Name: Gift
Technique: Seres' Wings
Stamina Required: -9 intelligence
HP Deduction: -0
Description: She can bring out the wings of her other self at will. These wings, though from her other self, differ slightly in color from the actual. They're a lighter red then normal. The wings give her the ability to fly which gives her an advantage at times
Advantages: is able to fly like her other self, if ripped or cut off the wing(s) will vanish so she can bring them out again
Disadvantages: wings can be ripped or cut off, will feel pain if the wings are injured, if a wing(s) is cut off her back will bleed where the wing(s) were for a few minutes then will close on it's own unless healed before hand, can only be out for an hour, cannot be used in an area that doesn't have a window open if inside, cannot be used in a small enclosed area
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Name: Force of Nature; Light
Technique: Force Field
Stamina Required: -10 intelligence
HP Deduction: -0
Description: the user holds up a hand or object(ex: the scythe) and a shield of light forms protecting user from any one thing. from the edge of the hand or object the shield extends two feet and three inches. meaning it has a 2' 3" radius and a 4' 6" diameter
Advantages: withstands one attack or skill from an opponent
Disadvantages: only lasts for one impact meaning the duration of one's attack. can't go past a 4' 6" diameter
Name: Force of Nature; Light
Technique: Stardust
Stamina Required: -12 intelligence
HP Deduction: -7
Description: By using a light source in the area rather it be the sunlight, moonlight, starlight, or a light source that's created. Around fifty fist size balls of light surround the area of the opponent then come crashing down on them from all direction, except from under ground. Upon contact the lights make a small explosion.
Advantages: hard for the opponent to dodge due to the number and area the lights cover so a very high chance of hitting
Disadvantages: there has to be a light source of some kind rather it be a natural light source or an artificial light source, the lights can not come out of the ground
Name: Force of Nature; Light
Technique: Protection
Stamina Required: -9 intelligence, -6 strength
HP Deduction: -0
Description: This is used to only protect others. The caster cannot be protected by it. A shield of light goes around the one being targeted, protecting them. It remains there until the one targeted is out of harm.
Advantages: Self-Explanatory
Disadvantages: doesn't protect caster, only remains for one attack, if the attack costs more then double what it takes for the caster to use this then the caster will get hurt a little.
Name: Force of Nature; Light
Technique: Reflection
Stamina Required: -18 intelligence, -12 strength
HP Deduction: minus the original attack's HP deduction
Description: This reflection is when a light shield comes up. When the attack hits it the shield, the shield shatters and the caster does get hit. However the opponent gets hurt the same amount as well. It's like the opponent is the caster's reflection.
Advantages: hurts opponent
Disadvantages: caster will get hurt, can only be used 5 times per battle, does no protection at all
Name: Force of Nature; Light
Technique: Foresight
Stamina Required: -10 intelligence, -8 strength
HP Deduction: -0
Description: By using something that can show reflections, like the blade of her scythe for example, she can see what the opponent's move will be in a combo. If there is no combo, the user can see the one attack regardless. {I.E.- If the opponent goes to punch the user, then slash down their back, the user will only see the punch, not the slash.}
Advantages: Sees what the opponent's first move will be
Disadvantages: only sees what the opponent's first move will be; Cannot be used more then 3 times; Cannot be used on more then one person since it would cause her to pass out so she has to have a focus on one person.
Name: Force of Nature; Light
Technique: Astral Rain
Stamina Required:Without protecting allies: -24 intelligence
Protecting allies: -24 intelligence (+2 for every ally you protect.)
HP Deduction: -13
Description: Streams of light fall from the sky at a powerful force, almost like a combination of rain and a meteor storm. The lights fall down, covering the whole area making it easy to hit the opponent(s) and the lights strike down at the opponent(s) draining them of energy.
Advantages: possibly doesn't hurt those she doesn't want it to(allies), doesn't require prep time
Disadvantages: if making it so it doesn't harm allies: costs more then it usually takes, can only be used twice a DAY, cannot kill no matter what, can only be used after Foresight has been used at least once.
Name: Force of Nature; Light
Technique: The White Room
Stamina Required: -11 Intelligence
HP Deduction: -0
Description: The area changes into a completely blank and empty room, where nothing is but the two fighters. Only two may be in this room. No one may leave or enter this room. Everything in this room is bright white making it very easy to see most things.
Advantages: makes battles one on one. changes the area so that there is no way to hide and there is nothing there.
Disadvantages: makes battles one on one, meaning friends can't help in battle. there is no way to hide from the opponent. only lasts for 5 posts from the caster not counting this one.
