Post by Otsuki Mana on Sept 9, 2015 18:52:08 GMT
Arcanum Changes:
Increased area/range percentages (caps remain the same)
Added: Cloak (2pt): Mana may obscure her kidou, making them much harder to dodge or detect. Kidou covered this way are invisible to the naked eye, but can still be picked up by spiritual senses. Further, the more invisible spells Mana casts, the more attuned an individual becomes to them. Each one becomes somewhat easier to detect than the last for the rest of the thread. Spells that are already invisible (such as most supplementary ones) become undetectable entirely (if it can harm or block someone, it MUST be detectable through spiritual senses however).
Sanctum Modifications:
Size Increased
Sanctums serve as shield to not only the body and mind, but to secrecy. Those within the Sanctum's reach, Mana may declare or un-declare "Obfuscated". Those under this effect have their techniques rendered difficult to see or understand. At close range (10 meters), it takes an extra half-second for people to process what an ability actually does. At longer reaches below 100 meters, it takes several moments of concentration to piece techniques together, even if their function is blatantly obvious under normal circumstances. Beyond 100 meters, techniques can't be discerned at all. Extradimensional detection techniques always count as beyond 100 meters, for obvious reasons. Techniques leave no discernible evidence that they were ever there, even in memory.
Deva Conjuration Modifications:
Increased summon limit from 1 to 2.
Incarnate strengthened somewhat (it can either be a x2 passive or x3 active for a short while)
[/spoiler]
Apocrypha Modifications:
Mana now understands that true names, as the sum totality of a person's core, can be used to reinforce their owners. This is a healing effect, with a potency equal to one higher on the healing mastery than her Zanpactou Spirit mastery (ie. the normal cap). The healing works on physical wounds and negative non-wounds (curses, poisons and whatnot), though the latter case requires her to match the technique that created it if she is to purge the effect.
Otsuki Mana © All rights reserved, 2015-2016.
Increased area/range percentages (caps remain the same)
Added: Cloak (2pt): Mana may obscure her kidou, making them much harder to dodge or detect. Kidou covered this way are invisible to the naked eye, but can still be picked up by spiritual senses. Further, the more invisible spells Mana casts, the more attuned an individual becomes to them. Each one becomes somewhat easier to detect than the last for the rest of the thread. Spells that are already invisible (such as most supplementary ones) become undetectable entirely (if it can harm or block someone, it MUST be detectable through spiritual senses however).
{Spoiler}Name: Arcanum
Class: Shikai Technique
Type: Supplementary
Range: N/A
Tier: I-IV
Description: What defines a magician, if not magic? Higi's immense understanding of spellcasting can be drawn on to modify kido in a variety of ways. When casting, runes form around Mana, growing stronger as an incantation goes along. They form brightly and instantly if incantation abandonment is used. Arcanum "adjusts" kido in a number of ways, each represented by a "point" value. She gains 1 point if Arcanum is activated at Tier II, 2 points at Tier III and 3 points at Tier IV.
Area (1pt): The kido's area of effect is increased by 50% (Final result may not exceed 100 meters for offensive, 200 meters for supplemental)
Range (1pt): The range of the kido is extended by 50%. (Final result may not exceed 100 meters for offensive, 200 meters for supplemental)
Location (1pt): Mana need not fire off kido from her body. Anywhere within visual range can serve as the “starting” point of the spell, allowing her to attack from unusual angles. There is a brief build up of reiatsu at the new firing location, making it difficult to blind-side someone completely.
Cosmetic Swap (0pts): This ability doesn't cost any points, but is mostly for aesthetics. Mana can change the form in which her kido manifest. She can choose methods as simple or exotic as she likes, but the overall binding/damage done/resisted isn't changed (so a Tier III kido still does as much damage, whether it's a ball of fire or kinetic energy, a wall that looks like solidified light is exactly as durable as it's solid energy version etc.). Size, range and power are unmodified (unless Mana uses the other aspects of Arcanum at any rate).
