Catalogue of Tailsmans
FIRE TALISMAN
Level 1- Fire balls- Gains the ability to create globular balls of flames that can be thrown at the opponent for both a concussive and burning effect. Number of fireballs created grows with level.
Level 2- Magma blast- Allows you to project solid beamed blasts of molten lava. these blasts pact high concussive impact and can burn/melt through nearly any substance as well as completely consume unprotected objects and body parts.
Level 3- Spontaneous Combustion- This allows you to simply set an object on fire just by focusing on it. At level 3, setting an opponent's body part on fire is possible, and by level 4, you may set your opponent's entire body on fire.
Level 4- Fire Malelstrom- This creates a powerful upward flowing whirlpool of flames that is capable of constricting your foe within the spinning walls of white flame , consuming your foe in its midst, and burning/ravaing everything in its path( surfaces, objects, etc).
Level 5- Volcano creation- You may now rise an active volcano right in the midst of a battle field, and control the activity of the volcano, thus allowing you to make use of all the tremendous heat and larva found in an active volcano.
Level 6- Hellfire- You may now draw fire from the depths of hell, with powers drawing from Hades himself and instantly combusting your opponent. The evil fire is inextinguishable by any means, and glowing an evil bluish green, these flames will rage on till its target is fried to crisp.
* Ideal for Fire Elementals, Fallen Angels, Wizards, The Undead, Fire Type Sirens and Warlocks. Can be used for combination with fire related spells to augment the power of the spell.
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EARTH TALISMAN
Level 1 - Tremors- This allows you to send tremors across the ground to shake things up a little. The shakings are nothing overly powerful, just strong enough to unbalance your foe a little.
Level 2- Ground shockwave- This creates a much stronger shaking of the ground. A shockwave is emited throughout the ground, capable of making your opponent fall, and possibly sending them flying up into the air as the ground disturbance hits them.
Level 3- Rock control- This allows you to possess telekinetic control over any forms of rocks, boulders etc to send them flying straight at your opponents.
Level 4: Grand scale Earthquakes- You now have the ability to create grand scale earth quakes with highly destructive capabilities and devastating ground spliting effects.
Level 5- Earth Manipulation- You are now able to control and manipulate the earth, soil and ground surfaces to move, shift and control them as you please.
Level 6- Earth's rage- The most powerful of all earth attacks. The ground beneath your opponent will split open, causing a huge ravine beneath him/her. A great gravitational downward force will then be exerted upon the victim, literally sucking him/her down into the pits of raging earth. As soon as the vitim falls into the ravine, the earth will immediately seal itself, and sealing its victim's grave as well.
*Ideal for Titans, earth elementals, warlocks, evil witches , poltergiests, Wizards Banshees and gypsies. can be used in combination with earth related spells to increase effect
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WIND TALISMAN
Level 1: Wind Blast- This blasts forth a concussive force of wind to push your opponents back considerably, and possibly lifting them a little and forcing them to fall hard.
Level 2: Wind Punch- This allows you to manipulate the winds in such a manner that they are converged together in a single blast to emulate the effects of a direct punch. Being wind, your opponent can't see it, and you can just deliver punches all over his/her face/body.
Level 3: Limited Wind Storms- This allows you to create windstorms and cyclones. The cyclone is capable of lifting a human up and twirling it about, as well as smash a few things. The cyclone lasts only for a post.
Level 4: Vortex of Mistral Winds- This creates a vortex of powerful flurry mistral winds that will smash and destroy whatever that's in its path, and also suck in whatever debris that survives the initial crush.
Level 5- Vacuumm attack- This allows you to suck out air in a specific area, preferbly around the breathing area of an opponent, thus creating a vaccumm, and suffocating your opponent.
Level 6- Devil Wind- This creates the most powerful cyclone ever, composed of evil hellish winds. The cyclone is strong enough to slice and slash through anything as well as cause any human to burst open, forcing his/her internal organs inside out before completely obliterating the victim, smashing him/her to smithereens
* Ideal for Wind Elementals, Dark Faeries, Harpies, Metamorphs, Wizards, Banshees and Poltergiests. Can be used in combination with any wind or air related spell for increased effect.
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WATER TALISMAN
Level 1- Waterbomb/Hydroblast- A waterbomb can be created in your hand, and thrown towards you foe. This globular ball of water will somewhat blow up as it hits your foe, sending spurts of water flying around, and an impact enough to make him/her fall. Hydroblast is a blast of torrents of water for a concussive impact on your enemy.
