Professor Abrid
Subject: Science
Alignment: Choleric
Orientation: Journeyman
Position: Seraphim

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(Coloured by Marushii)

Abrid is a little excentric, as much from his Ritual Magic as from anything else. He's the kind of Professor who will forget to be formal at times, and more often lets information slip to the young ones out of sheer love and excitement of the subject, when he really shouldn't be telling ones so young. Abrid is an effective Seraphim, and specializes in attacking the Outsiders and Monsters instead of casting protections over the city.



Lesson One: Biology

Essence:
Empyreans have one bodily fluid, although it takes many forms, and that is called Essence. The weakest form of Essence is Saliva, then sweat, then saline, then lubricant fluids, then lymph and finally, Blood is the most potent form. When any of these bodily fluids are shed, there are trace elements of Essence in them, causing the fluid to give off a soft glow if in a dark environment. The sensation of being touched by raw fluids is akin to tingling and warmth, like a muscle-ease balm or a heat pack. While the feeling is pleasant, the stronger the concentration of Essence, the more intense the feeling becomes, until it reaches the higher levels, of Lymph and Blood and becomes purely painful. In this sense of the word, contact with lubricant fluids is akin to ecstasy, and tears of saline give a comforting uplifting feeling, (crying really does make you feel better when you're down), sweating gives a sensation of rapture and satisfaction. These fluids are thought of as a reward, and not as disgusting bodily functions as many humans consider them. In scent they have nearly no fragrance, and in consistency mirror human fluids.

Disease:
When Husks are fused with Essence, any diseases or weaknesses in a physical sense they might have had as Husks are largely improved or corrected by the bonding. However, if sever conditions exist, the Essence can only correct them to a certain extent. For this reason, severe disabilities, such as deformities (like missing limbs) cannot be entirely corrected, and thus those Husks will not be chosen. However, weak senses largely can be corrected, so deafness or blindness can largely be reversed. Those who would have been blind as Husks can see well with the assistance of Glasses manufactured by Gregor, and those who were deaf have imperfect but certainly passable hearing as Empyreans.

Lesson Two: Medicine

There are many things that are important to care with you when going into difficult or dangerous situations....
Smelling Salts - brings one out of unconsciousness.
Rescue Remedy - in times of great emotional or mental stress or panic, this enables one to cope.
Gauze - for bandaging moist wounds, such as those seeping blood or lymphatic juices.
Bandage - for small cuts and scrapes to prevent one from getting dirt or debris into the wound.
Salve - a rub for muscles or burns to soothe and bring down swelling.
Staple - for larger gashes that need to be stitched shut.
Cast - for broken bones that need to remain immobile while healing.
Splint - for broken bones in highly mobile locations (such as the hand or ankle), sprains and pulled muscles, to support the body's natural movement.
Brace - a bandage to brace tendons and muscles that have been weakened by injury or trauma.
Stitches - for sewing shut long or particularily deep wounds.
Felicia - clears the mind of headache, migraine or confusion.
Kalmia - for cooling the body and muscles, and calming the after efects of adrenalin.
Inula - boosts the immune system against infection and disease.
Genista - Improves healing, decreases scarring, shortens recovery time.
Cassia - warming and energizing, eases cramping and sore muscles.
Dianthus - Assists breathing, either from allergy, windedness or hyperventation.
Morina - Strengthens chakras and channelling, increases recovery after a lot of magic casting, helps focus energy.
Allamanda - Calms stress, fears, paranoia, worries, aids restful sleep patterns.

Lesson Three: Castor Shells

#1 Bullet Shell (3) - The Bullet Shell is fired to peirce an object usually flesh, and can penetrate weaker armours, such as leather or thin metals. Each bullet wound does 3 points of damage for non-critical hits, and 6 points of damage to vital areas.
