Magics he has part 3

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AN:The chapters are gonna cover from now on the magics of 6 animes(since in the list there are 1073 different animes[but some of them are different seasons]so reduce that number by the amounts of seasons they have)

Log Horizon

Anchor Howl:Let out a defiant roar, boosting DEF and taunting all nearby enemies to attack. If they attack anyone else, they will trigger a powerful magic damage counterattack.

Assassinate:If Assassinate is performed on a target that is at least 10 levels below the attacking player, it usually results in instant death.

When an Assassin reaches higher levels, more advanced versions of "Assassinate" become learnable. This includes "Assassinate III" at level 42 and "Assassinate IV" at level 57.

The absolute maximum damage that can be dealt by any version of Assassinate is 10,000.

Astral Bind:Shining magical threads restrain the target, preventing them from moving long distances. However, it does not completely paralyze the target and they can still attack players within a short range.

A basic skill for Crowd Controllers, it sets up the way for the damage dealers to do their job. Mastering this skill is considered the basics of party operation.

Astral Hypno:Astral Hypno is a de buffing spell that puts the target to sleep for a maximum duration of 20 seconds. The duration depends on individual monster level and de buff resistance; in harder raid battles, it can be lowered to 4 seconds. While asleep, the target cannot perform any actions. However, if the target receives any damage during this period, the effect of the spell is cancelled.

Because the cool down period for Astral Hypno is only 5 seconds, it's possible for a skilled Enchanter to keep two enemies incapacitated simultaneously by repeatedly recasting the spell on both. Certain equipment can make this spell even more effective, hypothetically allowing a skilled caster to keep even three or four opponents frozen at once.

Aura Saber:The user jumps into the air and deals a powerful kick at the ground, creating a shock wave that damages nearby enemies.

Aurora Heal:When cast, Aurora Heal has a wide range of recovery; anyone underneath its rainbow-colored aurora will be healed, even if there are a hundred people under it. Out of all the recovery skills, only Aurora Heal is geared specifically for raids

Big Whirlwind Slash:This is a powerful technique that allows a player to execute a series of slashes on multiple enemies. It has a long cool-down time.

Break Trigger:A finishing move that detonates all markers set on enemies at once. When activated, it triggers a chain reaction of explosions, dealing a great amount of damage. Although its cooldown makes it inconvenient to use in rapid succession, it depends on a longer set-up time due to its dependence on the amount of markers on an enemy. For this reason, perfect timing is essential to maximize the effects of this skill in the thick of battle. In boss fights or in encounters with high-HP mobs, the chances of setting up markers for Break Trigger increase a lot, so high-end parties often rely on this skill. Because of its "exploding" effect, this skill is often called "bomb" or "fireworks" ("setting up the bomb/fireworks" in a sense) and is a mesmerizing moment for allies to watch when triggered.

Bug's Light:This spell produces a source of light in the shape that vaguely resembles a firefly, allowing the caster and allies to see things in the dark. This magic is equivalent to Magic Light of Magic classes.

Carbuncle:Carbuncle is useless physically and other than firing a laser from the red jade has no offensive magic, but is capable of placing Damage Interception barriers just like the Kannagi. Due to its cute appearance, it is a very popular mascot. Many players would summon forth a Carbuncle to walk alongside them for no reason.

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