Telepower
Telepower combines the tactical combat execution of Knight Dance with the implementation of telekinetic magical energy transference, executing a lengthy physical combination attack on an opponent without having to be in physical range to strike. Doing so exerts more MP energy, but with the additional design of stronger implementation of non-elemental blunt-force energy. These auric strikes can also be implemented into small knives or daggers, telekinetically sending non-elemental magical slashing damage to a target without having to hit them directly.
Predecessor Spells: Knight Dance + Telekinetic Magic
Evolutionary Forms: Part of Ice Rain + Return
Evolutionary Forms: Part of Ice Rain + Return
Effect
Attack Form: Telekinetic Physical Combination Attack
Attack Type: Non-Elemental Magical + Physical Damage
Glyphring: False
Attack Type: Non-Elemental Magical + Physical Damage
Glyphring: False
Manifestation
The wielder invokes concentrated damaging auras around their hands, feet, or daggers just before each strike, exactly similar in the technique of Knight Dance. But there are several differences in Telepower. First, the small auras carry a lot more power and force, increasing damage. Second, the auras shift in color to a multi-colored transparent glow of unusual lighting when active. Third, the wielder executing their combo would appear to be punching, kicking, and slashing the open air in front of them, not physically making contact with anybody. But in the background, all of this magical and kinetic energy is transferred to the target using telekinetic magic for the entire duration of the skill, making is very difficult to block or evade for the person being attacked in this manner.
Source
Personal MP
Average MP usage: 25%
Average MP usage: 25%
Related Element
Non-Elemental Magical + Physical Damage
Effect Duration
Varies by the wielder, average execution is 6.25 seconds.
Effect Casting Time
Instant
Range
200 Meters
Level
Power Level: 9
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