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#2 Light Flare (0) - The Light Flare releases a blazing beacon of light that usually burns white and leaves a trail of glowing light behind it in a trajectory that lights up the surrounding space.
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#3 Sound Flare (0) - The Sound Flare releases a boom of loud noise that temporarily renders an opponent's hearing useless. Each Sound Flare leaves the target deafened for 1 turn and leaves ringing in the ears and discombobulation in the target.
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#4 Heal Radius (0) - The Heal Radius releases a warm green light that drops in a sphere around the castor for a radius of 5 feet and heals all those within reach of the Heal Radius 5 points of damage.
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#5 Heat Arrow (1) - The Heat Arrow fires a blast of concentrated heat at a target that can melt metal, char flesh, and warp bindings. The Heat Arrow sears and blisters whatever it touches, and can combust certain flammable substances that are suseptable to friction burns, such as paper, potions, fur. Commonly used in friendly duels as it is painful but quite easy to heal. Heat Arrow does 3 points of damage.
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#6 Barrier Radius (0) - The Barrier Radius releases a soft, nearly invisible white glow in a radius of 1 foot. This Barrier can resist level 0 or level 1 castor shells, and the lowest level of spells about 70% of the time. If the Barrier Radius fails to block something, or moreover is penetrated by stronger magic or castor shells, it flickers and fades out of use. Its radius is so close to the body that should it fail, your chances of evading the incoming attack are very slim. Simultaneously using other methods of defence while wearing the Barrier Radius is reccommended.
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#7 Repeller Shot (1) - The Repeller Shot releases a warp energy of swirling currents that will blow an incoming object or opponent back 10 feet. While it moves a would-be assailant, it does not actually cause damage, and is used for evasive manouvres.
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#8 Heat-Seeking Shot (2) - The Heat-Seeking Shot can be fired in any direction and will move its trajectory to hit the nearest source of heat that is not the castor. It does 2 points of damage when it hits, and strikes as Bullet Shell.
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#9 Dust Shot (0) - The Dust Shot releases a cloud of thick grey dust that lowers visibility by 60%. It irritates the lungs and stings the eyes, causing coughing, sneezing and runny eyes. The Dust hangs in the air for three turns, unless dispersed by summoned wind or other countermeasure. If it hangs in the air for its three turns before settling it does 1 point of damage to all those who breathed in the dust.
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#10 Mimick Shot (0) - Mimick Shot when fired at a target, monster or opponent mimicks whatever move, strike or spell that target is performing, and cancels out the exchange with no damage done to either party.
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#11 Aero Blast (1) - Aero Blast releases a torrent of purplish-blue wind essence that does 2 points of damage if it hits. It also has the ability to cause those flying and/or using technoequips that assist hovering, jumping or flying, to be thrown off-course.
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#12 Aqua Blast (1) - Aqua Blast releases a torrent of greenish-blue water essence that does 2 points of damage if it hits. It also has the ability of dousing magical fire, not-counting Alchemical Fire Drops.
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#13 Gravity Blast (1) - Gravity Bast releases a torrent of greyish-red anti-essence that does 2 points of damage if it hits. It also has the ability to cause its target to become sluggish and heavy and slow for two turns after it hits. This means that any damage the target does is doubled, and the damage they take for those two turns is halved, but the other fighter gets two turns for each of the target's one turn for two rounds in the fight.
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#14 Spiral Blast (1) - Spiral Blast does one point of damage per turn, however it gets four chances to hit, one chance each turn, from only one shell!
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#15 Penetrate Shot (2) - The Penetrate Shot can pierce armour and defences. It does 4 points of damage, so look out!
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#16 Invincible Fire Shot (1) - The Invincible Fire Shot hits the target with a liquid fire that adheres to the body and cannot be doused by water, fire, earth or lack of air and the like. The only ways to put out Invicible Fire Shot are using a vacuum, having certain monsters eat the fire, Mimick Shot, possibly other ways not yet discovered? Does 2 points of damage per turn it burns.
