flesh to stone in the area
they were cut.

Folly of Death - Trap. Laced around the weapon of the user, Folly of
Death makes the next attack landed with a weapon to cause the wound to
explode in a flurry of small silver blades, which tear through the opponent
and expand the wound. If the initial wound is within a strategic place, can
cause opponent to be ripped apart completely. Usually ends in the
complete disabling of an opponent.

Torrential Blades - A flood of summoned weapons, in the choice and
design preferred by the user, slam up from the ground and thunder down
from the sky. Impacting on the targeted area and slicing through any
enemies which are caught within the path.

Weapon Dispel - Banishes weapons which have been summoned. Can be
used to negate the summoned weapons of the user, or of opponents.

Shielding Skin - Summons defensive armour for the user, made of silver
platting which spreads over the user's physical body. Invulnerable to
physical attacks, and strong enough to deflect projectiles. Weak against
magics.

Reinforced - Doubles the dependability of a shield, or armour, provided
neither was created through summoning. Outside of battle, can be used to
repair damage done to armour and shields that were not created through
summoning.

Raveler's Shadow - Summons a mimic of a Raveler, an arrow-headed
weapon attached to a lengthening cord, which moves faster than the eye
can follow. While not a true Raveler, will temporarily disable an enemy
long enough to buy an opening. If used when the user is in possession of
an actual Raveler, can "duplicate" the Raveler.

Bladed Skin -Trap. Upon impact of a physical blow from an enemy,
causes user's skin to erupt with the summoning of hundreds of silver
blades which will impale the attacker.
Battle Prides is Copyright 2002-Beyond
Alicia Brons.
setstats