Post by ShadowTheBuu on Aug 3, 2018 20:06:13 GMT -5
Name: Daro the Juggermushroom
Age: unknown
Birthday: October 3rd
Race: Heartless
Gender: Male
History: Daro was born as any other heartless was, being born when a person had their heart devoured by darkness. For a while, he was a mindless heartless as well, until some fate had befallen him, and he was granted a psuedo heart which gave him the ability to think and feel. The darkness would spit him out as it could not eat this heart, and he was sent to a world, somewhere in it's skies to a strange platform which would become his home. Looking below one day, he spotted a strange city, which he would drop down to and begin adventuring. He would meet a number of people, most of which either mistreated him or looked at him with an odd look of shock. Over time, another heartless would appear in the form of a dog, and he would adopt it as his pet. His adventures continued, meeting and soon catching a scyther, adopting the creature as a pet as well. He would meet KateX, an android girl who he slowly grew to love and care for, and soon would meet a team of green clad men with different specialties. All would go on normal for a while, adventure, make friends, and soon he would find a red ring which was dropped on the ground. Taking this ring, he soon discovered it's magical properties, and his adventures would continue in to multiple dimensions.
Dimensional Travel: Magic Ring
Job:
Blacksmith (18,000 per week, 9 free mundane weapons/armors, or +450 to one piece of equipment per week, +160 strength per week) (Rank 9)
Enchanter (40,000 per week, 8 free enchantments per week, +400 special power per week) (Rank 8)
Engineer (24,000 per week, gets 6 free machine, or gets +200 to one piece of mechanical equipment per week, +120 speed per week) (Rank 6)
Level: 145
EXP: 510
Training Points: 15,400
HP: 116,495
MP: 116,495
Strength: 148,018
Defense: 140,303
Special Power: 144,489
Special Defense: 116,834
Speed: 142,752
Stealth: 135,668
Perception: 135,932
Charisma: 132,400
Wisdom: 132,400
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Transformations
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=Scythe Shroom- Clothes transforms to robes with a single golden shoulder pad and summons a scythe.
-Stats x6
-Scythe: +100 slashing
-Abilities-
Death touch: Touches one opponent. They must beat Daro's increased special power with their special defense. Failing results in going results in death. (Special power x8, 50 MP)
Scythe dragon: Summons a number of bones with a scythe shaped bone blade at the end which he controls like a dragon. (Special power 8, 100 MP)
Ascended Juggernaut- A new form acquired from self-sacrifice. A halo appears behind his back.
Stats x6
(5 free attacks/techniques)
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Special Attack
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Mountain Splitting hand- Brings a hand down on top of a target to cause more damage.
LVL 2 Strength x3
Charging slash- Charges forward with a bladed weapon and swings it at a target for more damage.
Strength x2
Spinning kick- A spinning kick which causes more damage if it connects.
Strength x2
Razor wind- Swinging a bladed weapon, can unleash an energy attack which acts as a slashing attack.
Special Power x2 (Wind)
MP: 10
Horse cutter: A technique taught by Yamato Man. User jumps in the air and drops down on enemy with sword for more damage. (Strength x2, more +1 multiplier for every 10 feet he is up.)
Cleave- An attack which if any damage is left over transfers to the next enemy as long as they are within 5 feet.
(Strength x2)
LVL 5 Ninja Technique 1- Wind Force Geshu- A "ninja" technique" he knows, making a number of hand signs he summons a strong wind which can blow away almost anything not nailed down, including enemies.
Special Power x6 (Wind)
MP: 10
LVL 5 Ninja Technique 2- Wind coffin- A technique that creates a vortex of wind to draw in enemies not strong enough to resist and put them all in one area.
Special Power x6 (Wind)
MP: 10
Ninja Technique 3- Light Falling- A technique that creates kunai knives of darkness to rain down and damage any opponents within 10 feet of himself.
Special Power x2 (Dark)
MP: 10
Ninja Technique 5: Hell drop- Grabs an opponent, then jumps up and spins around to where they drop and the enemy hits the ground first.
Strength x2
Ninja Technique 6: Blade explosion- Stabs an enemy with a bladed weapon, and causes explosions of energy to occur inside.
Special power x2
10 MP
Ninja Technique 7: True Instant Jolt- Touches an opponent, and sends electricity through them.
Special power x2, lightning
5 MP
Ninja technique 8: Demonic katana, growing seal- Strikes an opponent with a sword weapon, doing more damage but also seals the target's most recently used attack/ability. Can only do 1 ability per fight.
Special power x2
30 MP
Ninja Technique 9: Pure Dragonfly Bust- Swings his katana at an opponent, if it hits, the demonic butterflies appear and begin drinking the blood from the wound.
Special power x2, continuous damage: Special power /1,000
100 MP
Ninja Technique 10: Electric impact- Grabs an opponent, jumps up with them, then the target is struck with lightning before crashing to the ground.
Special power x2, lightning
30 MP
Ninja Technique 11: Brutal Heaven Stomp- Jumps on an enemy to do more damage.
Strength x2
Ninja Technique 12: Infinity Bust- An attack where he strikes an opponent, doing radiant damage.
Special power x2, holy
20 MP
Ninja Technique 14: Mist cut- Swinging a bladed weapon, sends out a mist which does energy damage.
Special power x1
30 MP
Ninja Technique 15: Dual Hellfire Smash- Punches an opponent with either fists, feet, or a pair of bludgeoning weapons, and an explosion of fire occurs.
Special power x2, fire
20 MP
Ninja Technique 16: Comet Crack- Summons a small comet to crash on his enemies.
Special power x2, earth
30 MP
Ninja Technique 17: Violent Rain Force- Summons rain clouds in a 20x20 foot area, which hails down acidic rain which does constant damage until the target moves out from under it.
Special power x2, acid
30 MP
Ninja Technique 18: Hot binding- If an opponent is trapped with a binding, touching the binding causes constant fire damage until the binding is removed or user cancels it.
Special power/1,000, fire
30 MP
Ninja Technique 19: Violent Shadow Eruption- Creates a portal which shoots damaging darkness out like a geiser.
Special power x4, Dark
100 MP
Ninja Technique 20: Adept Wind Bite- A wind rushes from Daro's hand, whatever the wind hits takes wind damage.
Special power x2, wind
10 MP
Ninja Technique 21: Thunder pulse- Sends out a nova of lightning energy which spreads out to a distance special power x1 in feet.
Special power x4, lightning
30 MP
Ninja Technique 22: Defiant Thunder Fang- Strikes an opponent with a melee weapon, which is infused with electric energy.