Level 2- Water torpedo- This allows you to form water into a logitudinal torpedo shape to be blasted towards your enemy. It possesses a higher concussive impact, and can even cause direct pain as it hits a body part.
level 3- Hydrocage- This creates a cage of water that surrounds your enemy, giving him/her difficulty in vision, breathing, and obstructing his/her movements.
Level 4- Monsoon attack- This summons great amounts of waters, equivalent to all the rainfall that falls during a monsoon season to be poured directly onto your foe with great impact, to flood, wash, push and drown your enemy.
Level 5- Neptune's Trident attack- This forms a mystical water energy that magnifests itself in the shape of a trident. The trident will strike your opponent, draining the water from his/her body, and causing the water molecules within to boil and evapourate, thus resulting in severe dehydration, fatigue and even death.
Level 6- Water burst- The final water attack. Your opponent's body will be instantaneosly be flooded with tonnes of water, thus immediately bursting his/her entire body, expelling all of his/her saturated internal organs along with the excessive water, causing a death by a watery explosion.
* Ideal for Water Elementals, Gladiators, Water Type Sirens. Can be used in combination with any water related spells and the
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PSYCHE TALISMAN
Level 1- Emphatic Manipulation- This gives you the ability to toy with your enemy's emotions, and cause fits of sudden emotion bursts such as sadness, anger, fear, or even hysterical happiness. Excellent for distraction.
Level 2- Psychic Hallucination- This allows you to create full illusions that are extreemly realistic and life like, convincing enough to be just like the real thing.
Level 3- Telekinetic Bomb Blast- This causes a blast of pure telekinetic force that can not only blast your opponent far back with sheer telekinetic force, but also cause bodily injuries like a real bomb blast.
Level 4- Psycho Blast- This sends a direct telepathic bolt of force right into your opponent's mind/brain, causing extreem pain and agony all in the head.
Level 5- Mento Intensifier- This gives you enough psychic powers to completely ensnare, possess and control your opponent's mind, superceeding the mind with your own, thus allowing you have your opponent at your whim and command.
Level 6- Shut Down- The most powerful psychic attack. The vast powers of this psychic attack is so great its influence will cause terminal malfunctioning to an opponent's brain. The brain will cease to function, leaving the rest of the body useless.
* Ideal for Dark Faeries, Demons, Poltergiests, Fire and Water type Sirens, Banshees, Harpies, Mutants, and Gypsies
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ENERGY TALISMAN
Level 1- Energy ball/ Lightning Bolt- This gives you the ability to create either an energy ball composed of high voltage electrical energy, or a single bolt of lightning straight from the skys to hurl towards your enemy.
Level 2- Force Shield- This creates an energy shield that surrounds and protect yourself from incomming physical strikes, and a limited amount magical attacks.
Level 3- Energy absorbtion/reflection- This allows you to absorb OR reflect lowered leveled energy based attacks, to either harness into your own power, or return in right at your opponent.
Level 4- Eldritch Bolts/blasts, Laser blasts- This allows you to either blast forth Eldritch blasts, a mystical and magickal energy blast with very high concussive and destructive impact, or Laser blasts which are focused beams of energy capable or cutting through many objects.
Level 5- Solar/Plasma blast- This blasts forth an extreemly high amount of energy, equivalent to that of solar energy coming directly from the sun. It is powerful enough to vaporise a human being.
Level 6- Energy Drain- This powerful attack allows you to completely drain every single drop of energy in your opponent and replenishing your own energy supply making you more energetic and not to mention healthy. Your opponent however will be left completely lifeless, without even the energy to lift his finger. As good as dead.
* Ideal for Demons, Warlocks, Titans, Agents, Fallen Angels Gladiators. Can be used in combination with any energy/lightning/solar related spells for increased effect.
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SHADOW TALISMAN
Level 1- Shadow Cloak- This allows you to manipulate the shadows, and pull them over your own body like a cloak so as to mask and hide your position and location by blending with the shadows in the surrounding.
Level 2: Shadow Portal- This allows you to make a magical porthole in any shadows casted, to either teleport out of the battle or to somewhere else in the battlefield. Great for escaping dire situations.
Level 3- Black light beam- This emits a single dark black ray of 'light' that causes darkness and momentairary blindness to your foe as it strikes him/her.