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#17 Rapid Fire Shot (2) -Rapid Fire shot fires off 6 shots worth 1 point of damage each in a single turn. Each shot must be blocked seperately, so don't let your guard down!
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#18 Paint Shot (0) - The Paint shot fires a random colour of paint which sticks and clings to its target. These are useful for friendly sparring matches, training and for fun games. They are the easiest to procure of the Castor Shells and very cheap. They are easily procurred by the Students. Does no damage, but the paint can be hard to clean up!
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#19 Jolt Shot (1) - The Jolt Shot gives its target an electric shock that causes him or her to lose concentration, disrupting Mudras, resetting spell-casting, and weakening blocks and forcefields.
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#20 Phobia Blast (1) - Phobia Blast causes the target it hits to witness its own worst phobia, rendering him/her in a state of fearful confusion and terror, causing them to miss a turn. It has no effect on inimate objects or those without sentience (some monsters).
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#21 Sleeping Gas (2) - Sleeping Gas will make any living target it hits fall asleep! While this sleep can be broken by loud noises, certain alchemical potions and medicines like Smelling Salts, unless something is done to wake the target up, they'll just keep on sleeping!
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#22 Sloth Gas (1) - Sloth Gas makes you slowwwww..... When hit with Sloth Gas, the action you are attempting will happen after the opponent's chosen action, and this will last for three turns. It also makes your brain slow, so you can't cast any spells until it wears off.
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#23 Confusion Gas (2) - Confusion gas renders your mind all confuddled. It causes the target to cast random spells, regardless of what they're trying to cast, and also causes the target to hit friends as well as enemies about 50% of the time.
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#24 Passion Gas (2) - Passion Gas causes the target to fall madly in love with the first object, person or creature he/she sees. Under the influence of Passion Gas, you will try to do anything to get closer to the charming object, and you will beat off anyone else who comes close- friend or foe. Passion Gas will last 4 turns.
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#25 Poison Gas (3) - Poison Gas posions the target and drains 1 point of damage per turn until an antidote or certain healing is administered.
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#26 Paralysis Gas (3) - Paralysis Gas makes it so that your body can't move. It lasts 6 turns unless an antidote is applied.
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#27 Frozen Radius (0) - The Frozen Radius causes a layer of ice to form in the area surrounding where it strikes. The ice freezes those who stand on it to the spot, making them unable to avoid targeted blows for three turns, and offers temporary resistance to fire magic (three turns). The ice will do 3 points of damage to skin if kept in contact with the ice for three or more turns. After three turns the ice field fades.
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#28 Burning Radius (0) - The Burning Radius causes the ground under where it is fired to erupt into lava and flame, doing 4 points of damage for the first turn, and lessening by 1 point each turn until it cools competely.
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#29 Eclipse Radius (0) - The Eclipse Radius releases a pitch darkness to an extent of 10 feet in radius which extinguishes all lights, natural or magically dirived.
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#30 Lock-On Shot (3) - The Lock-On Shot targets the item or person at whic the castor gun is pointed when the trigger is pulled. Once Locked-On the bullet will hit its target regardless of dodging or evasive manouvres, as it will follow until it hits. It does 2 points of damage when it hits.
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#31 Net Shot (2) - The Net Shot casts a wire net that ensnares and captures a target.
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#32 Tracking Shot (2) - The Tracking Shot is useful for hunting and against invisible opponents. Once it hits, it causes the target to leave a glowing streak in the airbehind them, making them easy to track in both location and movement. The Tracking Shot does no damage.
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#33 Detonating Charge Shot (1) - Like a grenade, the Detonating Charge Shot explodes, like a time bomb, it four turns before it will explode. When it does it deals 6 points of damage to anything within 6 feet of its radius.
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#34 Ultrasonic Flare (1) - The Ultrasonic Flare sends out a wave of sound that can shatter glass and stone, throw objects off their trajectory and stun all opponents in a 10 foot radius for 1 turn. It does 1 point of damage when it hits.