Special power x2, lightning
10 MP
Ninja Technique 23: Hurricane Launch- Touches an opponent and sends them flying and spinning in mid air.
Special power x2, wind
20 MP
Ninja Technique 24: Vile Crescent spear- Sends a slash of energy which causes poison damage.
Special power / 1,000 for poison per turn
30 MP
Ninja Technique 31: Hungry mist crush- Can condense fog around his enemies to where the mist crushes enemies.
Special power x2, water
10 MP
Ninja Technique 32: True autumn coil- hits an opponent with a spear or halberd, the attack does special plant damage.
Special power x2, plant
10 MP
Ninja Technique 33: Honored Viper, Assembling Flush- Rushes forward and stabs multiple opponents on a spear or halberd before launching them forward.
Strength x2
Ninja Technique 34: Canine pound- Requires riding a dog, the dog jumps on an enemy, adding user's damage to the dog's for more pouncing damage.
User's strength + Dog's strength
Ninja Technique 35: Starfall rush- Summons radiant energy which then falls down on multiple enemies in an area that he chooses within sight.
Special power x4, radiant
100 MP
Ninja Technique 36: Armageddon Blow- An unarmed strike which focuses dark energy in to it.
Special power x2, dark
10 MP
Ninja technique 41: Metal coffin- Summons metal to close in an area and encase multiple targets, does bludgeoning and piercing damage.
Special power x2, metal
20 MP
Ninja technique 42: Steel Strike- Strikes an opponent, and the area begins to turn in to metal, slowing them down by attack power - target's special defense.
Special power x2, metal.
10 MP
Ninja technique 44: Metal storm- Summons elemental metal energy to create a storm which does piercing and slashing damage.
Special power x1, metal
10 MP
Ninja technique 46: Golden eye- Fires a blast of elemental metal energy from the eyes. Upon contact, targets turn to gold.
Special power x2, metal
10 MP
Ninja technique 47: Silver rain- Summons piercing projectiles of silver to rain down on an target.
Special power x1, metal (silver)
10 MP
Ninja technique 48: Rising steel- Summons a pillar of elemental energy to rise from the ground to strike a target from underneath.
Special power x2, metal
5 MP
Ninja technique 49: Metal wave- Fires a wave of energy which encases targets it hit to become encased in metal.
Special power x3, metal
20 MP
Ninja technique 50: Metal dragon- Creates a metal dragon which either attacks with piercing and/or slashing damage, or wraps around a target to bind.
Special power x4, metal
100 MP
Ninja technique 52: Sound cutter- Sends a sound wave which slashes targets.
Special power x2, sound, slashing
10 MP
Ninja technique 53: Crashing roar- Causes a bang to occur in an area which he choses within sight, causing bludgeoning damage.
Special power x2, sound, Bludgeoning
10 MP
Ninja technique 54: Piercing tone- Causes a piercing tone to occur in an area which he choses within sight, causing piercing damage.
Special Special power x2, sound, piercing
10 MP
Ninja technique 62: Burning touch- Touches an opponent with any appendage, causing fire damage.
Special power x2, fire
10 MP
Ninja technique 63: Spiraling inferno- Creates a tornado of fire which traps an opponent inside.
Special power x2, fire
15 MP
Ninja technique 64: Hell's Bombardment- Causes fire to rain down around him ina radious of 1 foot for every 100 in special power.
Special power x1, fire
20 MP
Ninja technique 65: Flame breath- A blast of fire from the mouth, hitting targets in a cone area (1 ft/100 special power)
Special power x1, fire
20 MP
Ninja technique 66: Infernal gate- Creates a tunnel of fire which sucks in targets and send them through in a vortex fashion.
Special power x2, fire
30 MP
Ninja technique 67: Rising Flame- Summons a pillar of fire to rise from the ground under a designated spot within special power x1 in feet.
Special power x2, fire
20 MP
Ninja technique 68: Cerberus' bite- Summons jaws of fire to bite in to an opponent, causing both fire and piercing damage.
Special power x1, fire, piercing
20 MP
Ninja technique 69: Infernal Tiger- Summons a tiger of fire which acts like a tiger, doing piercing and slashing on top of fire damage.
Special power x4, fire, piercing/slashing
100 MP
Ninja technique 72: Beastial claws- Transforms users hands in to claws, adding slashing and special "bestial" damage.
Special power x1, Beast, slashing
10 MP
Ninja technique 73: Savage bite- Focuses bestial energy in to teeth, strengthening them and adding special "bestial" damage on top of piercing.
Special power x1, Beast, piercing
10 MP
Ninja technique 74: Feast of crows- Summons crows which swarm targets and peck at them repeatedly.
Special power x1, beast, piercing
20 MP
Ninja technique 75: Frog's tongue- User's tongue becomes like a frogs, growing to a length of strength x1 in feet, which can be used for lashing damage or other things.
Strength x1, beast
Ninja technique 80: Savage Beast- Summons a Beast creature which does piercing or bludgeoning damage as well as bestial damage.
Special power x4
100 MP
Ninja technique 81- Aqua shot- Fires a blast of water energy.
Special power x1, water
Ninja technique 82: Rising Tide- Causes a geyster of water energy to rise from a designated point within special power x1 feet.
Special power x2, water
10 MP
Ninja technique 83: Devouring rain- Summons a rainfall of water energy in a specific area, both distance of the center of and the radius able to reach special power x1 in feet.
Special power x2, water
20 MP
Ninja technique 84: Water blade- Creates a blade of water to slash at a target, causing both water and slashing damage.
Special power x2, water, slashing
30 MP
Ninja technique 85: Shark bite- Causes spikes of water to pierce a target from any distance within range of special power x1 in feet.
Special power x2, water, piercing
30 MP
Ninja technique 86: Whale smash- Causes a blast of water which does both elemental water and bludgeoning damage.
special power x2, water, bludgeoning
30 MP
Ninja technique 87: Water prison- Encases a target within range of special power x1 in feet, trapping them as well as drowning them.
Special power x3, water
50 MP
Ninja technique 89: Water Crab- Summons a crab of water energy to attack once.
Special power x4, water
100 MP
Technique number 90: Lightning Blast- Fires a bolt of lightning from the hand.
Special power x1, lightning
Technique number 91: Electro spear- Creates a lightning bolt which acts as a spear, which can be used like a melee spear, or thrown like a javelin.
Special power x2, lightning, piercing
20 MP
Technique number 92: Lightning scism- Sends out a slash wave of electric energy which causes both electric and slashing damage.
