Knight Dance
Knight Dance is the next step up from the Power Attack aura skill. Utilizing MP conservation and concentration techniques, the wielder using this skill generates small and powerful non-elemental damaging auras around their fists, feet, and melee weapons for the duration of a close-range combination attack. This skill is heavily reliant on physical combat and fighting techniques, as well as improved auric control metrics.
The way Knight Dance works needs more description. The wielder generates a full-body aura that they constantly control and modulate for a total duration of a full minute. This aura in its initial stage is totally invisible to the eyes. When making contact or striking a target via a punch, kick, or melee weapon, the wielder must allocate energy from the aura into that small concentrated area, which causes that area of concentration to glow with a strong blue glow of non-elemental magic, in the form of a damaging aura. The energy transfer happens very quickly each time, but only occurs right before the impact is made to the target. The reason for this is because MP is consumed for the duration that the attack aura remains statically active. So this method makes the energy transfer and deliverance more dynamic, to only exert that power and keep the attack aura alive for the split second duration that it is needed. Knight Dance is specific to save a ton of MP energy for only this reason, as well as teaching wielders how to better control and modulate auras on the spot. In addition to this, the physical combat that is involved with using this skill, in terms of what moves are made is technically freeform, which means the fighting styles may vary greatly, as will the average number of hits and therefore the collective power level of each invoked version of Knight Dance.
Predecessor Spells: Power Attack + Charge Attack
Evolutionary Forms: Telepower
The way Knight Dance works needs more description. The wielder generates a full-body aura that they constantly control and modulate for a total duration of a full minute. This aura in its initial stage is totally invisible to the eyes. When making contact or striking a target via a punch, kick, or melee weapon, the wielder must allocate energy from the aura into that small concentrated area, which causes that area of concentration to glow with a strong blue glow of non-elemental magic, in the form of a damaging aura. The energy transfer happens very quickly each time, but only occurs right before the impact is made to the target. The reason for this is because MP is consumed for the duration that the attack aura remains statically active. So this method makes the energy transfer and deliverance more dynamic, to only exert that power and keep the attack aura alive for the split second duration that it is needed. Knight Dance is specific to save a ton of MP energy for only this reason, as well as teaching wielders how to better control and modulate auras on the spot. In addition to this, the physical combat that is involved with using this skill, in terms of what moves are made is technically freeform, which means the fighting styles may vary greatly, as will the average number of hits and therefore the collective power level of each invoked version of Knight Dance.
Predecessor Spells: Power Attack + Charge Attack
Evolutionary Forms: Telepower
Effect
Attack Form: Close Combat Combination + Modulating Attack Aura
Attack Type: Non-Elemental Magical + Physical Damage
Glyphring: False
Attack Type: Non-Elemental Magical + Physical Damage
Glyphring: False
Manifestation
See description above. The small attack auras generated right before each hit are almost cyan blue in color with a strong glow, and can be added by infusion in a low level to melee weapons.
Source
Personal MP
Average MP usage: 6-14%
Average MP usage: 6-14%
Gestures & Ritual
Mastering Power Attack is required, but mastering Charge Attack only helps learn the Knight Dance skill more quickly.
Related Element
Non-Elemental Magical + Physical Damage
Effect Duration
Body aura lasts 1 minute, execution of the combination attack varies.
Effect Casting Time
Instant
Range
Short-Range Only
Level
Average Collective Power Level: 6
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