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#35 Infrared Flare (1) - The Infrared Flare lets out a wave of infrared light, that is to say, light below the visible spectrum. It enables you to see in the dark - even if it is black as pitch. The nice bonus about the Infrared flare - it only applies to those it has been cast around to a maximum of 10 feet of enveloping ability. This means, you can see your enemy, but your enemy can't see you, unless they enter into that 10 feet of space!
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#36 Acid Shot (2) - Acid Shot fires a blast of corrosive chemical at the opponent, eroding armour beyond repair and burning flesh, muscle and bone. Acid Shot does 5 points of damage.
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#37 Acid Radius (3) - Acid radius causes the area into which it is fired to rain down corrosive chemicals for 3 turns, doing 3 points of damage per turn.
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#38 Grenade Shot (2) - The grenade shot explodes when it hits to relese shapnel that does 1 point of damage per turn until it is removed or healed. The initial explosion of the grenade does 3 points of damage.
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#39 E.M.P. Blast (2) - E.M.P. Blast sends out a wave of electrical-magnetic energy that disables all techno equips and mechanical equipment for 3 turns.
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#40 Force Field Radius (1) - The Force Field Radius prevents 5 points of damage to all within its 3 foot radius. If the amount of damage being dealt is less than 5, the amount is subtracted from the five until the Force Field is nullified. If it is greater than 5, then 5 is subtracted from the amount being dealt, and the remainer breaks through to do damage.
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#41 Force Blast (2) - The Force Blast does not deal any damage, but it breaks through any barrier, force field or shield that is being sed, causing the target to have to take a turn to recast if they wish to resurrect their shield.
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#42 Energy Blast (2) - The energy Blast does 3 points of damage to the essence of a person, meaning it can only be blocked by magical protection, such as warding, forcefields and the like.
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#43 Vacuum Radius (3) - The Vacuum Radius when fired creates an empty bubble of space in which there is no gravity and no oxygen, such as that in space. It last for three turns, and will nullify elemental magic and asphyxiate anything trapped within its 3 foot radius.
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#44 Containment Radius (2) - The Containment Radius creates a holding space of 6 feet in diameter, and can hold a creature in it up to having 6 points of damage dealt to it. Any offensive magic cast from within the containment radius will merely bounce aronud inside the containment walls, so be careful how you try to break out of it. That said, it also protects you from damage from without.
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#45 Missile Shot (3) - The Missile shot can fire great distances, and does 8 points of damage when it hits, to all those in its 10 foot radius. It takes 6 turns to hit, though, so it's pretty easy to avoid, if you know it's coming.
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#46 Gunpowder Shot (1) - The Gunpowder Shot adds firepower to other explosive attacks, both Castor shell and otherwise. If you fire the Gunpowder Shot consecutively before another attack, such as Fire Drops, Invincible Fire or Heat Arrow (for example) it will double the damage dealt. Only effective when coupled with explosions, fire magics, friction attacks (like sparks or electricity) and the like.
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#47 Petroleum Shot (1) - The Petroleum Shot covers its target in thick, slippery oil, causing them to drop any weapon or item they may be carrying, and doubling any fire damage dealt once they're covered by Petroleum Shot.
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#48 Fire Blast (2) - The Fire Blast fires off a large fireball (about one foot in diametre) that is hot enough to burn wood, flesh and melt metal. It does 4 points of damage, and can only be partialled blocked. If it is successfully blocked, it still does 2 points of damage from referral.
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#49 Thunder Blast (2) - The Thunder Blast fires off a large thunderball (about one foot in diametre) that has enough charge to disable small electrical appliances, standard techno equips for 1 turn ad to jolt an Empyrean, stuning him or her for 2 rounds if unblocked, and 1 round if blocked. It does 4 points of damage, and can only be partialled blocked. If it is successfully blocked, it still does 2 points of damage from referral.