Special power x2, lightning, slashing
20 MP
Technique number 93: Thunder Hammer- Creates a hammer (or any other bludgeoning weapon) of lightning energy, doing both electric and bludgeoning damage.
Special power x2, lightning, bludgeoning
20 MP
Technique number 94: Lightning rise- Sends electric bolts from the ground to a spot within special power x1 in feet.
Special power x3, lightning
10 MP
Technique number 95: Thunder Bird- Summons a bird creature made of lightning which attacks once.
Special power x4, lightning
100 MP
LVL 5 Dark Cut- A blade technique for close range, cuts an opponent with a dark element imbued strike.
Special Power x6 (dark)
MP: 10
Technique number 96: Shadow shuriken throw- Creates a single dark throwing star or kunai knife which causes piercing damage.
Special power x1, dark
5 MP
Technique number 97: Shadow boomerang- Creates a boomerang in any style of dark energy which after reaching (Special power /feet) turns the opposite direction.
Special power x2, dark
10 MP
Technique number 98: Flying shadow fist- Creates a fist of dark energy which does bashing damage.
Special power x2, dark
10 MP
Technique number 99: Orbitting shadows- Creates balls of dark energy which harms anyone who gets within 5 feet of the user.
Special power x1, dark
10 MP
Technique number 101: Bat of hell- Summons a bat of dark energy which preforms a single attack.
Special power x4, dark
100 MP
Technique number 102: Gates of hell- Summons a gate of wood, skulls and brimstone, which can be used to go to a hell dimension, block a projectile attack. Also has the possibilty of summoning a demon. (roll d20, 1-5 summons a demon which does as it wishes)
Special power x4, dark
500 MP
Blade Hell- Draws a sword from it's sheath and performs a rapid number of slashes before returning the sword to it's sheathe. If connected, the enemy is frozen and unable to move until he sheathes the sword and the slashes appear.
Strength x speed / 10,000
Ki palm- Taught by Shadow. Grabbing on to an object or opponent, user focuses their ki through their palm in to said opponent or object and causes damage from within.
Special power x2
10 MP
Energy blast- Taught by Shadow. User fires an energy blast which fires off through the hand.
Special Power x2
10 MP
Nova Ki- Taught by Shadow. Unleashes a radius attack of ki that can knock down opponents.
Special Power x1
10 energy
Fireball- Causes a fireball to explode wherever he can see, causing fire damage to anyone 20 feet from the center of the explosion.
Special power x3, fire
100 MP
Ki laser- Taught by Shadow. A piercing laser of ki energy which fires from the tip of his finger. If power beats enemies defense, laser goes through the enemy.
Special power x2
10 ki
Targeted Ki laser- Fires a laser which hits only what he chooses, piercing through armor, barriers and targets if the special power is stronger than said target's defense.
Special power x1
30 ki
Targeted ki wave- Taught by Shadow. Fires a wave of energy which only effects those the user targets. Can not go through armor or energy barriers.
Special power x2
20 ki
Remote Ki Bomb- Places a ball of ki which floats in the air. It does not explode unless hit with another energy attack, or when Shadow wills it to explode. Can be left unattended for 1 hour and up to a distance of 1,000 feet before it explodes.
Special power x2
20 ki
Multi-warhead blast- Fires 6 energy blasts which can target up to 6 individual targets at once. Homes in on targets but detonates if impacts with an obstacle.
Special power x1
20 ki
Leach health- Through physical touch, is able to steal away a target's health, restoring his own pool of HP. Can only absorb as much as his health pool can hold.
Special power x2
10 energy
Full Moon Cut- User slowly moves blade in a wide circle in front of them, before bringing it down in a powerful slash.
Strength x2
Targeted ki wave- Taught by Shadow. Fires a wave of energy much like the targeted ki blast, effecting those he targets. Can not go through armor or energy barriers.
Special power x2
20 ki
lvl 2 Spiraling split- Fires two spiraling energy blasts which can hit up to two targets.
Special power x2-4
20 ki
lvl 5 Claw strike- Forms his fingers like claws and swings them in a raking attacking.
Strength x6
lvl 5 Tiger's roar- Lets out a roar laced with energy which harms those he targets. Cause special damage as well as a chance to cause fear.
Special power x5
100 energy
lvl 4 Tiger tail kick- Drops down and aims a backwards kick at an opponent aiming for an area from the shins to the groin.
Strength x5
lvl 4 Energy slash- Forming energy in the finger tips, the user then swings their hand in a slashing motion, sending out energy ribbons of slashing energy.
Special power x5
10 Energy
lvl 5 Tiger and Dragon Go Into Hiding- A counter technique where someone using an unarmed strike is blocked and has the elbow or one of the knees struck. Usually ends up breaking the area struck.
Strength x6
lvl 2 Tiger front sweep- A sweeping kick to knock an opponent to the ground.
Strength x3
Scatter shot- Works much like a shotgun blast, sending out multiple tiny energy blasts which fire off in a cone like manner 30 feet wide at 30 feet in front of user.
Special power x1
10 ki
Dash slash- Dashes and swings a bladed weapon to cut through multiple opponents in a line.
Strength x2
Rising slash- A technique where user jumps upwards with the blade to deal damage from below.
(Strength x2)
Aerial sweep- Does an attack which hits multiple targets in a 5 foot radius that are in the air.
Strength x2
Finishing leap- An aerial attack that does more damage to enemies with weaker defense.
Strength x2
Burning hands- Places a hand to an target, target takes fire damage.
Special power x2, fire
5 MP
lvl 2 Chaos Blast: A ball of dark magic appears in front of the target and explodes in a X formation
Special Power X3, dark
mp 100
Raiju Claws- Create lighting claws to slash at near by enemies.
Special Power X2, lightning
10 Mp
Abyssal Bite: Summons large teeth of darkness to crunch your target.
Special Power x2, Dark
mp 50
Acid Splash- An attack where magical acid is summoned, does continuous damage acid damage.
Special power x1
Shocking grasp- Creates arcane electricity in the palm which then is used for melee type strikes or simple touch attacks.
Special power x2, lightning
5 MP
Dark Chaser- Summon two snake like tendrils that bite and latch onto your target. Holding them in place.
Special Power x1
mp 50
Laughing Skull: Summons a skull possessed by an entity that flies at an opponent and attacks continuously until the skull is physically removed with one turn.
Special Attack X2
MP 100
Meteor Crush: Summon a large boulder and bring it down on the target like a meteorite.