Control (1pt): When most kido are fired off, that's the end of that. With Control, Mana is capable of maintaining a connection to her spells even after they are cast. This allows her to disable it and return its energy to her (this is not 100% efficient, but it does "refund" the cost quite a bit if she), if she does so before the kido hits. Those with longer durations than a single attack are much less efficient when refunded, and the longer she waits, the less she gets back. For kido that travel (such as most attack spells), she can directly control their path telepathically if she so desires, changing its angle swiftly as needed.
Contingency (1pt): If she wishes, Mana can alter a kido to only activate when (or if) certain conditions are met. She casts the spell as normal, paying appropriate costs and such, but sets circumstances under which the spell may actually take affect. This can be very simple (“detonate after twelve seconds”) or ridiculously complicated, as desired. This costs one of Mana's “points”.
Cloak (2pt): Mana may obscure her kidou, making them much harder to dodge or detect. Kidou covered this way are invisible to the naked eye, but can still be picked up by spiritual senses. Further, the more invisible spells Mana casts, the more attuned an individual becomes to them. Each one becomes somewhat easier to detect than the last for the rest of the thread. Spells that are already invisible (such as most supplementary ones) become undetectable entirely (if it can harm or block someone, it MUST be detectable through spiritual senses however).
When Arcanum is activated and the effects are chosen, Mana may choose whether or not to pass kidou through it and gain the effect. A single invocation lasts until dismissed, to a maximum of 5 post cycles (regardless of tier).
It should be noted that kido cast thorough Arcanum do NOT become shikai techniques or the like. They do not gain the advantages as such. That doesn't mean Mana gets a different ability that counts as a shikai technique to compensate, either.
Class: Shikai Technique
Type: Supplementary
Range: N/A
Tier: I-IV
Description: What defines a magician, if not magic? Higi's immense understanding of spellcasting can be drawn on to modify kido in a variety of ways. When casting, runes form around Mana, growing stronger as an incantation goes along. They form brightly and instantly if incantation abandonment is used. Arcanum "adjusts" kido in a number of ways, each represented by a "point" value. She gains 1 point if Arcanum is activated at Tier II, 2 points at Tier III and 3 points at Tier IV.
Area (1pt): The kido's area of effect is increased by 50% (Final result may not exceed 100 meters for offensive, 200 meters for supplemental)
Range (1pt): The range of the kido is extended by 50%. (Final result may not exceed 100 meters for offensive, 200 meters for supplemental)
Location (1pt): Mana need not fire off kido from her body. Anywhere within visual range can serve as the “starting” point of the spell, allowing her to attack from unusual angles. There is a brief build up of reiatsu at the new firing location, making it difficult to blind-side someone completely.
Cosmetic Swap (0pts): This ability doesn't cost any points, but is mostly for aesthetics. Mana can change the form in which her kido manifest. She can choose methods as simple or exotic as she likes, but the overall binding/damage done/resisted isn't changed (so a Tier III kido still does as much damage, whether it's a ball of fire or kinetic energy, a wall that looks like solidified light is exactly as durable as it's solid energy version etc.). Size, range and power are unmodified (unless Mana uses the other aspects of Arcanum at any rate).
Control (1pt): When most kido are fired off, that's the end of that. With Control, Mana is capable of maintaining a connection to her spells even after they are cast. This allows her to disable it and return its energy to her (this is not 100% efficient, but it does "refund" the cost quite a bit if she), if she does so before the kido hits. Those with longer durations than a single attack are much less efficient when refunded, and the longer she waits, the less she gets back. For kido that travel (such as most attack spells), she can directly control their path telepathically if she so desires, changing its angle swiftly as needed.
Contingency (1pt): If she wishes, Mana can alter a kido to only activate when (or if) certain conditions are met. She casts the spell as normal, paying appropriate costs and such, but sets circumstances under which the spell may actually take affect. This can be very simple (“detonate after twelve seconds”) or ridiculously complicated, as desired. This costs one of Mana's “points”.
Cloak (2pt): Mana may obscure her kidou, making them much harder to dodge or detect. Kidou covered this way are invisible to the naked eye, but can still be picked up by spiritual senses. Further, the more invisible spells Mana casts, the more attuned an individual becomes to them. Each one becomes somewhat easier to detect than the last for the rest of the thread. Spells that are already invisible (such as most supplementary ones) become undetectable entirely (if it can harm or block someone, it MUST be detectable through spiritual senses however).