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#50 Ice Blast (1) - The Ice Blast fires off a large iceball (about one foot in diametre) that is cold enough to blister flesh on contact and freeze up mobility in armour, clothing and weapons - holding them immobile for two turns if unblocked, 1 turn if blocked. It does 3 points of damage, and can only be partialled blocked. If it is successfully blocked, it still does 1 points of damage from referral.
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#51 Brimstone Radius (2) - Causes molten rock and sulphurous gas rain down on the area into which it was fire for 2 turns in a 6 foot squared area. Each turn Brimstone Radius does 3 points of damage.
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#52 Havoc Radius (3) - When fired into an area, the surrounding space for 5 feet squared loses all laws of physics, including gravity, elemental balance, continuity, corporeality, sanity... This state lasts for 4 turns, during which all actions within that warped space do random amounts of damage as rolled on a d6.
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#53 Beast Havoc Radius (2) - When fired into an area, all Empyreans, creatures, monsters and familiars withing the surrounding space for 5 feet squared loses all sanity, self-control, emotonal-control, rationality, moderation and resistence to impulse... This state lasts for 4 turns, during which all actions within that warped space attack random targets (including friendly parties and self) and do random amounts of damage as rolled on a d6.
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#54 Beast Allegiance Radius (3) - Causes all animals within a ten-foot radius to defend you from an obvious assailant. Their allegiance lasts for 6 turns, but if any of the animals gets injured in the melee, they will desert the fight the turn after they incur injury.
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#55 Tender Shot (3) - The target hit with Tender Shot will find that every action they do afterwards takes them twice as long to complete because of how tender and sore they are. The Tender Shot lasts until the end of the fight, but its effects can be healed by an Angel's Dirge. If the Target dies without having healed the effects of Tender Shot they chances of becoming a Moloch are about 40%
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#56 Tranquilizer Shot (2) - The Tranquilizer shot injects a sedative into the body of the target. Depending on the size and weight of the target, it takes a certain number of turns to completely knock out the target. Small monsters or animals and Academicswill be unconscious the same turn as that in which they were shot. Medium sized animals and Monsters, and Journeyman will be unconscious the next turn after they are shot. Kinesthetic, large animals or monsters and Outsiders take two turns to fall unconscious, and massive or collosal monsters, beasts or other unknown creatures require two shots, and hen fall unconscious after the second shot. Firing a second shot on other animals or creatures smaller than colossal is not recommended as it can kill the target and increase the chance of creating a Moloch by 30%.
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#57 Hallucination Radius (1) - All those within the 15 foot Radius of the #57 shell will experience delusional and psychedelic hallucinations for 4 turns following the shot. During this time, the mind believes the things it is seeing to be real, and will be distracted by whatever images appear.
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#58 Blindness Shot (2) - Blindness Shot causes its target to become blinded for two turns after they have been struck. There is no known healing for Blindness of this type. After the third turn, the vision begins to come back, but it takes about 4 turns in total for the vision to return to its normal state.
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#59 Slime Shot (0) - Slime Shot fires a blst of sticky, ooey, gooey mucous-like slime of a rad=ndom colour at the target. The slime impedes moving, slowing the opponent by half, and reduces accurasy by 50%. It does not do any damage.
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#60 Feeble Shot (2) - The Feeble Shot makes the target it hits grow weak for two rounds. During these two turns, the damage from their attacks be they magical, castor shells or physical is reduced by half.
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#61 Energy Radius (0) - The Energy Radius releases Essence in a cloud of about 6 square feet. The Energy remains swirling in place for three turns. Any Empyrean who passes through the Energy Field during its cycle will get a temporary Energy boost, which translates as relief from the injuries incurs thus far in the fight.