Special power x4, Earth
Mp 100
Darkness shot: A mage can shoot different forms of dark energy. The MP cost varies on how big and how strong the shots are. Be it a ball or a spear.
Special power x2 base. 10 MP
Abyssal Bite: Create a set of gnashing teeth of darkness. Can be used with the teeth or anything in a biting motion. (Special X2, Mp 50)
Blood Dart: A dart made of shadow Magic. It absorbs the targets life force and returns it to the user. Restore 10% of the energy stolen. (Special Power X2, Dark, Mp 50)
Dark Chaser- Summon two snake like tendrils that bite and latch onto your target. Holding them in place.
Special Power x1, dark
mp 50
Knock out- Taught by Shadow. Taps an opponent, and they must beat special power, or they go unconscious. (Special power x1)
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Special Abilities
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Ninja Technique 4: Silent blaze- Lets out a wave of energy, which surrounds him and nullifies sound. (Stealth x2, 100 MP)
Ninja Technique 13: Chaotic spirit Clap- Claps his hands, anyone that hears the sound becomes chaotic and attacks in a blind rage anyone that hears it.
Special power xf1
30 MP
Ninja Technique 25: Substitution- Substitutes himself with another near by object or one from his inventory of equal size, can also be another enemy. (Special power x2, 1,000 MP)
Ninja Technique 26: Fūinjutsu- Seals items in other items, can be released at will. (100 MP
Ninja Technique 27: Rope escape technique- Escapes bindings more easily. (Strength x2)
Ninja Technique 28: Soul assault- By touching an opponent, the targets special power and defense are weakened. (Special power x2, 100 MP)
Ninja Technique 29: Reverse dance- A special attack with a spear or halberd where the use attacks multiple enemies around them. (Strength x2)
Ninja Technique 30: Vacuum aura dance- Spins a spear or halberd to where a tornado forms and drags enemies in. (Special power x2, 100 MP)
Ninja Technique 37: Chain Cannon- Unleashes chains, ropes or cables in his inventory which are enchanced with his special power for more strength. (Special power x1, 100 MP)
Ninja Technique 38: Defensive Nova wave- Unleashes a wave of energy which stops special energy attacks from hitting him, or sends enemies back. (Special power x2, 50 MP)
Ninja Technique 39: Head coil- Tapping an opponent, seals one of their attacks/abilities that he knows they have. (Special power x2, 100 MP)
Ninja Technique 40: Summoning technique- Summons a person that is willing to come. If they are not, the jutsu fails. Works across dimensions. (1,000 MP)
Ninja technique 43: Iron shield- Hardens a part of the body by summoning elemental metal energy in to the part of the body. (Special power x1, metal, 10 MP)
Ninja technique 45: Iron wall- Summons a wall of elemental metal energy which appears no further than 10 feet away from user. (Special power x2, metal, 10 MP)
Ninja technique 51: Silent fall- Nullifies sound made by himself, making it to where special power is added to stealth. (Special power x1, 10 MP)
Ninja technique 55: Throw sound- Causes a sound to occur which he has heard before to go off in a place he designates within a (special power x1) foot radius. (10 MP)
Ninja technique 56: Audio barrier- Sends out a sound which sends out in a radius, stopping most physical attacks. (Special power x1, Sound, 10 MP)
Ninja technique 57: Silence zone- Creates an area of (Special power x1 x feet) to nullify sound, causing attacks which require sound to be nullified. (Special power x1, sound, 50 MP)
Ninja technique 58: Calming sound- Creates a sound within 100 feet which sounds soft and warm, causing a calming effect. (Special power x1, sound, 50 MP)
Ninja technique 59: Furious noise- Creates a sound within 100 feet which irritates those who hear it. (Special power x1, sound, 50 MP)
Ninja technique 60: Frightening ambiance- Creates a sound within 100 feet which frightens those who hear it. (Special power x1, sound, 50 MP)
Ninja technique 61: Lullaby- Creates a sound within 100 feet which induces sleep to those who hear it. (Special power x1, sound, 50 MP)
Ninja technique 70: Wild perception- Able to see through, hear, and smell through the senses of an animal companion you summon. Max distance is special power x1 in feet.
Ninja technique 71: Call of the wild- Summons wild animals by making an animal call. Must be an animal you know. Calls that chosen animal to you within special power x1 in feet.
Ninja technique 76: The pack- Must have a canine/lupus partner- makes a shadow clone of the creature which has equal stats, but disappears in 1 hit. (100 MP)
Ninja technique 77: Aqua torpedo- Must have an aquatic or amphibious partner- Able to add special power to creature's speed to swim faster. (100 MP)
Ninja technique 78: Flight out of hell- Must have a flying partner- Adds special power to creature's speed to fly faster. (100 MP)
Ninja Technique 79: Warg Climbs wall- Requires he's riding a dog. The dog has energy surged through it, and it can run along walls and ceilings.
(100 MP)
Ninja technique 88: Water step- Travels from one body of water to another within special power x1 in feet.
Technique number 100: Zone of darkness- Creates a zone of magical darkness that only the user can see through. Dark vision- with the exception of magical darkness- can not see through. (special power x1, 10 MP)
Illusion Technique 1: Cloak of shadow- Creates a cloak of illusions which makes the wielder invisible. (Special power x1, 30 MP)
Illusion technique 2: Song of illusions- Creates illusions when playing music. The better the music, the better the illusions.(0-100 MP)
Illusion technique 3: Inner demons- Affects an opponents mind to where they see illusions of what they fear most. (Special power x1, 50 MP)
Illusion technique 4: Mind's life- Causes a target to become paralyzed and live in an illusory world in their mind where they have what they want. (Special power x1, 100 MP)
Illusion technique 5: Battle of the Mind- Able to link to another's consciousness, causing those linked with him to enter a mental world of Daro's making. When using this technique, Daro is unable to move as well. Attacking Daro breaks the technique. (Special power x2, 100 MP)
Ultra-Illusion technique : Dimensional illusion- Able to create an illusion which works through dimensions. Able to see, hear and speak through illusions. Illusion lasts for 24 hours, which by then disappears. (100 MP)
Wingless flight
lvl 2 Energy control- Able to control energy, not just their own, but any energy fired upon them. Catching the energy, the user can either absorb it or throw it any direction they chooses. (Special power x2)
Mana control- Able to control arcane energy, not just one's own, but any form of magic fired upon the user. Catching the mana, the user can either absorb it or throw it any direction they choose. (Special power x1)
Shadow clone- Able to make a clone of himself that acts as an extension of himself, and collects knowledge for him. Has the same powers and stats, but if hit once disappears. (100 MP)
Shadow Clone Telephone- Can chose to transmit sounds and images through his clones, even through dimension.