When Arcanum is activated and the effects are chosen, Mana may choose whether or not to pass kidou through it and gain the effect. A single invocation lasts until dismissed, to a maximum of 5 post cycles (regardless of tier).
It should be noted that kido cast thorough Arcanum do NOT become shikai techniques or the like. They do not gain the advantages as such. That doesn't mean Mana gets a different ability that counts as a shikai technique to compensate, either.
Sanctum Modifications:
Size Increased
Sanctums serve as shield to not only the body and mind, but to secrecy. Those within the Sanctum's reach, Mana may declare or un-declare "Obfuscated". Those under this effect have their techniques rendered difficult to see or understand. At close range (10 meters), it takes an extra half-second for people to process what an ability actually does. At longer reaches below 100 meters, it takes several moments of concentration to piece techniques together, even if their function is blatantly obvious under normal circumstances. Beyond 100 meters, techniques can't be discerned at all. Extradimensional detection techniques always count as beyond 100 meters, for obvious reasons. Techniques leave no discernible evidence that they were ever there, even in memory.
{Spoiler}Name: Sanctum
Class: Shikai Technique
Type: Defensive
Range: See Below (100m for Tier I use)
Tier: I-IV
Description: The magician's art is a secret one. Certainly, many spells have combat capabilities, but magic carries with it a sense of the hidden. Magicians need sanctuary to perform their rituals, and this ability provides such a thing. Placing her staff on the ground, Mana conjures an elaborate mystic sigil on the ground, designed to keep the world out.
The durability of the Sanctum depends on its Tier, unsurprisingly. The circle it conjures has two sections: up to 30 meter radius around initial activation point (the inner circle) and up to 50-70 meter from initial manifestation (the outer circle/ring). Mana can make the sizes smaller, if she so desires.
Tier II: Not much of a protection at all against any opponent worth activating the Sanctum. The outer circle repels intruders within it with forces at bala speed, but lacks the impact to do damage, merely pushing intruders away. This isn't very effective against human-scale targets, but can be efficacious against projectile attacks, knocking away low level objects and weak magics (Tier II). It lasts up to 8 post cycles. As a curiosity, it can be weakened further to be useless in combat, but last indefinitely. Such pathetic magics are only useful for repelling mundane pests like bugs or rats as well as dirt, dust and the like, which Mana has made extensive use to keep the Great Spirit Library pristine.
Tier III: Considerably more functional than its previous level, Tier III Sanctums repel at half bala speed, but with more force than Tier II. Further, around the Inner Circle, the spell fashions a solid barrier. The barrier is as strong as one would expect (Tier III), regenerating if destroyed in about 2 post cycles. As a point of aesthetic, Mana may choose the transparency level of the Sanctum at this level and above, from clear as glass to completely opaque.
Tier IV: Quite practical as an in combat defense, Sanctums of this Tier generate multiple layers (3 total) of barriers at staggered points within the outer circle, capable of being moved around at cero speed. Similar to the Tier III inner circle shield, they regenerate if destroyed, although at this level they only need one post cycle to rebuild themselves. The repelling force from the previous tiers increases in power but is reduced in speed (cero level, rather than half bala). The barriers are marked with glyphs, similar to the ones on the ground conjured by the Sanctum's activation. These are just for show and don't have any actual effect.
The Sanctum is mobile, in a manner of speaking. Mana can transport it and those within the central ten foot radius (excluding individuals if she so chooses, but that doesn't really make the ability more efficient). They arrive in a re-established Sanctum within 100 meters. This aspect costs as much as a Tier III kido and, while rapid, isn't instantaneous (shunpo being a more efficient method, in most cases). If Mana doesn't specify a destination, the Sanctum is transported into a non-space for a post, with nothing but darkness beyond the edge of the magic circle. The Sanctum can't be exited while "nowhere", to the great benefit to anyone stupid enough to try.