Name: Force of Nature; Light
Technique: Chain of Life
Stamina Required: -13 Intelligence, -4 Strength (-3 HP)
HP Deduction: -5 if chain is broken
Description: A chain wraps around the opponent and will not hurt them unless broken. This chain is made out of light energy that solidifies so that it can be easily broken. If broken the light energy explodes, causing damage to the opponent that the chain was around. The hp taken from the opponent is used to pay the price for preventing physical movement. However, if the opponent does not break the chains, the caster looses a bit of hp for the price of preventing the opponent from moving physical. Though the caster does not loose as much as the opponent.
Advantages: stops physical movement for a short time. will hurt the opponent if broken, doesn't hurt the user as much as it would hurt the opponent
Disadvantages: will not hurt unless broken, only lasts for 3 posts from user, counting the one where this is posted, fades away without harming the opponent if not broken before time. If not broken before the time, caster loses 3 HP as a price for sealing physical movement.
Name: Force of Nature; Light
Technique: Clear Sight
Stamina Required: [varies on how strong the other attack is]
HP Deduction: 0 HP
Description: The user's eyes glow a bright color which causes a spell/skill to nullify/cancel of the opponent's. As if that skill never happened.
Advantages: cancels one spell/skill from the opponent
Disadvantages: Can only be used 2 times per battle. Can only be used against spells/skills that aren't offensive immediately or aren't offensive at all.
Name: Force of Nature; Light
Technique: Ray
Stamina Required: With Azrael: -9 Intelligence, -9 Strength
Without: -7 Intelligence, -7 Strength
HP Deduction: With Azrael: -8 HP
Without: -6 HP
Description: A medium light spell where the user points Azrael or hand at the target and a ray of light shoots out. It only travels start but at a fast speed.
Advantages: Easy to cast
Disadvantages: Only travels straight. Can be dodged. When not using Azrael, hurts less since Azrael can gather more light energy and faster.
Name: Force of Nature; Light
Technique: Holy Lance
Stamina Required: -12 Strength
HP Deduction: -3 HP per regular hit {Ex. "Slicing opponent"}
Description: User makes of beam of light energy that's like a lance and can either throw this at the opponent or can use it as a weapon for a time.
Advantages: Two ways to use it.
Disadvantages: If thrown, can be dodged. If not thrown immediately, will fade when thrown after two posts. Will fade immediately if knocked out of hand.
Name: Force of Nature; Light
Technique: Blessing
Stamina Required: -15 Intelligence
HP Deduction: -0
Description: This heals a person completely However this does not cure death
Advantages: Heals physical injuries(inside and out) and status(poison, numb, etc)
Disadvantages: Doesn't cure/prevent death, does not restore health only closes physical wounds to prevent things from going inside them
Name: Force of Nature; Light
Technique: Fairy Dust
Stamina Required: -11 Intelligence
HP Deduction: -0
Description: The user's body turns into small dust particals, very similar to fairy dust, that will regenerate the user three feet away from the last spot they were. When regenerated, the user will not be able to attack quickly at first but defensive maneuvers stay the same. The user is regenerated three feet away to the left, right, or backwards from the spot they last were.
Advantages: Helps dodge attacks
Disadvantages: User is slow when attack upon regenerating. Only goes three feet back, left, or right.
Name: Force of Nature; Light
Technique: Light Chain Whip
Stamina Required: -5 Intelligence for each post made by user
HP Deduction: -5 for each hit with the whip
Description: A chain of light energy that can be used as a whip like weapon that's hard to break. This is formed from a type of light source in the area. When the chain forms, the source vanishes until the chain's light energy disperses.
Advantages: Self Explanatory
Disadvantages: Can be broken if strong dark energy surrounds a part of it which causes the light to be covered, this must be covered long enough though for the light energy to disperse. There must be a sense of light in the area to use to make the chain, the source may be extremely small or extremely large though.
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Name: Force of Nature; Wind
Technique: Tempest
Stamina Required: -13 intelligence
HP Deduction: -8
Description: A violent wind storm forms in the area(topic). The strong winds are violent enough to makes small shallow cuts on the beings within the area. This will harm all beings within the area, including the user.
Advantages: makes it hard for beings to defend in that area
Disadvantages: the user is also a target of this skill, only lasts for 6 post after this is posted(both the user's and one other opponent), there has to be a good breeze of wind at least for a minute so the skill can start.
Name: Force of Nature; Wind
Technique: Wind Blade
Stamina Required: -8 strength, -6 intelligence
HP Deduction: -7
Description: By waving a hand or slashing out with Azrael a blade of wind forms and flies quickly at the opponent. The blade of wind is only 3 feet long but very fast.