Shadow move- Able to move a distance total of 50 feet by jumping in to one shadow and out the other.
Regenerate- Due to being a shadow creature, he is not fleshy like other beings, and is able to reform from most attacks that would kill biological creatures. Does not regain HP.
Transform- Able to change his appearance, weight and size to whatever he chooses, does not increase stats.
Wall Climb- Able to walk along walls or ceilings by sticking to them.
Dark Chains- Summon chains of dark energy to restrain the target. (Special power x2, 20 MP)
Cause Fear- Cause an enemy to run away in fear. (Special power x2, 20 MP)
Enlarge person; Mass- Able to enlarge a group special power / 4 times their size.
Reduce person mass- Able to Shrink a group special power / 4 times their size.
Enlarge Person- Grows a single person to special power /4 times their size
Reduce person- Shrinks a person to special power / 4 times their size
Detect magic- Detects magic in a 60 foot distance
Detect poison- Can detect poison in one creature or one object.
Fly- Grants the ability of flight for one day, can be used on himself and others.
Haste- Can double a subjects speed for 1d4 turns.
Break Enchantment- Frees subjects from enchantments, alterations, curses, and petrification. (40 MP, special power x4)
Invisible Eye- An invisible magic eye that can go out special power x2 feet in distance from user.
Rary's telepathic bond- Allows a group of people to create a telepathic link if target allows, being able to sence each other's thoughts, emotions and experiences.
Alarm- Creates an area that makes a loud sound if someone enters it. lasts for 2 hours.
Dispel magic- Can dispel magic, including enchantments on items making them mundane. (Special power x2)
Prestidigitation- A minor trick which does one of the following
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Magnificent Mansion- User conjures an extra-dimensional dwelling in range that lasts for the duration. They choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. The user and any creature the user designate when they casts the spell can enter the extradimensional dwelling as long as the portal remains open. The user can open or close the portal if they are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. user can create any floor plan they like, but the space can’t exceed 500 feet on either side. The place is furnished and decorated as user chooses. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. The user decides the visual appearance of these servants and their attire. They are completely obedient to user's orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extra-dimensional space are expelled into the open spaces nearest to the entrance. (500 MP)
Dimension magic- Knowledge over dimensional magic. Able to do the following things-
-Create Dimension items (Fade or portal)
-Create dimensional portals
-Sense dimension travel or other dimensional phenomena in a distance of (Special power x1) in feet.
-See where a subject dimension traveled to within (Special power x1) in seconds
-Send others through dimensions. (Special power x1)
Matter: Alter matter's form- Able to change an object's physical properties, for example changing a solid in to a liquid or gas in to a solid.
10 MP
Turn Undead: Use negative energy to Halt, Rebuke, Control, or bolster undead.
Special power x1, 50 Mp
Juggernaut LVL 7- Increases defense and special defense x8 in Juggermushroom form.
Empty space- Able to put things in himself as a sort of storage. Only weapons, armor and other items that can normally be carried by people.
Healing- Uses their energy to heal themselves or others. (Special power x2, 10 energy)
Revival- Revives a person that has been dead no longer than 24 hours. (100 energy)
lvl 6 Teleport- Can teleport up to special power x6 in distance, taking a max of six people with him.
Energy sense- Able to sense energy and gauge how strong it is.
Wind stepping- Able to add the user's special power to speed for 5 turns for faster movement. (10 MP)
Spirit rising- Able to add special power to special defense for 5 turns to resist status anomalies better. (10 energy)
Minor creation- Can make mundane items of clothe and/or wood. (50 MP)
LVL 5 Major Creation- Much like minor creation, but includes steel, stone, Crystal, base metals, precious metals, gems, and some rare metals. (100 MP)
Tongues- Can comprehend, speak and read languages.
See Invisibility- Able to see invisible beings
Shrink Item- Able to shrink items for easier carrying. Does not change it's stats.
Enlarge item- Able to enlarge items to a colossal size, does not change it's stats.
Continual flame- Makes a permanent, heatless torch that creates 30-feet of bright light and 30 of dim.
Arcane Lock- Magically locks a portal or chest. (Special power x2)
Knock- Opens locked or magically sealed doors/containers. (Special power x2)
Identify- Identifies magical items to where user can identify what a magic item does and how it specifically works.
Remove Curse- The ability to remove curses from subjects. (Special power x2)
Sending- Sends a message of 25 words or less to a target creature you know. The creature understands the meaning of the message, and is able to send one back of 25 words or less. This ability can also be used between dimensions, though it has a chance of failing. (100 MP)
Unseen Servant- An invisible force does the user's bidding. If used as an attack, range is 50 feet and is special power x1.
Draining Winds- An evil wind that drains anyone it touches of their energy. Those with higher special defense negate the power. (Special Attack X1 MP 50)
Mage Armor- Creates armor that works against both Physical and special attacks. Adding their special power to their defense. (Special Power x1, Mp 50)
Stasis Lock: Create a field that slows down anyone inside and removes gravity making them float. Holding them for a second per 100 Special Power. (Mp 100)
Sheep Trick: Summon a ether sheep to come out and tackle the target. Making them fall asleep on contact (Special Power x2, Mp 50)
Summon Nurse Sprite: Summon a small, winged sprite in a nurse outfit holding a needle. Carrying aliment medicine that changes on what the caster wants. (Special Power x1 Mp 100)
Calming Wave: Send out a wave that suppresses the anger and rage in one's heart. (Special Power x2, Mp 50)
Metal magic- Taught by Morpheus. Taps in to his own aligned element of metal to do different things, as well as makes metal-based techniques easier to attain.
Paint magic- Being a paint wielder magic user, user is able to do various things with magic paint.
Magic paint summoning- Able to summon magic paint much like the paint scepter, but spells require more MP this way.