The Sanctum exists as a focus for magical energy, easing the conversion between reiryoku and the external effects that are kido. This doesn't reduce the costs to the degree of a full tier, but it makes casting less strenuous.
Sanctums serve as shield to not only the body and mind, but to secrecy. Those within the Sanctum's reach, Mana may declare or un-declare "Obfuscated". Those under this effect have their techniques rendered difficult to see or understand. At close range (10 meters), it takes an extra half-second for people to process what an ability actually does. At longer reaches below 100 meters, it takes several moments of concentration to piece techniques together, even if their function is blatantly obvious under normal circumstances. Beyond 100 meters, techniques can't be discerned at all. Extradimensional detection techniques always count as beyond 100 meters, for obvious reasons. Techniques leave no discernible evidence that they were ever there, even in memory.
There is a major drawback, however. Mana can't actually leave the protection of the circle without dispelling it entirely. Indeed, she can't move at all within it, save to turn around and bend down, which puts her at extreme risk for things that pierce the defense.
Class: Shikai Technique
Type: Defensive
Range: See Below (100m for Tier I use)
Tier: I-IV
Description: The magician's art is a secret one. Certainly, many spells have combat capabilities, but magic carries with it a sense of the hidden. Magicians need sanctuary to perform their rituals, and this ability provides such a thing. Placing her staff on the ground, Mana conjures an elaborate mystic sigil on the ground, designed to keep the world out.
The durability of the Sanctum depends on its Tier, unsurprisingly. The circle it conjures has two sections: up to 30 meter radius around initial activation point (the inner circle) and up to 50-70 meter from initial manifestation (the outer circle/ring). Mana can make the sizes smaller, if she so desires.
Tier II: Not much of a protection at all against any opponent worth activating the Sanctum. The outer circle repels intruders within it with forces at bala speed, but lacks the impact to do damage, merely pushing intruders away. This isn't very effective against human-scale targets, but can be efficacious against projectile attacks, knocking away low level objects and weak magics (Tier II). It lasts up to 8 post cycles. As a curiosity, it can be weakened further to be useless in combat, but last indefinitely. Such pathetic magics are only useful for repelling mundane pests like bugs or rats as well as dirt, dust and the like, which Mana has made extensive use to keep the Great Spirit Library pristine.
Tier III: Considerably more functional than its previous level, Tier III Sanctums repel at half bala speed, but with more force than Tier II. Further, around the Inner Circle, the spell fashions a solid barrier. The barrier is as strong as one would expect (Tier III), regenerating if destroyed in about 2 post cycles. As a point of aesthetic, Mana may choose the transparency level of the Sanctum at this level and above, from clear as glass to completely opaque.
Tier IV: Quite practical as an in combat defense, Sanctums of this Tier generate multiple layers (3 total) of barriers at staggered points within the outer circle, capable of being moved around at cero speed. Similar to the Tier III inner circle shield, they regenerate if destroyed, although at this level they only need one post cycle to rebuild themselves. The repelling force from the previous tiers increases in power but is reduced in speed (cero level, rather than half bala). The barriers are marked with glyphs, similar to the ones on the ground conjured by the Sanctum's activation. These are just for show and don't have any actual effect.
The Sanctum is mobile, in a manner of speaking. Mana can transport it and those within the central ten foot radius (excluding individuals if she so chooses, but that doesn't really make the ability more efficient). They arrive in a re-established Sanctum within 100 meters. This aspect costs as much as a Tier III kido and, while rapid, isn't instantaneous (shunpo being a more efficient method, in most cases). If Mana doesn't specify a destination, the Sanctum is transported into a non-space for a post, with nothing but darkness beyond the edge of the magic circle. The Sanctum can't be exited while "nowhere", to the great benefit to anyone stupid enough to try.
The Sanctum exists as a focus for magical energy, easing the conversion between reiryoku and the external effects that are kido. This doesn't reduce the costs to the degree of a full tier, but it makes casting less strenuous.