Advantages: Fast attack and the accuracy is great. Chances of hitting are a 9 out of 10
Disadvantages: The opponent must be at least 10 yards nearby or the wind blade will vanish, the blade is only 3 feet long, this cannot be used if Tempest is in play.
Name: Force of Nature; Wind
Technique: Whirlwind
Stamina Required: -10 intelligence, -5 strength
HP Deduction: -7
Description: The area around the caster fills with spiraling wind. This wind is moving quick enough to cause cuts on opponents that enter the area. This spell is mainly used to protect the caster from physical attacks or can throw projectiles off course.
Advantages: protected to a point
Disadvantages: the area is only 2 feet in radius around the caster, earth spells can easily get through it, cannot kill unless the opponent is in the area for too long, only lasts for 3 posts, not counting the post it took to put this.
Name: Force of Nature; Wind
Technique: Howling Wind
Stamina Required: -9 Strength
HP Deduction: -8
Description: By taking a breath and then breathing it out in the direction of the opponent, a strong force of wind heads towards the opponent. This wind travels at a fast enough speed that it can cut and also makes a howling sound. Due to the wind being breathed out, this only goes in one direction but goes fast enough so that it has a fifty percent chance of hitting.
Advantages: fast and easy to use
Disadvantages: only goes one direction(forward), since it's being breathed out, it has a small width, aiding to that chance of missing. it's a fifty/fifty hit or miss. has to be at least fifteen feet near the opponent, the attack cannot reach from any farther back.
Name: Force of Nature; Wind
Technique: Air Pressure Type 1
Stamina Required: -11 Intelligence
HP Deduction: -0
Description: The wind/air around the user stays at the same speed, pressure, etc for the duration of a battle.
Advantages: Self-Explanatory
Disadvantages: Doesn't hurt anyone. Isn't really controlled it just keeps the wind/air around the user the same as it was before. This can only be used twice per battle since it lasts the duration. Can be canceled or prevented by opponent/user. If Tempest is in play and then this is used, Tempest is canceled.
Name: Force of Nature; Wind
Technique: Air Pressure Type 2
Stamina Required: -12 Strength, -8 Intelligence
HP Deduction: -8 HP
Description: Can be used on two different levels. Level One: Creates massive air pressure around the target, enough that cracks in the earth start to form. The air pressure pushes the target down quickly and harshly for only that moment to cause damage. After damage is dealt the air pressure lifts quickly to the point that's it's unbalanced for a moment, causing the target to be tossed into the air. Level Two: Same as level one only it's more focus, being able to be used on a specific part of the opponent's body {example: arm} to the point that the limb can break. Also with level two, the opponent isn't tossed into the air.
Advantages: A good offensive skill
Disadvantages: Both can only hurt one target. Level one only lasts for a moment. Level one cannot kill unless the target is already near death {low HP}. Level two can only aim for parts like the arms, hands, legs, feet, etc. Level two cannot aim for parts such as the head or throat. Level two cannot kill, if target is low on life and would die from Level two the target's HP would go down to 1 not 0.
Name: Force of Nature; Wind
Technique: Thousand Blades
Stamina Required: -11 Strength, -7 Intelligence
HP Deduction: -15
Description: Several Wind Blades shoot out after a motion similar to swinging. The Blades are quick but slightly less precise then the usual one Wind Blade. The Blades usually surround the opponent but can be used in only one direction
Advantages: very fast and hits on a ratio of 7 to 10. Can be used while Tempest is in play
Disadvantages: Can be dodged if quick enough. Takes more strength than Wind Blade. Each blade is only three feet long. Each blade only travels a distance of 13 yards.
Name: Force of Nature; Wind
Technique: Pierce
Stamina Required: -9 Intelligence
HP Deduction: -2 per post
Description: This skill requires physical contact. When touching the opponent the user sends a blast of air through them that seems to 'pierce' the skin however, no physical damage is done. The pierce only effects the muscles, tendons, nerves, and veins. This means that no skin is pierced through to bleed but any of the previous mentioned things may be pierced and caused internal bleeding. The wind is able to get through without harming the skin because of the wind goes around the skin particles and fuse together to make a type of wind needle after getting past the layers of skin. Due to this, the opponent may not realize they're injured until it's serious. The damage made by this progresses over time as well, doing little amounts of damage to the opponent's insides over time.
Advantages: Progresses over time.
Disadvantages: This cannot be used on the heart. The damage is low until it has progressed enough. Only lasts for ten posts by user counting this one
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Name: Azrael
Technique: Moon Dance
Stamina Required: -8 strength
HP Deduction: -4
Description: Brings the scythe back and leaps at the enemy. When in range slashes at the enemy with enough force that even if it misses the enemy will be knocked to the ground.
