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Kazyan
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Altusanima
Esouna acquired these abilities in Hell's Stride. Since it's a long text passage, I'm putting it in this separate journal entry.

Description:

A unique magical style that is solely defensive, with the most-advanced skills entirely comprised of shields, barriers, traps, or counters. Other skills include boosting existing techniques and strengthening the abilities of the user or others. Holy, divine, and positive energies are the fuel to this style. At no time can the user directly attack with these abilities, and must remain in a state of meditation. Thus the practitioner must be adept at said meditation, and must keep their concentration and focus. The principle upon which the style was created is that it gives power to those that cannot defend themselves. The weak and meek are made strong and powerful, able to defend against all those that would seek to harm them or the world.

History:

Long ago, when the world was still in the darkness of the feudal ages, monsters and demons terrorized the people. The cries the oppressed and slain reached the ears of a holy order which sought to return peace to the world. Yet, they realized that peace could not be truly achieved if they pursued violence; for such would only feed the fires of destruction and prevent the endless cycle of hatred from halting. Using their combined magical arts and the hopes and prayers of the weak, this holy order forged a powerful magical art. They called it Altusanima, Noble Soul, and with it they set out to 'defend' the world. Altusanima allowed them to use powerful divine-like barriers and shields to defend the people, while trapping and sealing away the evil powers of the demonic legions and corrupt, wicked humans. In time, the world was restored to peace, and during this peace the scrolls which relayed the teachings were put to rest. Through a series of thefts, and other, sometimes supernatural circumstances, the scrolls ended up in a land called Gaia; a place filled with anarchy and terrorism.

Skills:

Arch-Barriers are the main defensive points of Altusanima. Only one may be in use at any time.

Barrier of Force - An immobile, faintly shimmering magical white barrier surrounds the user. This barrier can absorb kinetic energy and use it to enhance it's strength to an unmeasured limit. However, the user cannot store the energy they absorb for very long in the barrier; as a rule they must expend it within 90 seconds to prevent it from warping the barrier. By absorbing kinetic energy and stacking it, the barrier can become practically immune to all physical attack. However, the users mind is in constant mild pain from the existing distortions in the barrier brought about by physical hits.

The energy stands little to no chance against pure magical or spiritual abilities. It is also not completely immune to physical damages--for example, if beset by a plain bomb, it's gone.

Radiant Barrier - A brilliant golden barrier surrounds the user, protecting them from magical spells or spiritual attacks cast by evil or neutral creatures, and causing evil creatures to become blinded when they strike the barrier. This barrier also has four other effects. First, unlike normal holy protection spells, this applies against all magical attacks, not just against attacks by evil creatures. Second, each time the barrier blocks a spell it becomes increasingly more powerful and resistant to it, as well as absorbing a portion of it's energy. Third, the barrier blocks possession and mental influence, just as protection from evil does. Finally, if any large amount of the targets energy is accumulated, it can be expelled back at them like a reflection. During the time this barrier is up, the users body is entirely numb.

Noble Barrier - The user goes into a deep meditative state and erects a blue barrier all around them self. All senses are blocked out: touch, taste, smell, sight, and hearing. As long as barrier remains active, the user is impervious to anything that would harm them. The only way to break concentration is to do something that would affect the mind or sixth sense. Any hostile abilities are blocked, dispelled, or reflected by the barrier from outside. The barrier can reject almost everything outside, but inside things can pass through to the outside. The barrier is composed of a combination of Holy Energy and Positive Energy, and it is these energies alone that sustain the life of the being within the barrier itself. This is the most powerful barrier that can be created, but sustaining it for more than a few minutes requires a preternatural force of will due to intense pain the wracks the mind while the defense is sustained.

Elemental Barriers act as add-ons to any of the Arch-Barriers, tinting it with a shell of the appropriate color below. Only one of these add-ons may be used at any given time, and each exerts significant added strain to the user's mind.

Red: Prevents all damage from both mundane and magical flames. If the flames originate from the plane of fire, the barrier only stops half the damage. If the target touches the barrier they take magical burns that can be third-degree if left in contact for upwards of a few seconds. This barrier can be dispelled with an elemental ice or water spell.