Sanctums serve as shield to not only the body and mind, but to secrecy. Those within the Sanctum's reach, Mana may declare or un-declare "Obfuscated". Those under this effect have their techniques rendered difficult to see or understand. At close range (10 meters), it takes an extra half-second for people to process what an ability actually does. At longer reaches below 100 meters, it takes several moments of concentration to piece techniques together, even if their function is blatantly obvious under normal circumstances. Beyond 100 meters, techniques can't be discerned at all. Extradimensional detection techniques always count as beyond 100 meters, for obvious reasons. Techniques leave no discernible evidence that they were ever there, even in memory.
There is a major drawback, however. Mana can't actually leave the protection of the circle without dispelling it entirely. Indeed, she can't move at all within it, save to turn around and bend down, which puts her at extreme risk for things that pierce the defense.
Deva Conjuration Modifications:
Increased summon limit from 1 to 2.
Incarnate strengthened somewhat (it can either be a x2 passive or x3 active for a short while)
{Spoiler}Name: Deva Summoning
Class: Shikai Technique
Type: Summoning
Tier: I-IV
Range: 75m
Description: Legend is replete with stories of sorcerers who called forth otherworldly beings to serve them, from horrific demons to friendly familiars to things too strange to put to paper. Mana knows these arts and can call forth a variety of beings. Forming a summoning circle of glowing runes with a gesture of her staff, she calls out for what she needs. Ritual incantation and formal language feel appropriate, but are not strictly required.
The simplest use of this ability is to call forth someone or something the user knows. To do so, they need their name (or in the case of the object, having come into contact with it before). The target is subconsciously made aware of this and, if they desire, they may be instantly brought to that position. This is a Tier III use of this technique, but confers absolutely no control over it beyond what they would normally possess.
The true, proper use of this ability is to call forth a being called a Deva. These entities, which are actually created by Higi, are constructs with a number of interesting properties. Firstly, while they are intelligent, they are not actually sapient. They can take complex orders and make rational decisions based on those orders, but they have no sense of self (although if ordered they can fake it very convincingly).
A Deva has an "element", or "type", which is a noun representing what the Deva is a Deva "of". This informs their appearance, but no matter their type, all Deva's are the same core (ie. they are always one being which wears different appearances like a human would outfits), and thus whatever form they take, their stats fall within the same ranges. All Devas are solid, with a durability as expected of their tier. Their size can range from 1 square meter to 25 square meters. Their damage is in line with their tier as well. To attack, they can either simply strike their targets, or project beams/chunks of energy aesthetically matching their type. These blasts move based on tier (Bala speed for Tier II, Half that for Tier III, Cero speed for Tier IV) and can be disrupted just like physical attacks. In a non-combat sense, Devas can command their matching element, which responds in non-violent ways. IE. a tea deva could boil tea, while a wood deva could order a wooden door to open, but none of these actions can have a damaging effect in combat. It's purely for RPing purpose.
Tier II-III are limited to the above, but Tier IV are capable of using techniques. Specifically:
Incarnate: A Deva has either a passive x2 to speed or x2 to strength, depending on Mana's preference. Alternatively, it can be upgraded to x3, but this can only be maintained for 5 post cycles, after which they need a 3 post cycle cooldown (where only the passive aspect may be used).
Fusion: Binding the Deva to a body (usually her own), Mana may grant the recipient the properties of the Deva (save the "have to obey Mana" aspect. Sapient targets cannot be mind controlled with Fusion). Their physical attacks and defenses match the summon and they gain the beam/chunk attack along with the non-combat command. Attacks that would destroy the Deva when it is not fused will shatter the effect. Unlike Bount fusion, this does NOT provide bonus advantages and is much less subtle; the Deva's attributes blend into the target in distinctive cosmetic ways, making it clear that they are not normal.
Resummon: A Deva can resummon itself from one location to another, teleporting to a spot within 100 meters. While fast, this isn't really a match for Shunpo.
Self-Destruct: Turning their core energy inward for a moment, the Deva concentrates all its power into one burst, unleashed outward at cero speed with Tier IV strength. The wave of energy reaches up to 100 meters away and does not harm Mana or any she wishes to exempt. This obviously destroys the Deva.
