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Shell

Shell is a lost spell of Leray magic, very rare and difficult to correctly invoke. Shell is an aura spell of protection, deeply relying on both the current armor of that wielder and their internal willpower harnessed during that invocation. Shell has many different aura variations and functions. Mostly, Shell is used to enhance the armament of a Leray wielder; that is the protection granted to them by their current attire attributes. But this protection aura can be further extended into additional micro-auras of damage amplification through special node points in that armor, similar to using a spell of Knight Dance to enhance the damage of kinetically applied energy when certain areas come into brute force contact with a target.

  Basically, Shell serves two functions; amplifying the attribute protection level of an armor or dress sphere, and amplifying kinetically applied physical damage using magic micro-auras combined with that armor or dress sphere. This means that armor that protects a wielder will protect that wielder even more, while certain armaments that can inflict physical blunt damage are also enhanced if they exist. The level of this boost from Shell is entirely dependent not just on the mastery of the skill, but also the current state of mind for that wielder invoking the spell. If the wielder using Shell is overwhelmed with personal determination and certainty regardless of the resolve, the spell will become stronger while lasting longer. If Shell is used without much emotion, or used only with the hateful emotion of rage, anger, or sadness, the spell will barely work at all if it even invokes to begin with. It is not understood how Shell works with the Leray veil, or how it is capable of linking to a personal wielder's emotion, as the origin of this ancient spell is said to be unknown and untraceable. The spell is also stand-alone.

Effect

Support Form: Emotionally-linked Conditional Armament Enhancement
Support Type: Protection Amplification + Damage Amplification to Armament
Glyphring: False

Side/Secondary Effects

Once Shell is invoked, it does not need further concentration to keep running on its time limit. As a result, the wielder can stack on another aura without any issue. Additionally, Shell is not an ability that can be shut down by the Horrordime spell.

Manifestation

The wielder's armor pieces or certain areas of the dress sphere become coated in a thin magical aura of a light blue color. Usually for heavy armor wearers, this covers the gloves, elbows, shoes, knees, and armlets. For regular dress sphere users, only the knees, hands, shoes, and elbows are most often effected. Even if clothing is not covering these four critically activated body parts, they become so protected by the Shell aura that they can deflect solid steel swords when maneuvered correctly.

Source

Personal MP
Average MP usage: 9%

Discovery

The discovery of this spell is not known, but of the few wielders out there, Claudia Stone is documented to know this ability.
Related Element
Protection Amplification + Damage Amplification to Armament
Effect Duration
Between 60 to 120 seconds
Effect Casting Time
Instant
Range
N/A
Level
Micro-Aura Endurance Level: 9
Applied Restriction
Shell cannot be used if the emotional state of the wielder is not properly aligned for the use of this spell. Willpower and resolve must be incredibly powerful for a success. Additionally, the spell is very difficult to learn in the first place.

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