Level 4- Shadow manipulation- This allows you to manipulate the surrounding shadows to form various optical illusions, as well as impair vision, and giving hallucinations.
Level 5- Shadow Paralysis and Draining- This allows you to sieze hold of your opponent's very shadow and thus tap into his/her life essence to drain their energy within them, leaving them tired, lifeless, with no energy, and eventually an empty corpse if enough sucking is allowed.
Level 6- Shadow's revenge- This unique and deadly power can turn your opponent's own shadow against him. Your opponent's very own shadow will rise and start strangling him/her untill he/she is dead. Due to the fact that it is your opponent's own shadow after him/her, there is no escape since your shadow follows wherever you go. Trying to damage a shadow is useless as well, and you most certainly can't get rid of your own shadow.
*Ideal for The Undead, Poltergiests, Typhoids, Metamorphs. can be used with in combination with any shadow related spell for increased effect
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ANIMAL TALISMAN
Level 1: Animal feature assumsion- This allows you to morph your body part into any animal's physical features such as claws, talons, wings, beaks etc to aid in physical combat.
Level 2- Small to medium animal shapeshifting- This gives you the ability to shapeshift into any non venemous small to medium sized creature in the animal kindom, from as small as an ant to a maximum size of a deer, and assume all features and attributes the animal possess.
Level 3- Large animal shapeshifting- At level 3, you can now also metamorph into any larger animals, and also venemous ones, and assume all abilities, features and attributes, this allowing you to transform into any real life animal.
Level 4: Telepathic animal control- This allows you to telepathically control any animal present in the battlefield, to command it to do your bidding. Although full control is impossible for animals belonging to your foe, it is still possible to control and sway an opposing animal's mind.
Level 5: Mystical creature transformation- This allows you to transform into ANY mystical animal/creature ever documented in texts, and gain all its abilities, powers, features etc. Examples include Unicorns, Dragons, Trolls, Manticores etc.
Level 6: Animal Rampage- This will summon a continuous supply of a variety of animals to constantly attack your opponent and ravage, bite, slash etc on until him/her is destroyed. More animals will just keep appearing randomly, and the animals are of various variety, from elephants to tigers to dogs etc...
* Idea for Metamorphs, Gladiators, Harpies, Demons, Wizards, Mutants, Titans, Banshees* can be used in combination with any animal/shapchanging spell for increased effect.
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AGRESSION TALISMAN
]Level 1- Juggernaut Punch- This delivers a direct punch of tremendouns force of shift X strength class, capable to sending an opponent fly way back upon the impact, as well as suffer body pain where the punch meets.
Level 2- Double Fisted Shockwave: This allows an energy shockwave to be emited from your two fists to blast and injure your opponent, or simply do some destruction.
evel 3- Body Torpedo Charge- This allows you to launge your entire body in full charge, surging towards your foe like a torpedo, and sending him/her flying for miles in deep painful agony as your entire pumped up body slams into your opponent's
Level 4- Berserker Barrage- This sends you into a berserker rage, sending a flurry of attacks in various assortments of physical strikes, in amplified strength and impact, raining pure pain and agony with each strike landing on the body.
Level 5- Gladiator Fatality- The most agressive of all physical attacks, forming of magickally enhanced display of physical battery and brutality. The bearer of this talisman is now capable of performing physical moves that can induce dismemberments, ultimate sensation of pain and even instant death, in a manner to the bearer's own imagination.
Level 6- Obliteration- This final magnifestation of the aggression talisman will empower its bearer to heights of invincibility when used. His/her strength will increase so much that crushing diamond is like pinching salt. A single punch from the bearer at this point will send the person flying for miles. Any physical attack displayed would surely ensure death.
* made ESPECIALLYfor Titans, who are legendary for their brutal and agressive physical fighting prowess. This tailsman is also suited for Gladiators, Demons, Metamorphs, Agents, The Undead, Harpies- who specialize in physical combat
PROTECTION TALISMAN
Level 2- Dulls the blows from physical attacks (punches hurt less, etc.)
Level 3- Blocks a single projectile spell such as a water blast, or electricity strike.
Level 4- Blocks upper level magic and spells such as combo attacks (water & electricity), petrification/TS, and silencing spells...
Level 5- "Mind Charm"...holder is resistant to memory spells and spells that deal with the alteration of the brain's perception of reality.
*
Note: This talisman is for level 2 and up, Assassins only.
