Name: Mercury's Cunning
Rank: C
Magic Cost: 20 MP
Requirements: None
Class: Stance
Element: Neutral
Cooldown: 3 Posts
Duration: 3 Posts
Effect: Upon activation, a golden magic circle will appear below his feet and surrounds the user in a golden aura, this aura will increase his capabilities and also allows him to use several abilities related to the stance. Upon activation the user will temporarily gain a boost to speed. The user's speed increases one rank higher during the duration. At the end of duration the user's speed will be reduced one rank lower, the minimum rank it can go is D and the highest rank it can go is B.
Name: Mercury : Light Initiation
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning (Stance)
Class: Supplementary
Element: None
Cooldown: 1 Post
Duration: 2 Posts for the balls
Effect: The user face his two palm forward and creates a golden magical circle in front of his palms. Upon activation the user shoots out a golden ball of energy in front of the palms. The ball can lasts up to 2 posts. The user can create two balls in one cast. The balls will be left floating at the location where it is summoned. The ball upon touch or in contact with anything or anyone will activate depending on the Light judgement skill last cast, if the Light Judgement spell has not been cast or been used. The ball explode dealing no damage just surprising the one who touched it.
Name: Mercury : Light Judgement I (Trade)
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning(Stance)
Class: Supplementary
Element: None
Cooldown: 5 posts
Duration: Instant
Effect: The user faces his palm upwards and creates a golden circle. However, the spell has no initial effect since this is a chain spell. The spell upon casting will only activate if a ball from Light initiation was activated. If this is the last Judgement used then the one who touched the ball and the user's position will exchange, with the permission from the other player and the user. If both players who touched agreed their current position switches. If the user touched the ball instead, then he will just stay in place and the ball will just disappear.
Name: Mercury : Light Judgement II (Thief)
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning(Stance)
Class: Supplementary
Element: None
Cooldown: 5 Posts
Duration: Instant
Effect: The activation works like the Light Judgement I(Trade). Like that spell it is also a chain spell meaning it won't have an initial effect. This spell's effect is when a user touches the ball while this spell was the last cast judgement, then the ball will explode sending out coins everywhere. The coins are not normal coins the coins upon explosion would damage the enemy who touched the ball. The coins can cause minor bruises on impact. There are 5 coins exploding on all directions making it harder to dodge. The damage of all five coins are equal to a D-rank damage. The explosion does not deal any damage, only the coins.
Name: Mercury : Light's Travel
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning(Stance)
Class: Offensive
Element: None
Cooldown: 2 posts
Duration: Instant
Effect: The user upon activation faces his palm forwards and create a golden circle in front of his palm. The user will release a force that can push an enemy backwards that can cause bruises if they are hit directly. This skill can also be used on light's initation ball pushing the ball forward without activating it. The distance a ball can travel is 5 meters.
Rank: C
Magic Cost: 20 MP
Requirements: None
Class: Stance
Element: Neutral
Cooldown: 3 Posts
Duration: 3 Posts
Effect: Upon activation, a golden magic circle will appear below his feet and surrounds the user in a golden aura, this aura will increase his capabilities and also allows him to use several abilities related to the stance. Upon activation the user will temporarily gain a boost to speed. The user's speed increases one rank higher during the duration. At the end of duration the user's speed will be reduced one rank lower, the minimum rank it can go is D and the highest rank it can go is B.
Name: Mercury : Light Initiation
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning (Stance)
Class: Supplementary
Element: None
Cooldown: 1 Post
Duration: 2 Posts for the balls
Effect: The user face his two palm forward and creates a golden magical circle in front of his palms. Upon activation the user shoots out a golden ball of energy in front of the palms. The ball can lasts up to 2 posts. The user can create two balls in one cast. The balls will be left floating at the location where it is summoned. The ball upon touch or in contact with anything or anyone will activate depending on the Light judgement skill last cast, if the Light Judgement spell has not been cast or been used. The ball explode dealing no damage just surprising the one who touched it.
Name: Mercury : Light Judgement I (Trade)
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning(Stance)
Class: Supplementary
Element: None
Cooldown: 5 posts
Duration: Instant
Effect: The user faces his palm upwards and creates a golden circle. However, the spell has no initial effect since this is a chain spell. The spell upon casting will only activate if a ball from Light initiation was activated. If this is the last Judgement used then the one who touched the ball and the user's position will exchange, with the permission from the other player and the user. If both players who touched agreed their current position switches. If the user touched the ball instead, then he will just stay in place and the ball will just disappear.
Name: Mercury : Light Judgement II (Thief)
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning(Stance)
Class: Supplementary
Element: None
Cooldown: 5 Posts
Duration: Instant
Effect: The activation works like the Light Judgement I(Trade). Like that spell it is also a chain spell meaning it won't have an initial effect. This spell's effect is when a user touches the ball while this spell was the last cast judgement, then the ball will explode sending out coins everywhere. The coins are not normal coins the coins upon explosion would damage the enemy who touched the ball. The coins can cause minor bruises on impact. There are 5 coins exploding on all directions making it harder to dodge. The damage of all five coins are equal to a D-rank damage. The explosion does not deal any damage, only the coins.
Name: Mercury : Light's Travel
Rank: D
Magic Cost: 10 MP
Requirements: Mercury's Cunning(Stance)
Class: Offensive
Element: None
Cooldown: 2 posts
Duration: Instant
Effect: The user upon activation faces his palm forwards and create a golden circle in front of his palm. The user will release a force that can push an enemy backwards that can cause bruises if they are hit directly. This skill can also be used on light's initation ball pushing the ball forward without activating it. The distance a ball can travel is 5 meters.
Last edited by Jin Takahashi on Tue Sep 16, 2014 7:16 am; edited 5 times in total