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#62 Gravity Radius (0) - Gravity Radius emits a reflective black-silver orb in appearance like hematite stone that projects 6 feet from the castor. Gravity Radius nulls out any magic, castor shell, technoequip or potion that affects flying, lightness/weight, and other forms of magic that are suceptable to Gravity. Gravity Radius remains until it has something to cancel out, and then it dissapates.
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#63 Shrapnel Shot (3)- Shrapnel Shot breaks into a random number of shrapnel pieces, as rolled between 1 and 10. Each piece of Shrapnel does 1 point of damage if it hits.
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#64 Cyclone Blast (2) - Cyclone Blast is the most powerful of the Air aligned Shells. Cyclone Blast does 6 points of damage over three turns, so 2 points per turn. But the target must make a new attempt to block each turn's worth of attacks.
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#65 Mercury Shot (1) - Mercury Shot fires a blast of liquid mercury at the opponent that will cling to the body and envelope the body parts it touches. The mercury spheres will try to rejoin each other and will spread over the body in order to do so. After two turns over having contact with the mercury spheres, Confusion sets in, and after 4 turns, casting magic becomes impossible, at 6 turns it begins to cause poisoning, draining 1 point of damage per turn past 6. Mercury Shot can be removed by repel magic, gravity magic and higher forms of healing magic.
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#66 Seed Shot (1) - The Seed Shot plants a seed in the target. Each time the opponent makes a move, the seed uses this energy to grow a little more, draining 1 point of energy per turn. As it gorws, the seed becomes visible leafy vines and in 10 turns a scarlet flower blooms that will poison the target doing an additional 3 points of damage per turn. The Seed can be detatched with Heat Arrow, fire magic, and the alchemical potion Medea's Salve.
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#67 Rock Blast (1) - The Rock Blast manifests as a small number of stalactites and boulders to be hurled towards the target. Each chunk of rock does 1 point of damage, unless they are protected with Earth-warding magic, and if they are protected with Air-warding magic it does double damage.
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#68 Pause Radius (2) - The Pause Radius causes all those within 6 Feet squared will be frozen in time for one turn. all spell effects will continue after the Pause Radius ends as if they had not been interrupted. Those within the Pause Radius cannot move, and have no conscious thought for the duration of the Pause, and will have no memory of having been paused.
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#69 Rewind Radius (3) - The Rewind Radius causes all those in it's target area of 6 feet squared to return to the status they were at three turns prior. This means that any spell effects undo, damage points lost return, and energy levels reset to how they were three turns prior to shooting Rewind Radius.
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#70 Fast-foreward Radius (3) - The Fast-Forward Radius causes all those in it's target area of 6 feet squared to skip the time duration of the next three turns. This means that any spell effects will finish, technoequips will wear out their durations, and energy levels lower to reflect the tiring of the damage already incured. Additional damage cannot be done during those three intermittent turns that are displaced for the targets by the Fast-Forward Radius.
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#71 Nova Flare Blast (3) - The Nova Flare Blast is the most powerful of the Light-based Shells. It does 6 points of damage over three turns, so 2 points per turn. The target must attempt a new block each turn to block the affects of the Nova Flare Blast.
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#72 Nebula Radius (3) - The Nebula Radius releases a random number of Nebula Clusters rolled randomly between 4 and 8. The Empyrean must then jump into or through each Nebule to replensih their health. Each Nebule restores two points of Damage.
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#73 Mutation Gas (3) - Mutation Gas causes the flesh, bone and animal appendages to mutate into the grotesque monstrosities of the Moloch, Fomorian or Andras Monsters. Mutation Gas is hard to reverse the affects of, and if healed, always leaves scars of a distinctive pucker shape.
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#74 Render Shot (2) - The Render Shot does 4 points of damage in a hit. Doesn't seem like much for being a restricted level 2 Castor Shell...Except, it cannot be blocked.
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#75 Counter Shot (1) - The Counter Shot covers the opponent in a shimmering grayish layer of what appears to be translucent fluid. This covering lasts until the opponent lands a successful blow of the castor, at which point however many points the castor takes in damage are dealt also to the opponent. When an opponent is dealt counter damage, the layer fades away.
