Redemption
One of the more popular most powerful Leray spells available, Redemption, is also known as the one of the most reckless spells in the entire spell books. Redemption makes full use of a wielder's entire MP supply in a very short instance through a special attack that is in itself incredibly lethal to the HP reserves of the target. Redemption can easily drain a target's HP with a single invocation from 100% should enough of the five light beams strike them.
The method of this spell begins with the user preparing their entire energy supply for usage. This process varies in difficulty and to a degree total MP cost depending on the amount of MP available prior to its use. Redemption is designed to be used with a wielder's exact proportion of 80% MP energy, when their MP is at or above 80% in the first place. Of course, there is a natural ME limit that must be met as well, but wielders who do not have enough will never be capable of invoking or mastering the spell in the first place. If the wielder has 80% or more MP available, the cost of this ability will be 80%. If between 70-79% MP is available prior to the use, the ability may still function, but will leave the wielder with an intense energy drain and other side effects. If used when available MP is between 62-69%, the ability may still fire, but the side effects will be much more severe. If the energy available from the user is less than 62% MP regardless of their ME levels, Redemption will fail to fire, but all MP energy will still get used up in the process.
Once the energy requirements are prepared, there is no need to charge this energy over a lengthy period. The wielder prepares all of their magical circuits for what is known as full-body invocation, dispersing all or most charged energy in a single instant. When ready, the wielder releases this massive amount of stored energy over a very brief moment. For this spell, the reaction creates a large cylindrical beam of bright green light with white bubble effects inside of the holographic beam. This light spawns right on top of and all around the wielder with an initial diameter of 2 meters, having no effect on the user. Before the spell goes into attack mode, a loud winding magical chime can be heard at this location.
Shortly after, this singular beam surges in a forward direction towards the target while splitting itself into five smaller (but infinitely tall) vertical beams of magic of the same color and high concentration of energy. These five light beams disperse slightly and begin to slide through the field statically (no change to angle or vertical rotation), taking on a drunken spiral pattern as they travel forward in their dispersed directions. This dispersion increases with distance to each other as the travel distance is further, which means total accuracy is better at short range and much worse at long range. These spiraling vertical beams of light move in this alluring pattern because it becomes impossible to predict the future pathways of where these lights will end up as they travel, making evasion nearly impossible especially at medium to short range. Eventually, somewhere between 0-5 of these lights touch or make impact with the target wielder. These lights have no homing properties, so it is entirely possible to miss without the target making any movements. It is also at impossible odds that all five beams would hit a target unless they are standing at a range from the user less than 2 meters away; the amount of beams out of five that hit can vary per use.
These vertical green beams of light make a powerful moderately high pitch that upshifts over time as they spiral outwards in their attempt to cause mayhem, dialing down on amplitude as the beams eventually fade with their maximum range of 87 meters. The beams of energy itself however have very interesting properties of magical damage that mages to this day do not fully understand. A single vertical beam from Redemption is ultra-powerful against any foe, and simultaneously includes a modest level of invisible kinetic friction that pushes back any organic objects that is hit by the beams. These beams appear to have phasic like properties, being 100% unaffected by any kind of armor or physical object. Even objects that are unprotected by the veil suffer little to no damage from these passing beams. No opposing spell can slow down, stop, or alter the course of these spiraling lights either. Skills such as Return or Inversion would never work against these phasic light beams. And on top of it all, the light beams cause severe HP damage without ever putting that wielder in a moderate threshold of pain. The measurements show that a single vertical beam of light by itself sustains a power level of 18, despite relying solely on Leray magic, and despite never causing or worsening any real time damage. Instead the beams targets HP supply in a way that drains an opponent of life force energy in one of the safest damage delivery spells ever witnessed.
To put it into perspective, a single vertical beam from Redemption can wipe away an average amount of 32-40% HP on a standard Leray wielder. On average, when used at a medium or short-medium range, the target is hit by about two of these beams out of the available five. This means that using Redemption has a good chance of inflicting about 74% HP damage to an opponent with just one invocation. That is why Redemption is known as the ultimate one-hit-KO ability for most highly ranked wielders. But given its intense MP cost, if the spell somehow misses the target, it would leave the user at a complete disadvantage. On top of that, there are serious side-effects to using Redemption when energy requirements are sub-optimal. See secondary effects for more details.