Imagination Summoning- Able to summon creatures from users imagination that have relevant stats equal to user's special power. (100 MP)
Energy control: Gravity- Able to project and control the elemental energies of gravity, for example making gravity higher or lower in areas. (Special power x1)
Energy control: Kinetic- Able to project and control kinetic energies. (Special power x1)
Energy control: Darkness- Able to project and control the elemental energies of darkness. (Special power x1)
Energy control: Light- Able to project and control the elemental energies of Light. (Special power x1)
Energy control: Fire- Able to project and control the elemental energies of heat and fire. (Special power x1)
Energy control: Cold- Able to project and control the elemental energies of cold. (Special power x1)
Energy control: Magnetism- Able to project and control the elemental energies of Magnetism. (Special power x1)
Energy control: Vibration- Able to project and control the elemental energies of Vibration. (Special power x1)
Elemental power: Water- Able to do a number of different things with the elemental power of Water, including create or destroy it, and make attacks. (Special power x1)
Elemental power: Earth- Able to do a number of different things with the elemental power of Earth, including create or destroy it, and make attacks. (Special power x1)
Elemental power: Air- Able to do a number of different things with the elemental power of air, including create or destroy it, and make attacks. (Special power x1)
Spatial magic- Able to to create or destroy space, when creating space, causes an en explosion of kinetic force. When destroying space, causes a vacuum which draws in objects and beings towards the destroyed space. (Special power x1)
Correspondence magic- Magic that works on manipulation of space (Point A to Point B, etc), examples being teleportation, weapon reach, etc (Special power x1)
Acid magic- Able to create or control acidic liquids of a magic nature (Special power x1)
Magic war paint: Strength- Paints on his own body, upon activating adds special power to strength. (Special power x1, 10 MP)
Magic war paint: Defense- Paints on his own body, upon activating adds special power to defense. (Special power x1, 10 MP)
Magic war paint: Special defense- Paints on his own body, upon activating adds special power to special defense. (Special power x1, 10 MP)
Magic war paint: Speed- Paints on own body, upon activating adds special power to speed. (Special power x1, 10 MP)
Magic war paint: Perception- Paints on his own body, upon activating adds special power to perception. (Special power x1, 10 MP)
Magic war paint: Wisdom- Paints on his own body, upon activating adds special power to wisdom. (Special power x1, 10 MP)
Magic war paint(Intimidation)- Using paint magic, user adds Special Power to Charisma for intimidation purposes. (10 MP)
Light shield- Forms a number of shields of light which create a sphere around the user. 1 shield for every 1,000 special power. (Special power x2, light, 30 MP)
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Skills
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Acrobatics +1,000
Appraising- You can tell what something is worth monetary wise. +100
Art (painting) +1,100
Animal call +1,000
Animal handling +100
Arcane Knowledge +620
Balancing +1,000
Ballistics +50- 10 extra damage for each point with mechanical ranged weapons
Biology +1,000
Camoflaug +1,000
Cartogrophy +1,000
Climbing +,1000
Concealment +1,000
Countrfeiting +1,000
Craft (Weapon smithing) +35,772,507
Craft (Armor smithing) +35,772,507
Craft (Monster equipment) +35,765,035- Makes weapons and armor out of pieces of monsters.
Craft (Jewelry) +35,772,508
Craft (Magic Item) +35,772,507
Craft (Machine) +35,772,509
Detect traps +1,000
Diguise +1,000
Escape +1,000
Impersination +1,000
Interigation +1,000
Invesatigatio +1,000
Juggling +1,000
Medicine +1,000
Psychology +1,000
Instrument (Flute) +170
Occultism +40
Rescue +1,000
Rope use +1,000
Scrounging +1,600
Shadowing +1,000
Survival +21
Riding (Quadruped) +100
Reaper etiquette +23
Dragon style +173- When using this fighting style, speed and defense increases by 10 for each point.
Tiger Style +1,378- When using this fighting style, Strength increases by 10 for each point.
Ninjitsu +264- When using this style for fighting, stealth, speed and perception increases by 10 for each point
Teaching (Ninjutsu) +2,100
Teaching (Craft (Weapon smithing) +2,900
Teaching (Craft (Armor smithing) +2,900
Teaching (Craft (Jewelry) +2,896
Tracking +100
One handed swords +549
Two Handed swords +476
Polearms +270
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Weapons
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Zanba
Type: Mechanical Melee
+75,390 slashing, +74,890 energy
A large, single edged sword which is enhanced by an energy lining along the blade.
Star metal spear- A spear made from star metal, it's properties are unknown beyond that it is powerful.
+400 stabbing
Sou Awatsuki
Type: Ranged
48,645 Energy
Range: 20 yards
Enchantments: Non-lethal, Paralyze
A pair of elegant purple twin machine guns which fire off purple bolts of energy.
BlASSTER (Assault Rifle)
Type: Ranged
75,480 damage- Energy
Range: 30 yards
Rounds: 200
A belt fed Bandit assault rifle which converts bullets in to lasers thanks to Etech. Takes up 2 bullets per shot.
Fire-Born Nodachi
Type: Melee
+46,660 slashing, +48,180 fire
A long handled weapon with a katana blade that glows orange with the power of fire.
Fuma Shuriken- A four pointed shuriken that can fold for easier carrying.
Type: Melee/Throwing
+471 slashing, +24,725,070 wind damage
Enchantments: Returning, Tracking
Rengokuto Ensa
Type: melee
+48,005 slashing/stabbing
A sword given to him by Yurnero the juggernaut.
Naginata
Type: Melee
+103 slashing, +35 fire, Evil's bane
A pole arm mostly used for slashing. Has 2 feet of extra reach.
Shock stick
Type: Melee
+10 shocking
A shock stick that does bashing and electric damage.
Electric cannon
Type: Ranged
100 electric
Range: 50 yards
Ammo- 20 shots
A cannon best carried underslung or over the shoulder like a bazooka. Fires blasts of electric energy that explodes.
Buzz Axe- A Pandoran Psycho's weapon of choice, has a motorized saw blade at the end of a stick.
+30 slashing
Gunbraver
+10 slashing
1300 Energy
30 yard range.
Ammo- 100 shots
Hammer
+33 bludgeoning
Sling- A patch of hide with two strings on either side to shoot off whatever can be fit in the pouch.
+8,500 damage
Bone boomerang (+8,500 bashing)
Lever action Shotgun- a lever action shotgun.
11,600 damage to shots
8 rounds
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Armor
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Gauntlets- +10 defense
Guardian armor- +5 defense +10 special defense
Nomad Armor (+15 armor, cold resistance)
White Belt- A white belt with a golden tiger mark on it.
+1,000 defense
Yellow Belt- A white belt with a Black tiger mark on it.
+1,000 defense
Carved Mask of the Trickster- A mask Yurnero had made for Daro, carved in the shape of a smiling demon. (+46,100 defense)
Fur hand wraps- A pair of fur hand wraps from the hide of a creature which wraps around the hands, wrist and forearms.
Part- Arms.
+9,400 defense
Fur leg wraps- Fur that wraps around the legs.
Part- legs.
