Professor Dameron
Subject: Literature
Alignment: Melancholy
Orientation: Academic
Position: Grigori
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Dameron, true to his Alignment, is often sullen or withdrawn. He is always found with his nse in a book, and indeed he shares these writings with his students. His voice is low and melodic, and his piercing glance seems to see through even the cleverest of facades. Many of the students moon over Dameron, for his intelligence, gentle disposition and good looks. Dameron, however is not a man to cross. While he may be nose-first in a book nearly at all times, he is alert, ad his reflexes are the fastest of any of the professors. He can catch a ball thrown to him without losing his place in the book he is reading, and toss it back with perfect accuracy.
Dameron uses these quick reflexes to do his job efficiently as a Grigori, and make no mistake, he is always watching. The other Professors talk of how he was a champion of hte Arena when he was just a Stage Two Empyrean. Raelyn, Elias, Tryna and Dameron were of the same graduating class, and still Dameron and Elias are rarely seen apart.
Dameron teaches literature, including both the reading and writing of books, and his most studious pupils are those with aspirations to Grimoire or Circle Magic, in which the skills he teaches are required.

O sacred friendship that with nimble wing,
Thy phantom leaving here on earth below,
With blessed souls in heaven communing
Up through the empyrean halls dost go.
Thence, at thy pleasure, to us is assigned
Just peace, her features covered with a hood,
But oft, instead of her, Deceit we find
Clad in the garb of virtue and of good.
Leave heaven, friendship, and do not permit
Foul fraud thus openly thy robes to wear
And so all honest purposes defeat.
For if you leave him in your semblance fair
Dark chaos will once more engulf the world
And all to primal anarchy be hurled.

From Don Quixote De La Mancha, one of the fragmented works left from the old world.


Lesson One: Active and Passive Cadence

An Active sentence is one in which the actor moves or effects and object, by way of a verb.
A Passive sentence is one in which an object is affected by another object by way of a verb.
We use Active sentences to direct magic out at others, and Passive sentences to direct magic back upon our selves or our allies. It is important,when wording your spells, to make sure you word them correctly, or the effect may land upon the wrong target!

When casting a spell in battle, be sure to refer to the spell by its name, preceded by either Passive or Active, so you know to whom you wish the spell to affect.
for example:
Passive Hermit Grimoire!

Active Biquintile Circle!

Lesson Two: Targeting

Targeting is the skill of focusing an attack on a single person, or Target. As you become more advanced in this skill, you begin to target specific areas of a target, making armour or certain types of blocks obsolete.

In order to use targeting, you actually raise the difficulty of how hard it will be to hit a specific location, based on how small it is. For use in battle, the Empyrean Body has been broken up into regions of size. Things not empyrean can be referred to by the same measurements based on how large the item is compared to an Empyrean, and Empyrean measurements.

The values given here are included in every Augment Roll made during a battle. If three different Augments are used to target the head, then it is +5% to each of the Augment Rolls.

Body - +1% difficulty - useful for use against moveing or far away targets. Targeting Body aims for the body as a whole. It is not specific as to where the hit will land, so long as it hits a body part. Body allows you to circumstances like speed, distance, movement, distraction otherwise would add a greater difficulty.

Limb - +2% difficulty - Targeting Limb - either arms, legs, wings, tail etc - will slow your opponent down by 2%.

Knee - +2% difficulty - Increases the opponent's difficulty on Kicks, stances, Dodge, Dash by 2%.

Elbow - +2% difficulty - Increases the opponent's difficulty on Blocks, Punch, Grab and Throw by 2%.

Ankle - +4% difficulty - +1 damage, Increases the opponent's difficulty on Kicks, stances, Dodge, Dash by 2%.

Head - +5% difficulty - Targeting the Head, or a Head Shot, will allow you to bypass armour if no helmet is worn. a non-lethal strike to the head stuns for one turn. For monsters, a lethal shot to the head can kill some breeds instantly.

Eye - +10% difficulty - Targeting the Eye renders the opponent sightless for the remainder of the fight. This can be reversed by some healing magics, but Outsiders and Monsters do not have such healing magics, and cannot reverse the affects. Sightlessness makes the opponent unable to target you, and raises their difficulty on actions meant to hit or block you by 10%.

Groin - +10% difficulty - Targeting the Groin stuns the opponent for 1 turn, and then decreases stamina and strength for the remainder of the fight by 5% each.

Solar Plexus - +10% difficulty - Targeting the Solar Plexus stuns the opponent for 1 turn, and then lowers magical and energetic proficiency for the rest of the fight, raising your opponent's difficulty on any magical or energy manipulation (such as chakra work) by 10%.

Lung - +10% difficulty - Targeting the Lung winds the opponent for 1 turn, and then lessens speed and stamina for the rest of the fight by 5% each.

Heart - +10% difficulty - Targeting the Heart stuns the opponent for 2 turns, and then lowers all physical stats (speed, strength, stamina) by 3% each.

Collarbone - +12% difficulty - For all successive Blocks with the arm, or Punches, the opponent takes 1 damage.

Trachea - +12% difficulty - +1 damage, winds the opponent for 2 turns, and then lessens speed and stamina for the rest of the fight by 5% each.

Spine - +12% difficulty - Causes opponent to fail their next attack or defense.

Kidney - +12% Difficulty - Causes the opponent to take 1 more damage on any attack they fail to block until the end of fight.

Temple - +15% difficulty - Causes a concussion, making the opponent unable to target for the rest of the fight, and increasing difficulty on balance by 5%.

Sternum - +20% difficulty - Causes the opponent to be stunned next turn, unable to block or attack.

Triple Warmer - 20% difficulty - Lower's the oppnent's Strength by 2 damage per attack or defense for the rest of the fight.

Lesson Three: Duration & Upkeep

A lot of spells require you to keep focused concentration for the entire duration of the spell. This skill will teach you how to concentrate on multiple things at once so that a spell effect - such as a caging spell - doesn't wear off if you need to block an incoming attack.

Duration:
If you wish to extend the length of your spell, you have to keep consecutively rolling a die for that spell each turn following the intitial casting. The spell roll you keep making for duration carries on the affects of the spell, including any augments that may have been rolled at the initial casting. So long as your rolls keep rolling successful, you can sustain your spell. Each additional turn spent upkeeping the spell, the difficulty to do so raises by 5%.


Upkeep:
Upkeep needs to be rolled if one wishes to maintain a spell while attempting a seperate action, such as a block, or additional attack. The Upkeep roll needs to match or exceed the specific number roll on the successful dice roll from initial casting. Meaning if your target number is 30% or better, and you rolled an 87%, you will need to best the 87% in order to maintain your spell, and then continue casting an additional spell or initiating a new complex action.