Predecessor Spells: None
Evolutionary Forms: Percussion
Evolutionary Forms: Percussion
Effect
Attack Form: Revolving Radial Magical Influxtion Aura Barrage
Attack Type: Altered Non-Elemental Magical Damage
Glyphring: False
Attack Type: Altered Non-Elemental Magical Damage
Glyphring: False
Side/Secondary Effects
Redemption can have a wide variety of side effects for the user, effects that become more intense or apparent when attempting to cast this ability when the MP reserves are not at optimal levels. Other than the intense drain and loss of MP energy given to the cost of the spell, when cast when MP is at or above 80%, there are virtually no side effects other than minor fatigue and dizziness.
If used when available MP is between 70-79%, the Redemption spell is still likely to fire and function just as it should. But once the vertical beam leaves the wielder with their MP reserves tanked to 0%, an intense wave of fatigue, dizziness, and lethargy will ensue. This is because Redemption unlike most spells has the power to overflow its energy cost from that wielder's biological essence on top of the MP needed to make it work. This would be factors such as mental energy, concentration, hydration levels, and residual magical circuit energy storage. Wielders using Redemption in this manner will quickly find themselves struggling with basic movement, on top of noticing a serious lag in the natural MP recovery rate. A carefully recorded study showed that when shorting Redemption by just a few points of MP proportions, after the MP counter reaches zero, it can stay at zero for up to a full minute, followed by a serious reduction in the continued recovery rate whether battles have finished or not. Additionally, MP restoration items have a reduced effectiveness for a moderate period of time.
But the most reckless way to use Redemption is to cast the spell when current MP reserves are between 62-69%. Any attempt to do this when MP is below 62% will simply cause the spell to fail with no biological side effects, deeming the range below 62% safe. But between 62-69%, there is a 20% chance that Redemption will fail anyway while triggering the more severe side effects of the drain. These side effects will trigger at this range whether Redemption is launched or not. After the beams leave the wielder, almost all biological energy including residual magical circuits will be entirely drained to make Redemption happen. This incurs more of the same side effects of fatigue, vertigo, lethargy, and lightheadedness, only on a much more intense scale. MP reserves drop to zero and stay at zero for a much longer period of time, while siphoning the baseline required Leray energy for basic veil functioning from HP reserves becomes nearly impossible. Because of the strain this puts on the magical circuits, the user will be incapable of using any magic for a minimum of one hour, while restoration orbs will have no effect. This also means that the veil's protection will become limited in relation to this wielder, raising the chances that they enter Vital Drain status. Of course, the chances of blatantly passing out unconscious are also very high. Wielders who do not faint from using Redemption in this manner enter Vital Drain status and struggle just to move around and stay coherent for several hours following this reckless invocation. Naturally, all legal battles under a Siriean dome end early in that wielder's defeat should they pass out early, and all other opposing wielders are not allowed to attack those with the Vital Drain status.
This is the reason why Redemption is considered to be the most reckless spell; there are no corrective measures to prevent wielders from straining themselves to death should they attempt to short the fluid energy requirements of Redemption. Despite not being banned by the Leray agency, many advise severe caution when using Redemption, since experts claim that under the exact circumstances, reckless usage of this spell can cause or lead to death.
Manifestation
See description above.
Source
Personal MP
Safe Maximum MP usage: 80%
Safe Maximum MP usage: 80%
Lower Threshold MP usage: 70-79%
Unsafe Threshold MP Usage: 62-69%
Discovery
The development of this spell (the idea and function behind it) is thought to have come from or been inspired by ancient legends of a celestrial being called Gabriel, an archangle of the holy spirit.
Gestures & Ritual
Despite projecting from the entire body, Redemption still requires certain movements. A strong steady sideways sweep of the wielder's arm following footwork giving them a half-spin during MP projection is the best way to properly project Redemption.
Related Element
Altered Non-Elemental Magical Damage
Effect Duration
4.5 seconds
Effect Casting Time
1 second
Range
87 Meters
Level
Power Level per beam: 18
Applied Restriction
Cannot be invoked if ME levels are not met and MP levels are not above 61%
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