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#76 Laser Shot (1) - The Laser Shot fires a beam of green-blue laser light that does no damage to organic living matter but slices through any inanimate object, such as walls, blocked doors, armour, which can weaken them to further physical attack.
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#77 Release Phenix (3) - Releases a Phenex that will fly about the target at which it was fired for 3 turns, during which it wails and cries, causing the target's defences to drop, and it to commit its next two strikes against itself.
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#78 Essence Blast (3) - Essence Blast has very different effects depending on the target. Outsider Targets are burned by it, having patches of their skin gnarled into Empyrean-like patterns, colours or markings, these patches will always pain them if they harm an Empyrean. On Empyreans it can blow off additions, or permenantly scar appendages such as wings, horns and tails. On Monsters it can cause them to mutate into worse monsters or revert to their previous state, such as an animal of Empyrean or Outsider from which they originally grew.
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#79 Release Hiisi(2) - Releases a Hiisi Monster which is dangerous of its own accord. If the Hiisi contacts and Empyrean it can strip the Essence of him/her or cause terrible mutations in their Additions. If it touches an Outsider or monster, the effect is quite similar to that of #78.
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#80 Possession Radius (3) - The Possession Radius puts all those in the 4 foot squared radius in which it is fired under the one who fired the Shell's control for 2 turns. During this time, the one who fired the shot can use any of the possessed's skills or items for his or her own benefit, or against the possessed for damage.
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#81 Release Cimejes (2) - Releases a Cimejes Shard that can sing out events of time and give the one who fired the Cimejes insight of their opponent's next move so they can prepare for it.
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#82 Release Jinn (3) - Releases 1 trapped Jinn, which will take a form as to play on the weaknesses of the Target at which it was fired, such as the visage of a loved one or the object of the opponent's desires. The Opponent will be enthralled by the Jinn for three turns in which they cannot block additional attacks, but can try their best to resist the Jinn.
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#83 Armour-piercing Shot (3) - Does 6 points of Damage, and cannot be blocked by armour.
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#84 Anti-tank Shot (3) - Designed to fight against the Outsider's Machinery. It has no effect on people or monsters, but causes Machinery and electrical-based technoequips to short-ciruit and if there is the capacity for explosions, they can occur as well.
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#85 Release Uvall (3) - Releases an Uvall. Be careful with using this shot. They will only fight for the side which is losing. They will fight until the point levels are even and then the Uvall will disappear.
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#86 Warding Radius (1) - The Warding Radius releases a vibrating black translucent sphere to a radius of 10 feet that repells monsters, detection by skrying and prevents the draining of Energy by monsters or spells.
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#87 Elixir Radius (2) - The Elixir Radius restores half of the Points of Damage that have been dealt to the Target fired on.
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#88 Energy Drain Radius (2) - Energy Drain Radius drains the energy of all those within its 10 foot radius. Their Speed and Accuracy drops by 30% until remedied.
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#89 Revival Radius (3) - Restores half the total amount of Points to all those within a 8 feet squared.
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#90 Timeless Shot (3)- The Timeless shot enables the one who fired the shot to move freely until the end of the battle without time passing on the effects of spells, other shell shots or poisons. Damage can still be incured.
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#91 Ether Shot (3) - A pure shot of Ether that does half-damage any small monster, animal, Husk or Stage Zero Empyrean it hits.
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#92 Black Hole Shot (3) - The Black Hole Shot sucks into it matter, energy and light. Where it is fired it can inhale 9 points worth of damage from spell magic, castor shell or physical attack. If fired at an outsider or monster, it sucks at their person or body, dealing 9 points of damage that cannot be blocked.
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#93 Anti-Monster Shot(3) - Instantly kills any small monster, animal or husk that it hits without being blocked.
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