Defense
Defense is a very valued art, as it is very rare. Spells made with a Defense Crest can protect the user from physsical and non-phsical attacks, spells and fangs. It can also be extended to protect others against harm. It's not as common as it once was. Despite the nature, it can be used for both good and bad - A Caedric librarian
The Defense Crest is located in the shoulder.
The Defense Crest, like the other arts, is very conceptional and up to each invidual user. It can be used to protect from physical and non-physical harm, create forces of power to push opponents back away from them or raise shields to keep something out or something in. Anything that falls under the concept and reason of defense, falls under this Art class.
The Defense Crest, like the other arts, is very conceptional and up to each invidual user. It can be used to protect from physical and non-physical harm, create forces of power to push opponents back away from them or raise shields to keep something out or something in. Anything that falls under the concept and reason of defense, falls under this Art class.
Soul Color
Off-Black
Off-Black
Wolves with the Defense Crest will usually take a heavy and wide stance before casting a spell.
COMMON Defense SPELLS
Shield - 20 CE
Creates a basic one-two hit shield made out of yellow, dusty light. Will protect the user from all angles, but will break within 2 hits. User can bring it up every ten seconds until energy runs out.
Immunity - 30 CE
Protects their insides from food poisoning, toxic food or poisonous items, and it will have no effect on them if they ingest it.
Field Shield - 40 CE
Creates a force field around the user that will move when the user moves. If other wolves enter, their bite force greatly weakens and doesn't do nearly half as much damage as it normally would. The user can move around with the shield, but their paws will start to slip and get tired quickly the more they move.
Force Shield - 60 CE
When stationary, it will create a force-field around the user and around 5 meters in a circle with the user in the center. The radius will increase with the higher magic stat. Anything inside their force field will be protected, and anything outside of it will be pushed away if trying to enter. Lasts for up to 30-60 seconds, or until the user tires out or moves.
Immovable - 30 CE
After cast, they will plant their feet firmly in the ground and not even the strongest gust of wind or largest tsunami wave can throw them over. They will stay immovable and bulldoze through anything that comes at them. Lasts until the user gets too tired.
Spiked - 50 CE
Will create a layer of dust around their bodies that forms sharp spikes and quills all over them, works like armor that stays until the spell falters or enough damage is caused to the armor.
Closed Mind - 40 CE
When cast, the user will become completely protected against other spells for one spell. Will leave the user quickly tired if used to often and too quick
Protect - 50 CE
Will make the user invulnerable to physical damage for a few seconds. Works on any attack that is considered physical, such as weapons, fangs or nature.
Extreme Heat/Cold - 60 CE
When cast, it allows the user to be completely protected extreme heat or extreme cold for a few moments. Works especially if the user is surronded by fire, or falls into a pit of lava or a frozen lake.
Addwork health - 80 CE
Gives the user temporarily 50% more health for a short time being. Allows the user to take more hits. Will leave the user completely exhausted after it wears off.
Addwork shield - 80 CE
Gives the user a 50% damage reduction to incoming damage or attacks. Will leave the user completely exhausted after it wears off after a fight.
Beserk - 70 CE
Will reduce the user's own defense. With every hit they take, their own bite force grows stronger. The more hurt they are, the more damage they will do. Will leave the user completely exhausted, and possibly near death if they let it go for too long
Creates a basic one-two hit shield made out of yellow, dusty light. Will protect the user from all angles, but will break within 2 hits. User can bring it up every ten seconds until energy runs out.
Immunity - 30 CE
Protects their insides from food poisoning, toxic food or poisonous items, and it will have no effect on them if they ingest it.
Field Shield - 40 CE
Creates a force field around the user that will move when the user moves. If other wolves enter, their bite force greatly weakens and doesn't do nearly half as much damage as it normally would. The user can move around with the shield, but their paws will start to slip and get tired quickly the more they move.
Force Shield - 60 CE
When stationary, it will create a force-field around the user and around 5 meters in a circle with the user in the center. The radius will increase with the higher magic stat. Anything inside their force field will be protected, and anything outside of it will be pushed away if trying to enter. Lasts for up to 30-60 seconds, or until the user tires out or moves.
Immovable - 30 CE
After cast, they will plant their feet firmly in the ground and not even the strongest gust of wind or largest tsunami wave can throw them over. They will stay immovable and bulldoze through anything that comes at them. Lasts until the user gets too tired.
Spiked - 50 CE
Will create a layer of dust around their bodies that forms sharp spikes and quills all over them, works like armor that stays until the spell falters or enough damage is caused to the armor.
Closed Mind - 40 CE
When cast, the user will become completely protected against other spells for one spell. Will leave the user quickly tired if used to often and too quick
Protect - 50 CE
Will make the user invulnerable to physical damage for a few seconds. Works on any attack that is considered physical, such as weapons, fangs or nature.
Extreme Heat/Cold - 60 CE
When cast, it allows the user to be completely protected extreme heat or extreme cold for a few moments. Works especially if the user is surronded by fire, or falls into a pit of lava or a frozen lake.
Addwork health - 80 CE
Gives the user temporarily 50% more health for a short time being. Allows the user to take more hits. Will leave the user completely exhausted after it wears off.
Addwork shield - 80 CE
Gives the user a 50% damage reduction to incoming damage or attacks. Will leave the user completely exhausted after it wears off after a fight.
Beserk - 70 CE
Will reduce the user's own defense. With every hit they take, their own bite force grows stronger. The more hurt they are, the more damage they will do. Will leave the user completely exhausted, and possibly near death if they let it go for too long
POWERFUL Defense SPELLS
N/A