Advantages: can knock the enemy to the ground if the slash misses
Disadvantages: is slow for seconds after using, due to the pressure being put into it to knock the opponent down should the slash miss it is hard to control and the user risks cutting themself or leaving their back open for a moment after using.
Name: Azrael
Technique: Crimson Paint
Stamina Required: -21 intelligence, -19 strength
HP Deduction: -15
Description: The user cuts themselves with Azrael(scythe), letting the blood touch the blade. The blade then glows red and will continue glowing until the scythe cuts the opponent or comes at least a foot away from them, giving the skill a high chance of working. When Azrael cuts the opponent or comes within range, the red glow flies off the blade, attracted to the opponent. This happens very quickly and is hard to see. When the glow makes contact with the opponent it stains the clothes and/or skin that it touched as if it were paint. This then seals off the opponent's abilities for a time.
Advantages: opponent's abilities get sealed.
Disadvantages: user get's hurt, if the opponent is in an area where there is a good source of water(example: lake) and jumps in the paint/blood is washed off and the skill is canceled, if not washed off this only lasts for 5 posts that are made by the caster(not counting the one were this is posted), can only be used 4 times per battle.
Name: Azrael
Technique: Banish
Stamina Required: 15 strength
HP Deduction: 7 HP
Description: By swinging Azrael from one side, to the other and changing the grip just enough so that when he completes the swing it's as if Azrael went in a complete circle. This is done with enough force when the opponent is near by, the user can send the opponent tumbling backwards easily.
Advantages: Sends opponent tumbling backwards, covers all sides except above and below.
Disadvantages: Doesn't hit above or below. The user can lose their balance by swinging to fast and hard if their footing isn't right.
Name: Azrael
Technique: Blood Dance
Stamina Required: -11 Intelligence, -15 Strength
HP Deduction: -7 for each hit
Description: Swings Azrael diagonally from the opponent's left side or right side from the bottom{near the ground or opponent's waist} to the opposing side{if started at opponent's right side would swing to the opponent's left side}. By using the same side the user started with{if started at the opponent's right side would go back to the right side and same thing for left}, the user swings Azrael again only at mid torso range from both sides{example: if started on right side would swing from right side across the mid torso then swing across the mid torso again from the left side.} Then from the same side they started with from the first swing they swing diagonally again only from the top side, near the opponents shoulder, to the opposing side at the bottom{if started on the right side wound swing diagonally from the opponent's right shoulder diagonally down to the left}. Meaning there's a total of 4 possible hits.
Advantages: Chance of hitting four times. The swings are consecutive, meaning one after the other, so there's a good chance of hitting at least with three of the swings
Disadvantages: Hits can be blocked through the 'dance'{meaning the first two could hit and the last two could be blocked or whatever pattern is thought of}. Chance of the 'dance' being interrupted if a hit is blocked half way through. Takes both hands for skill.
Name: Azrael
Technique: Infliction
Stamina Required: -13 Intelligence, -17 Strength
HP Deduction: -9 for each hit
Description: Swings from the opponent's left or right side, mid torso range and pauses for a second. Then swings in a diagonal motion{bottom to top} from the same side user started with to the opposing side and quickly swings from the other side diagonally up to the opposing side{if started with right then first diagonal would be right meaning this diagonal would be left}. The user than pauses again as a light starts to form on the opponent. Then twirls Azrael behind them, going from one side of themself to the other then quickly slams Azrael down on the opponent and the light, causing a small explosion. There are four hits from Azrael and one small explosion.
Advantages: There are a total of 5 hits{4-Azrael, 1-Explosion}. Though the opponent can attack the user during the pauses however it's hard to interrupt the attack.
Disadvantages: The opponent can hurt the user during the pauses. From the pauses, the opponent has a chance of blocking the swings from Azrael or the explosion. The explosion itself doesn't do much damage{mainly there to knock the opponent backwards}
Name: Azrael
Technique: Seal For You and Me
Stamina Required: -15 Intelligence, -9 Strength
HP Deduction: -0
Description: User swings Azrael in the direction of the opponent quick enough that a light seems to flash. When the light clears, both the opponent and the user have matching symbols that seal the skill the opponent had just used and a skill that the user choices to seal that's their own. When sealing a different skill of the opponent, the opponent's other skill becomes unsealed and so does the user's.
Advantages: seals one of the opponent's skill for the duration of the battle.
Disadvantages: Can only seal one of the opponent's skill at a time. User has to seal a skill of their own. When sealing a different skill of the opponent's and the user has to choice a new skill of their own to seal, they cannot choice the same skill they had just sealed