All Deva's are supernaturally loyal to Mana, specifically, and cannot disobey her orders. Devas who run out of their internal power reserves can feed off Mana's, if she allows it. Devas exist for as long as normal for summons:
Tier IV: 6 post cycles
Tier III: 7 post cycles
Tier II: 8 post cycles
There is one exception. Mana may seal off a Deva's combat ability in exchange for indefinite longevity (making it Tier I). Such entities cannot inflict direct damage on spiritually empowered individual, no may they take any such blows without disintegrating (even the weakest attack from the weakest, newly empowered human would do the trick). These long-term, non-combat summons are sometimes called "familiars" and serve as simple assistants, rather than being a combat asset.
Mana can summon one at a time, or two at a time, but the latter limits them to 6 post cycles no matter their strength.
Class: Shikai Technique
Type: Summoning
Tier: I-IV
Range: 75m
Description: Legend is replete with stories of sorcerers who called forth otherworldly beings to serve them, from horrific demons to friendly familiars to things too strange to put to paper. Mana knows these arts and can call forth a variety of beings. Forming a summoning circle of glowing runes with a gesture of her staff, she calls out for what she needs. Ritual incantation and formal language feel appropriate, but are not strictly required.
The simplest use of this ability is to call forth someone or something the user knows. To do so, they need their name (or in the case of the object, having come into contact with it before). The target is subconsciously made aware of this and, if they desire, they may be instantly brought to that position. This is a Tier III use of this technique, but confers absolutely no control over it beyond what they would normally possess.
The true, proper use of this ability is to call forth a being called a Deva. These entities, which are actually created by Higi, are constructs with a number of interesting properties. Firstly, while they are intelligent, they are not actually sapient. They can take complex orders and make rational decisions based on those orders, but they have no sense of self (although if ordered they can fake it very convincingly).
A Deva has an "element", or "type", which is a noun representing what the Deva is a Deva "of". This informs their appearance, but no matter their type, all Deva's are the same core (ie. they are always one being which wears different appearances like a human would outfits), and thus whatever form they take, their stats fall within the same ranges. All Devas are solid, with a durability as expected of their tier. Their size can range from 1 square meter to 25 square meters. Their damage is in line with their tier as well. To attack, they can either simply strike their targets, or project beams/chunks of energy aesthetically matching their type. These blasts move based on tier (Bala speed for Tier II, Half that for Tier III, Cero speed for Tier IV) and can be disrupted just like physical attacks. In a non-combat sense, Devas can command their matching element, which responds in non-violent ways. IE. a tea deva could boil tea, while a wood deva could order a wooden door to open, but none of these actions can have a damaging effect in combat. It's purely for RPing purpose.
Tier II-III are limited to the above, but Tier IV are capable of using techniques. Specifically:
Incarnate: A Deva has either a passive x2 to speed or x2 to strength, depending on Mana's preference. Alternatively, it can be upgraded to x3, but this can only be maintained for 5 post cycles, after which they need a 3 post cycle cooldown (where only the passive aspect may be used).
Fusion: Binding the Deva to a body (usually her own), Mana may grant the recipient the properties of the Deva (save the "have to obey Mana" aspect. Sapient targets cannot be mind controlled with Fusion). Their physical attacks and defenses match the summon and they gain the beam/chunk attack along with the non-combat command. Attacks that would destroy the Deva when it is not fused will shatter the effect. Unlike Bount fusion, this does NOT provide bonus advantages and is much less subtle; the Deva's attributes blend into the target in distinctive cosmetic ways, making it clear that they are not normal.
Resummon: A Deva can resummon itself from one location to another, teleporting to a spot within 100 meters. While fast, this isn't really a match for Shunpo.
Self-Destruct: Turning their core energy inward for a moment, the Deva concentrates all its power into one burst, unleashed outward at cero speed with Tier IV strength. The wave of energy reaches up to 100 meters away and does not harm Mana or any she wishes to exempt. This obviously destroys the Deva.