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** The FOLLOWING TALISMANS were created and designed by former MoE member, Infern0.
LIGHTNING TALISMAN
Level 1 - Light Storm - Creates a luminescent lightning storm all around your enemy, distracting them and impairing their vision with repeated bolts of bright lightning.
Level 2 - Stasis Bolt - Sends a searing hot lightning bolt through your enemy, causing heat damage and rendering them temporarily paralyzed.
Level 3 - Crimson Strike - All of the power within you amplified by a sudden strike of lightning into your body. Then enabling you to send out a crimson strike: A medium-sized, red-colored blast in the shape of a fast-revolving sphere, causing wicked damage to your enemy.
Level 4 - Voltcage - Voltcage is a restraining attack, sending bright white, sizzling hot lightning currents all around your enemy, enclosing them in a cage of sorts. The cage cannot be broken by simple magick spells.
Level 5 - Meteorain - This outrageously dangerous attack can be sometimes an instant fatality. The immediate area suddenly turns a near pitch-black, then a bright light shines from the sky, illuminating the area as a barrage of meteors and lightning blasts pummel your enemy.
Level 6 - Hammer of Raijin - A humoungous hammer falls directly upon your enemy. This hammer belongs to the thunder God Raijin. Within it contains a tremendous amount of lightning and electricity. This very hammer is used to create lightning seen in thunderstorms. When the hammer strikes your opponent, there is no escape. Millions of volts of electricity will shock and instantaly vaporise your opponent.
* Ideal for Poltergiests, Wizards, Fallen Angels, Mutants, Agents, Warlocks and Evil Witches
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POISON TALISMAN
Level 1 - Poison Ring - Emitting a strange, odorless, but black-colored gas, you entangle your enemy in a poisonous ring, causing their breathing to temporarily be disturbed, and their concentration obviously broken.
Level 2 - Noxiom Blasts - Poisonous and powerful, these power emissions will knock your enemy back physically, and let the noxious odors linger for a short time, leaving a burning sensation in their lungs, if breathed.
Level 3 - Mindblow - This large, dark blue-colored cloud moves to your enemy quickly, harnessing a great amount of power as it sucks the life out of your enemy, also having heat capabilities, leaving scorching burns across their body.
Level 4 - Mystic Razors - Various-sized discs, which are highly poisonous and razor sharp, speed toward your enemy, enshrouding and impairing vision from the immense number of them, and leaving them bleeding everwhere, causing cuts and gashes all over their body, inserting a sickly poison into their bloodstream.
Level 5 - Finishing Touch - A barrage of liquid-poison spheres, bombard your enemy and attack from every which angle, then an eerie silence looms, and a large, deadly poisonous spear, hurdles at your enemy at insanely fast speeds. Can almost barely be escaped
Level 6 - Poison of Death. - A amount of this mysterious green poison will simply appear above your enemy and fall on them. The worst of all poisons, the moment this green liquid touches your opponent, he or she will feel a tremendous amount of pain. His/her face will instantly turn a poisoned green, and they will steady lose their strenght and energy. There is no cure, and this will grant a slow painful death, loosing their energy getting weaker and weaker until there is no life within them. Then, in a sudden burst of immense pain, blood will burst from the 7 holes in the head, 2 eyes, 2 ears, 2 nostrills and 1 mouth before dying horrendously.
* Ideal for Typhoids, Mutants, Demons, Gladiators, Fire and Water Type Sirens. can be used in combination with any poison related spell for increased effect
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ABNORMALITY TALISMAN
Level 1 - Sizing Effects - The ability to control your enemies appearance, as far as weight, and height. Also gained, are Ultima Pulses, which are small, green "fireballs", having the punch of making your enemy dizzy for a brief period.
Level 2 - Confusion - A mind power which clouds your enemies' mind with nonsense, masses of it, and making them lose concentration, as well as inflicting severe headaches.
Level 3 - Berserker - A "curse" to put on your own entity, causing your strength and speed to GREATLY increase, as well as body size and weight, but during this time [3 posts], you can only use physical attacks, no magick spells or enchantments etc. Also gaining Esuna Missles, which are projections of a violet color, hitting your enemy hard with the power to turn them against their own allies. [2 posts].
Level 4 - Morphing - Gives you ability to morph any enemy into any object of life, such as an animal, or any inanimate object, such as a household appliance.