+11,500 defense
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Items
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96 bars of eridium
Cellphone- Flip phone.
Echo communicator
Healing Fount of the Lost Isles - A jade statue of three intertwining fish. Able to be summoned by it's owner. Fount gives off a healing aura equal to owner's special power. If destroyed, can be reformed by owner at the price of 100 MP.
100 Assault Rifle rounds- Hollow point (Damage x4)
1000 assault rifle rounds- regular
Magic ring- Used for dimensional travel
Dimensional check point- A gate made in the style of a Feudal Era Japanese check point barrier, made for dimensional travel. Anyone can go through, by default goes to his home.
Weighted pants- A pair of pants that is weighted to help with training. +5% EXP, -5% Speed
Weighted shirt- A sleeveless weighted shirt to help with training. +5% EXP, -5% speed
Weighted gloves- A pair of fingerless gloves with weights to help with training. +5% EXP, -5% speed
Weighted Boots- A pair of weighted boots to help with training. +5% EXP, -5% speed
Weighted mantle- A weighted shoulder mantle to help with training. +5% EXP, -5% speed
Beginner's Enchanting table- Used for placing low level enchantments on mundane items
Novice's Enchanting table- Used for placing Middle level enchantments on mundane items
Journeymen's Enchanting Table- Used for placing High level enchantments on mundane items
Master's Enchanting Table- Used for placing Master level enchantments on mundane items
Beginner's Hammer- Increases weapons and armor by 10 point when creating or upgrading.
Beginner's billows- Used to stoke the fires of the forge, adds an addition 10 point when creating or upgrading weapons or armor.
Beginner's Tongs- Used to hold hot metal for hammering. Adds 10 point when creating or upgrading weapons or armor.
Beginner's Anvil- Used as a place to hammer the metal against. Adds 20 points when creating or upgrading weapons or armor.
Beginner's Forge- Used to heat up the metal. Adds 30 point when creating or upgrading weapons or armor.
2 Masterwork Hammer- Increases weapons and armor by 50 point when creating or upgrading.
2 Masterwork billows- Used to stoke the fires of the forge, adds an addition 50 point when creating or upgrading weapons or armor.
2 Masterwork Tongs- Used to hold hot metal for hammering. Adds 50 point when creating or upgrading weapons or armor.
2 Masterwork Anvil- Used as a place to hammer the metal against. Adds 60 points when creating or upgrading weapons or armor.
2 Masterwork Forge- Used to heat up the metal. Adds 70 points when creating or upgrading weapons or armor.
Beginner's Weapon Bench- Creates or upgrades weapons that are made of technology. 20 to start, +10 to upgrades.
Beginner's armor Bench- Creates or upgrades armor that are made of technology. 20 to start, +10 to upgrades.
Beginner's Item Bench- Creates or upgrades Items that are made of technology. 20 to start, +10 to upgrades.
Beginner's Vehicle tools- Upgrades vehicles, can upgrade armor or vehicle weapons +30, or gives 100 to vehicle's speed.
Novice's Weapon Bench- Creates or upgrades weapons that are made of technology. 50 to start, +25 to upgrades. 15,000$
Novice's armor Bench- Creates or upgrades armor that are made of technology. 50 to start, +25 to upgrades. 15,000$
Novice's Item Bench- Creates or upgrades Items that are made of technology. 50 to start, +25 to upgrades. 15,000$
Novice's Vehicle tools- Upgrades vehicles, can upgrade armor or vehicle weapons +60, or gives 200 to vehicle's speed. 20,000$
Journeyman's Weapon Bench- Creates or upgrades weapons that are made of technology. 100 to start, +50 to upgrades.
Journeyman's armor Bench- Creates or upgrades armor that are made of technology. 100 to start, +50 to upgrades.
Journeyman's Item Bench- Creates or upgrades Items that are made of technology. 100 to start, +50 to upgrades.
Journeyman's Vehicle tools- Upgrades vehicles, can upgrade armor or vehicle weapons +150, or gives 500 to vehicle's speed.
Master's Weapon Bench- Creates or upgrades weapons that are made of technology. 200 to start, +100 to upgrades.
Master's armor Bench- Creates or upgrades armor that are made of technology. 200 to start, +100 to upgrades.
Master's Item Bench- Creates or upgrades Items that are made of technology. 200 to start, +100 to upgrades.
Master's Vehicle tools- Upgrades vehicles, can upgrade armor or vehicle weapons +250, or gives 1,000 to vehicle's speed.
Shop bell- Made in the style of a prayer bell with a large rope, the shop bell exists in all dimensions Daro has been to. Ringing the bell will send a psychic sound to Daro, and give him the locations as to where the bell is so he may do business with anyone who rang said bell.
chain- 100 feet, 100 strength.
Radio station equipment- Comes with everything needed to broadcast radio station waves, and the antenna has been modified by Daro to broadcast through dimensions to equipment that can pick up dimensional waves.
19 Strong Health Potion: Restores 100% of HP.
10 Strong Energy Drinks: Restores 100% of MP per pop.
6 Medium energy drink: Restores 50% of MP per pop.
Baroque flute- A wooden flute which can be disassembled for easier carrying.
115 pounds of steel
17 pounds of black metal
6 pounds of silver
415 Gun components
170 Melee components
Magic Tome- a 200 page book with magic spells. Spells contained within
Freezing Touch- Causes ice damage by touch. (Sepcial power x2, 5 MP)
Burning hands- Places a hand to an target, target takes fire damage. (Special power x2, 5 energy)
Shocking grasp- Much like Burning Hands, but with electricity instead.(Special power x2, 5 energy)
Acid Splash- An attack where magical acid is summoned, does continuous damage acid damage.(Special power x1)
Daze- Stuns enemies for 1d4 turns, making it to where they can not act unless they roll special defense and roll higher than the roll power roll she makes.(Special power x1)
Ray of frost- Fires a beam of cold energy at a target.(Special power x1)
Melf's acid arrow- Fires an arrow of acid at an opponent, causing damage at the start than 1/10 the damage for 1d4 turns on target.(Special power x2, 10)
Fireball- Causes a fireball to explode wherever she can see, causing fire damage to anyone 60 feet from the center of the explosion.(Special power x2, 10)
GHoul touch- Touching one target, the target becomes paralyzed and exudes a stench, cutting their stealth down by 30 for 1d4 rounds. (Special power x2, 10)
Cloudkill- Creates a cloud which causes damage to any targets of her choosing inside said cloud.(Special power x4, 20, 30 foot radius, 100 MP)
Shout- Gives an ear piercing shout, which can cause deafness and causes sonic damage to targets within range. (Special Power x3, 1,30 MP, 30 foot radius)
Alarm- Creates an area that makes a loud sound if someone enters it. lasts for 2 hours.