Blue: Prevents all damage from water and ice elemental attacks. If the ice or water originates from the plane of ice and water, the barrier only stops half damage. If the barrier is touched, drops of a substance like liquid nitrogen leaks onto the targets skin. This barrier can likewise be dispelled by flame or electrical attacks.

Orange: Prevents all forms of chemical damage. Nothing corrosive or biohazardous may go past this barrier, and those that touch the barrier feel the bite of acid burns. It can be dispelled by any elemental spells.

Yellow: Prevents all forms of earth based damage. Earth based elemental attacks that strike this barrier cannot bypass it to the user. Likewise, holes opened by elemental magic close within proximity to the barrier. This barrier can be dispelled either by wind or water spells.

Green: Prevents all forms of poison, disease or plague damage. No disease, virus or any harmful poisons can bypass this barrier, and are likewise destroyed in proximity. Touching this barrier sends a neurotoxin through the skin and into the bloodstream, causing dizziness and lack of balance. This barrier can be dispelled by any elemental attack.

Teal: Prevents all forms of air, or otherwise wind based damage. Air itself is not prevented from reaching the user, but air abilities used in the form of blades, vacuums or tornadoes cannot bypass or absorb the barrier to harm the user. Debris from air based attacks are caught in the vortex of spiraling air that the barrier is. Physical attacks from the target can bypass the barrier with no trouble. This barrier can be dispelled by electricity or earth based spells.

Violet: Prevents all form of electric or electromagnetic based damage. The electricity can dance off of nearby metal objects or through impurities in liquids to shock surrounding targets. If the barrier is touched, the target takes a light electrical shock which can cause muscle spasms. This barrier can be dispelled with wind, or water spells.

Sealing Spells protect the user in a more direct fashion, hampering the abilities of a given target.

Enchant Gem - Turns a gem* into a component gem for Trap the Soul. Component gems look no different than normal gems, but they have a pool of magic inside. It takes ten minutes to turn a gem into a component gem.

Trap the Soul - Forces a creature’s life force (and its material body) into a component gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the component gem is broken. To use the spell, speak the creatures name as if the user were casting a regular spell at the target. This is usually only used to trap weaker creatures such as low class demons, or normal to weak meta-humans. It usually does not work on anyone more powerful.

*The potency of Trap the Soul depends on the type of gem, and potency is as follows, from strong to weak: diamond, ruby/sapphire, amethyst, topaz, any other type of gem. If the resulting component gem is not strong enough, it shatters when the entrapment is attempted. The value of the gem needed to trap an individual must be proportional to their strength. "Value" is how large, well-cut, and unscratched a gem is. (If, say, a garnet is used to trap a weak meta-human right on the edge of breaking the component gem, a mere scratch could be the tipping point that allows the meta-human to shatter the garnet and escape.)

Seal the Body - A group of 15-20 violet splashes of magic are sent forth attach to the creature's body. Each splatter mark the magic makes upon the body, causes that part of the body to feel as though it were being weighted down. The stronger the target creatures muscles, the more weight they feel pulling them down. This prevents a creature from using their physical strength for up to thirty seconds, after which the spell fades. There is a more permanent version of the spell, but it is very taxing.

Seal the Soul - A group of 15-20 blue splashes of magic are sent forth to attach to the creature's body. Each splatter mark the magic makes upon the body, causes a small portion of the creatures spiritual energy or mana to be metaphysically locked up. If the creature is hit with ten splatters of this blue magical liquid, their energy is totally sealed for up to thirty seconds. There is a more permanent version of the spell, but it is very taxing.

Other skills do not pertain directly to the original art as it was created, but have just shown up over the course of Altusanima's existence.

Knowledge - Information from the Altusanima scrolls gets passed on from user to user. Thus, the user has some knowledge of the divine and the ancient world.

Omnilingual - The divine energy present within the user causes a god or gods to bridge information barriers between the user and others. How do you think gods contact people who speak different languages? This property makes the user able to communicate with people speaking foreign languages.

A Happy Accident - Somehow, when Esouna's magic-based Bright transformation activates, a sort of small barrier enhances the toughness of her skin to where it is like hard leather. Apparently, her body accepts Altusanima more readily while in Bright form.




 
 
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