Level 5 - Soul Chaos - Giving you the ability to take an enemy's entire soul and torture it. Enshrouding your enemy in a dark cloud of pain, ripping their soul from their body and staining it with great fear and uncertainty, then returning the soul to the body, causing your physical enemy to go literally insane, sometime causing suicide.
Level 6 - Purge - A powerful evil force will be formed around your victim, and in a single painful burst, his/her soul will be purged forth and throws out of the body. The moment the soul is thrown out, the body will crumble and decompose to nothingness in split seconds leaving your opponent very dead.
* Ideal for Poltergiests, The Undead, Wizards, Gypsies, Harpies
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HEALER TALISMAN
Level 1 - Cure - Allowing your powers to cure your allies up to about half-health, taking away minor cuts and gashes, repairing muscle tear etc. Also, Impulse Strikes, which are just forceful blasts of power towards your enemy, sending them backwards a ways, without any elemental effects, just power.
Level 2 - Barriers - Giving you the ability to set up shields for your allies. Magickal Barriers to completely stop lower-level projections and Physical Barriers to stop physical attacks, and the ability to set up Magickal Mirrors to reflect energy projections and lower level spells.
Level 3 - Shells - Setting up Battle Shells which are more powerful than barriers, to stop spells and physical attacks in the same protective shell. Also gained are Stona Pulses, which are actual, miniature comets, hurled at your opponent and giving them deep bruises and sometimes broken bones.
Level 4 - Curing Rain - Causing a sudden rain storm to appear, raining down black and violet droplets of liquid which heal the Masters of Evil to almost full health, removing deeper lacerations, mending minor broken bones, and replacing lost extremeties.
Level 5 - All Creation - Your entire life force increasing for the benefit of your allies. Your healing power is tremendously increased, exponentially as your sudden, widespread, dark aura heals everyone to full health, removing every form of skin break, bone break, or any injury sustained, then forcefully sending a wave of extreme wind towards your enemies, sending them all into the air, then dropping them hard onto the ground from a high altitude. Some dying from the sudden burst of wind to their chest cavity, and some dying from the fall back to the ground.
Level 6 - Life and death - Dark Aura will sieze your opponent, and then, every single life drop within him/her will be drained and removed. This life force from your opponent will take the form of a purple aura and come to you. The aura will merge with your own life force, thus fully healing yourself to the prime, while leaving your opponent without life, and dead.
* Ideal for ANY CHARACTER TYPE in MoE -- HIGHLY RECOMMENDED
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TIME TALISMAN
Level 1 - Speed Magick - Allowing you to harness your power, you now have the ability to control how fast your opponent is moving, by slowing them down, making them feel sluggish and tired. And also gaining the ability of Haste, to speed up your own attacks, reacting faster than usual, and sending off projections even faster, and using this ability on your allies as well, comes in handy.
Level 2 - Control Powers - Allowing you to speed up the scenery around an enemy, leaving them in the reality-time-based speed, making their minds be confused and blurred, breaking their concentration completely. Also gaining Amnesia Gusts, which impact your enemy and make them fall into a deep sleep [2 posts], and when they wake up, they have no recollection of where they are, or what happened previously.
Level 3 - Placement - Your powers enhance greatly, allowing you to freeze time, then warp enemies to a different location of your choice, having to state the setting, specifically, causing them confusion and head pains.
Level 4 - Seizing - Giving you the powers to stop actions, time, or speech, by taking away their physical senses for an extended period of time. Also giving the ability of Petrification, which turns your enemy to a stone-state, their bodies reacting to attacks just like a stone would.
Level 5 - Counter-Clockwise - An extremely poweful attack, using your exponentially enhanced powers to bend, twist, and mix dimensions in and out of each other, causing a disruption of order and sending gravitational waves of power towards numbers of enemies, not just one, as well as 'barrier lightning' striking down rapidly, severely injuring, or killing enemies.
Level 6 - Time Freeze - Borrowing powers from Chronos himself, this final ability of the time talisman draw an enormous amount of magic to freeze time for up to 5 minutes. Within this 5 mins, everything is frozen except for yourself. Imagine what you can do...
* Ideal for Mutants, Metamorphs, Harpies
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SUMMONER TALISMAN
***Important: In each level, there is a pair of Summoning powers, only one can be chosen per attack.
Level 1 - Shiva & Ifrit - The Goddess and God of to unlikely combined elements. Shiva, the Goddess of Ice appears in her womanly figure, as the environment turns icy cold, then sending blast after blast of frostbite-temperature icicles, causing cuts, gashes and piercings. Ifrit, the God of Fire, looms down in his beastly form, charging up a single, huge ball of hellfire, and sending it hurdling towards your enemy.