Endure elements- Exist comfortably in hot or cold environments.
Mage Armor- Creates armor that works against both Physical and special attacks. +50 to both defense and special defense.
Unseen force- An invisible force does her bidding. If used as an attack, range is 50 feet and is special power x1.
Detect magic- Detects magic in a 60 foot distance
Detect poison- Can detect poison in one creature or one object.
Dispel magic- Can dispel magic, including enchantments on items making them mundane. (Special power x2)
Identify- Identifies magical items to where user can identify what a magic item does and how it specifically works.
Mage Hand- Can move an object 5/level pounds or less with telekinesis.
Arcane Lock- Magically locks a portal or chest. (Special power x2)
Protection from Arrows- Grants immunity to one subject from arrows and other such projectiles for 1d4 turns.
Fog Cloud- Grants +30 stealth to anyone in a fog cloud she creates. Fog cloud is special power x2 feet in diameter.
Continual flame- Makes a permanent, heatless torch that creates 30-feet of bright light and 30 of dim.
Knock- Opens locked or magically sealed doors/containers. (Special power x2)
Spider climb- The ability to walk on vertical walls or ceilings.
Fly- Grants the ability of flight for one day, can be used on himself and others.
Haste- Can double a subjects speed for 1d4 turns.
Remove Curse- The ability to remove curses from subjects. (Special power x2)
Invisible Eye- An invisible magic eye that can go out special power x2 feet in distance from user.
Minor creation- Able to create wooden or clothe objects. (10 mp)
Enlarge person; Mass- Able to enlarge a group special power / 4 times their size.
Reduce person mass- Able to Shrink a group special power / 4 times their size.
Enlarge Person- Grows a single person to special power /4 times their size
Reduce person- Shrinks a person to special power / 4 times their size
Break Enchantment- Frees subjects from enchantments, alterations, curses, and petrification. (40 MP, special power x4)
Major creation LVL 5- Much like minor creation, but includes steel, stone, Crystal, base metals, precious metals, gems, and some rare metals. (100 energy)
Rary’s Telepathic Bond- Link lets allies communicate.
Shrink Item- Able to shrink items for easier carrying. Does not change it's stats.
Enlarge item- Able to enlarge items to a colossal size, does not change it's stats.
Tongues- Able to speak any language.
See Invisibility- Able to see invisible beings
Wish- A powerful spell which allows her to do just about anything, but it does have some limitations. (100 MP, special power x4)
Permanency- Makes a spell she casts permanent. (1,000 MP)
Break Enchantment- Frees subjects from enchantments, alterations, curses, and petrification. (40 MP, special power x4)
Prestidigitation- A minor trick which does one of the following
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
Magnificent Mansion- User conjures an extra-dimensional dwelling in range that lasts for the duration. They choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. The user and any creature the user designate when they casts the spell can enter the extradimensional dwelling as long as the portal remains open. The user can open or close the portal if they are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. user can create any floor plan they like, but the space can’t exceed 500 feet on either side. The place is furnished and decorated as user chooses. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. The user decides the visual appearance of these servants and their attire. They are completely obedient to user's orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extra-dimensional space are expelled into the open spaces nearest to the entrance. (500 MP)
Money: 2,042,695
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Enchantments known
-----------------------------------
Beginner enchantments
Non-Lethal- Upon command, a weapon can switch to either lethal or non-lethal damage despite weapon type. Difficulty of 25. 10 MP. Difficulty of 250. 10 MP.
Minor Elemental weapon- Grants a weapon an element of +50. Difficulty of 250. 10 MP.
Minor Elemental armor- Same as weapon, but makes it to where it resists said element +50. Difficulty of 250. 10 MP.
Minor magic weapon increase- Increases a magical weapon's property by +50. Difficulty of 250. 10 MP.
Minor magic armor increase- Same for as magical weapons, but works on armor by increasing it by +50. Difficulty of 250. 10 MP.
Intermediate enchantments
Moderate Elemental weapon- Grants a weapon an element of +100. Difficulty of 300. 15 MP.
Moderate Elemental armor- Same as weapon, but makes it to where it resists said element +100. Difficulty of 300. 15 MP.
HP/MP Absorb: When causing damage, you gain 25% of the damage you deliver to either your HP or MP. Upgrading it to level 4 gives back HP/MP to user point for point. Difficulty of 300, 15 MP.
Ghost touch- Able to make weapons or armor work against ghostly kinds of enemies. Difficulty of 300, 15 MP.
Returning- You are able to make weapons return to the use after being thrown. Difficulty of 300, 15 MP.
Moderate magic weapon increase- Increases a magical weapon's property by +100. Difficulty of 300. 15 MP
Moderate magic armor increase- Same for as magical weapons, but works on armor by increasing it by +100. Difficulty of 300. 15 MP.
Journeyman enchantments
Stat increase- Increases a stat when the said piece of armor is worn or weapon is wielded. Difficulty of 350, 20 MP.
Elemental burst- Causes a nova of elemental damage which is activated on a critical strike. Difficulty of 350, 20 MP.
Paralyze- Struck enemies are unable to move for a number of turns equal to the level of the enchantment. Difficulty of 350, 20 MP.
Master enchantments
Major Elemental weapon- Grants a weapon an element of +200. Difficulty of 400. 25 MP.
Major Elemental armor- Same as weapon, but makes it to where it resists said element +200. Difficulty of 400. 25 MP.
Major magic weapon increase- Increases a magical weapon's property by +200. Difficulty of 400. 25 MP.
Major magic armor increase- Same for as magical weapons, but works on armor by increasing it by +200. Difficulty of 400. 25 MP.
HP/MP Restoration- Can restore your HP/MP automatically after each round or amount of time in game. Difficulty of 400, 25 MP.
Spell imbue- Can make it to where a specific spell or ability is granted to the wielder when said item is worn or held. Difficulty of 400, 25 MP
Tracking- Can only be used on ranged weapons, tracks targets like a heat seeking missile, but can still be stopped like any other weapon. Difficulty of 400, 25 MP
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Pets
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Hunter
Gemini
Fizz (stand)
Poppy- Nurse Sprite he summoned. (Personality clashes)
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Students
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Danuja, Danno, Doi
Four
Pinocchio and Gregory
K2
Satoshi
Hanabi and Suzuka