All Deva's are supernaturally loyal to Mana, specifically, and cannot disobey her orders. Devas who run out of their internal power reserves can feed off Mana's, if she allows it. Devas exist for as long as normal for summons:
Tier IV: 6 post cycles
Tier III: 7 post cycles
Tier II: 8 post cycles
There is one exception. Mana may seal off a Deva's combat ability in exchange for indefinite longevity (making it Tier I). Such entities cannot inflict direct damage on spiritually empowered individual, no may they take any such blows without disintegrating (even the weakest attack from the weakest, newly empowered human would do the trick). These long-term, non-combat summons are sometimes called "familiars" and serve as simple assistants, rather than being a combat asset.
Mana can summon one at a time, or two at a time, but the latter limits them to 6 post cycles no matter their strength.
[/spoiler]
Apocrypha Modifications:
Mana now understands that true names, as the sum totality of a person's core, can be used to reinforce their owners. This is a healing effect, with a potency equal to one higher on the healing mastery than her Zanpactou Spirit mastery (ie. the normal cap). The healing works on physical wounds and negative non-wounds (curses, poisons and whatnot), though the latter case requires her to match the technique that created it if she is to purge the effect.
{Spoiler}Name: Apocrypha
Class: Shikai Technique
Type: Offensive or Defensive / Passive or Healing
Tier: I-IV
Range: 100m
Description: When the magician speaks, the world listens. Words have power and none more so then names. Most sacred and secret of all are True Names, the verbal totality of an individual's soul or an object's essence. Peering past the mundane, Mana learns this mystical language.
Upon looking directly at something, Mana intuitively understands their True Name. With this, she gains some degree of power over it. The Tier of Apocrypha determines how much. At Tier I, she may command an object to move, deform or activate in a non-violent fashion. This has little direct combat use. At Tiers II through IV, objects and substances may be ordered to attack or block, which they will do with sufficient strength to match their tier.
Using a living creature's True Name has a different effect. Animals may be commanded with precision, but sapient beings are resilient. Sometimes the effect grants Mana nearly full control over the target, sometimes it is completely shrugged off (IE. OOC permission is required to use on other people's players and they decide just how much control is granted, if any). Regardless, someone who hears their True Name is intimately aware that it is the verbal sum of everything they are, even as it leeks from their mind moments later. Only Mana and the target can hear it; everyone else perceives nothing but static (much the same as a zanpactou's attempts to speak their name before shikai is achieved).
Mana now understands that true names, as the sum totality of a person's core, can be used to reinforce their owners. This is a healing effect, with a potency equal to one higher on the healing mastery than her Zanpactou Spirit mastery (ie. the normal cap). The healing works on physical wounds and negative non-wounds (curses, poisons and whatnot), though the latter case requires her to match the technique that created it if she is to purge the effect.
Class: Shikai Technique
Type: Offensive or Defensive / Passive or Healing
Tier: I-IV
Range: 100m
Description: When the magician speaks, the world listens. Words have power and none more so then names. Most sacred and secret of all are True Names, the verbal totality of an individual's soul or an object's essence. Peering past the mundane, Mana learns this mystical language.
Upon looking directly at something, Mana intuitively understands their True Name. With this, she gains some degree of power over it. The Tier of Apocrypha determines how much. At Tier I, she may command an object to move, deform or activate in a non-violent fashion. This has little direct combat use. At Tiers II through IV, objects and substances may be ordered to attack or block, which they will do with sufficient strength to match their tier.
Using a living creature's True Name has a different effect. Animals may be commanded with precision, but sapient beings are resilient. Sometimes the effect grants Mana nearly full control over the target, sometimes it is completely shrugged off (IE. OOC permission is required to use on other people's players and they decide just how much control is granted, if any). Regardless, someone who hears their True Name is intimately aware that it is the verbal sum of everything they are, even as it leeks from their mind moments later. Only Mana and the target can hear it; everyone else perceives nothing but static (much the same as a zanpactou's attempts to speak their name before shikai is achieved).
Mana now understands that true names, as the sum totality of a person's core, can be used to reinforce their owners. This is a healing effect, with a potency equal to one higher on the healing mastery than her Zanpactou Spirit mastery (ie. the normal cap). The healing works on physical wounds and negative non-wounds (curses, poisons and whatnot), though the latter case requires her to match the technique that created it if she is to purge the effect.