Level 2 - Ramuh & Atomos - Ramuh, the God of Thunder appears as an old, wise man, bringing his staff into the air and unleashing a huge storm of high-voltage lightning blasts to your enemy. Atomos is not a God or Goddess, but a rather powerful being who controls life force. He appears out of the sky, in a large, bird-form, as he uses his intellectual mind-power, dark rays of light connecting with the enemy and draining their power slowly.
Level 3 - Odin & Leviathan - Odin was a great master of the lance-fighting arts in ancient times, a God of Weaponry. He rides in on his iron-clad horse, red eyes shining as he uses super-speed to get around the area quickly, taking enormous, powerful swipes at your enemies with his diamond-tipped lance, sometimes amputating extremeties. Leviathan is the Goddess of Water, appearing in an anaconda/dragon form, a subtle, eerie silence spreading, then sending a huge tsunami wave over the environment, causing serious weight and water damage to enemies.
Level 4 - Bahamut & Ark - Bahamut is the God of Space, appearing in a dragon/beast form, a large, crimson and black ball or energy, forming in his hands as he releases it at a whole group of GoL's, causing serious physical, and heat damage. Ark is the God of Shadows, appearing as a 'Grim Reaper' form, using his powerful, and mysterious eyes to cast rapid shadow movements around your enemies, causing confusion, and severe head pains, resulting in concussions most of the time.
Level 5 - Knights of the Round - The thirteen legendary knights of the round table haven't lost complete presence. By summoning them, they come in a barrage of hard impacting, skull-crushing attacks on your enemies. One after the other, the Knights keep making their rampage on your enemies, a total of 13 attacks, one for each knight.
Level 6 - Doom & Phoenix - Doom is the symbol of death. Taking form of a dark cloaked and hooded figure, wielding a scyth, Doom will appear and move slowly to your opponent, while immune to any kind of attack your opponent may throw on it. Nothing can stop it, and when it reaches your opponent, it will give a slash with his scyth, thus implementing a terrible curse on your opponent. After 5 posts, your opponent MUST die. Phoenix is the flaming bird of life. In a dire situation, summon him and he will appear from the skys as a crimson flaming bird. As he glide past you and towards your foe, you will be revived even from death and cured fully while your enemy will burn under its raging flames.
* Ideal for Titans, Evil Witches, Warlocks, Wizards, Fallen Angels, Gladiators, Dark Faeries
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DEMI TALISMAN
Level 1 - Demi Mist - Enshroud your enemy in a dark mist of glistening, luminescent vapor descending from a demension without visibility, causing blindness to one enemy.
Level 2 - Midnight Terror - Warp the area around your enemy with a dimension rip, sending vibrations and false senses of deafening voices, causing fear and terror within your enemy. Also included: Gravity Waves - The power to send dark, blurry waves of translucent energy, powerful enough to enforce shock damage and knock back your enemy from the impact.
Level 3 - Maelstrom - A storm of negative energy forms around a single enemy or a small group, dark purple and black forms of energy swirling around them, causing problems with breathing, sight, and causes severe migraines.
Level 4 - Gravi Chains - Two warped chains of gravitational energy spring into your hands, acting as "whips" and as your personal weapons. Every hit causes dizziness and extreme pain to shoot through their body, rendering them with muscle spasms and cramps.
Level 5 - Demon's Gate - The entire area goes black, pitch black. A dark light shines overhead, swarming with violet, crimson and black light, instantly surrounding your enemies and emerging is the rusted, and ghastly gates of hell, sending out a barrage of hellfire blasts and amplified Gravity Waves, knocking them unconscious, or imploding their bodies and instantly killing them
Level 6 - Nothingness - Dark aura will appear directly at your opponent, completely enveloping him/her. Immediately, he/she will suffer from the worst kind of pain ever experienced. The dark aura will close in, forcing itself against your opponent. Your opponent's body will be forced and crushed along with the dark aura. The dark aura becomes smaller and smaller, squashing your opponent along with its size decrease, all these while causing immense pain to your opponent along with the pain of having your body crushed. Finally, when the black aura finally diminishes to nothingness, so will your opponent.
*Ideal for Demons, The Undead, Poltergiests, Gypsies, Fallen Angels