atk-skills

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`General Niizuma Skills`
> [ Page 1 ]

`Elemental Niizuma Skills`
> [ Page 2 ]
> [ Page 3 ]

`Elemental Sanzuma Skills`
> [ Page 4 ]}
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General Niizuma Skills```
**1. Elemental Bolt - WIS**
Creates a lure-like damaging skill that follows a target. Gives the user 3x ATK/INT (held) and 4x DEF/DEX. Active until decay or if user attacks.
Ink usage: `reduce 15 ICP`

**2. Elemental Cluster - WIS**
Quick cast (Before attacking) User gathers ink to their brush, summoning their element to turn into a different array of attacks.

Player creates a sphere of their collected magic (merged damage), either throwing it as one action or separating them into two where collected damaged splits into two towards any chosen opponents.
Ink usage: `reduce 15 ICP`

**3. Heal Thrust - WIS**
When activated, painter brush is covered in their elemental color. When user hits someone, damage taken by the foe will convert directly into HP to the user in their next turn.
Ink usage: `reduce 15 ICP`

**4. Revenge - WIS (Any Element)**
Has to be casted before the turn. User will  **tank** 1-5 dmg actions from enemies and blast it back as an **extra action 2x** next turn. Revenge activated will make sure the user will have atleast **1 hp** even after absorbing above their current hp when active..
Ink usage: `Reduce 25 ICP`

**5. Triumph - CHR (Any Element)**
User is surrounded by elemental light and Def/Dex is boosted by 2x for three rounds.
Ink usage: `Reduce 20 ICP`

**6. Furious Roar - CHR (Any Element)**
User summons an elemental surge around them that resounds loudly in the battlefield. If targeted, the foe must roll 10 or above in order to avoid getting **Taunted.**

Taunted foes will be unable to cast any skills for the affected turn.
Ink usage: `Reduce 25 ICP`}

{=(p2):```
Elemental Niizuma Skills```
**7. Aqua Rush - WIS (Element Req. Water)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`

**8. Lightning Strike  - WIS (Element Req. Electric)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`

**9. Shadow sneak  - WIS (Element Req. Dusk)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`

**10. Metallic Smash  - WIS (Element Req. Iron)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`}

{=(p3):```
Elemental Niizuma Skills II```
**11. Gale Slash  - WIS (Element Req. Wind)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`

**12. Earth Thrust  - WIS (Element Req. Earth)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`

**13. Flame Burst  - WIS (Element Req. Fire)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`

**14. Scorching Daze  - WIS (Element Req. Light)**
Elemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**
 
**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.
Ink usage: `reduce 20 ICP`}

{=(p4):```
Elemental Sanzuma Skills```
**1. Fujin  - WIS (Element Req. Wind and Water)**
Summons a surge of unforgiving waters from the sky that turns itself to a small tornado upon contact with the ground and forms around its user. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.

**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.
Ink usage: `reduce 30 ICP`

**2. Raijin  - WIS (Element Req. Earth and Electric)**
Summons a large clap of lightning from the sky that breaks through the earth, causing a small earthquake around its user. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.

**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.
Ink usage: `reduce 30 ICP`

**3. Inari  - WIS (Element Req. Fire and Dusk)**
Commands fiery smoke to burst out of the world's crust towards specific areas in the battle field that can be manipulated towards opponents. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.

**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.
Ink usage: `reduce 30 ICP`

**4. Uzume  - WIS (Element Req. Iron and Light)**
Commands temporary sunlight that dazzles so bright and hot that it melts any sort of metal in the area that can be manipulated towards opponents. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.

**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.
Ink usage: `reduce 30 ICP`

**5. Rush - CHR (Any Element)** 
Boosts ATK/INT/DEF/DEX for 3x that can be held. Cannot be debuffed while active and will run out once user attacks. Can last till decay.
Ink usage: `reduce 25 ICP`}

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Table of Contents``` {avp}}

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  "tag_name": "atk-skills",
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  "content": "{=(Comment):Sets how many pages there are.}\n{=(avp):\n`General Niizuma Skills`\n> [ Page 1 ]\n\n`Elemental Niizuma Skills`\n> [ Page 2 ]\n> [ Page 3 ]\n\n`Elemental Sanzuma Skills`\n> [ Page 4 ]}\n{=(check):{if({contains({args}):{avp}}==true):true|false}}\n\n{=(Comment):Sets each page content.}\n{=(p1):```\nGeneral Niizuma Skills```\n**1. Elemental Bolt - WIS**\nCreates a lure-like damaging skill that follows a target. Gives the user 3x ATK/INT (held) and 4x DEF/DEX. Active until decay or if user attacks.\nInk usage: `reduce 15 ICP`\n\n**2. Elemental Cluster - WIS**\nQuick cast (Before attacking) User gathers ink to their brush, summoning their element to turn into a different array of attacks.\n\nPlayer creates a sphere of their collected magic (merged damage), either throwing it as one action or separating them into two where collected damaged splits into two towards any chosen opponents.\nInk usage: `reduce 15 ICP`\n\n**3. Heal Thrust - WIS**\nWhen activated, painter brush is covered in their elemental color. When user hits someone, damage taken by the foe will convert directly into HP to the user in their next turn.\nInk usage: `reduce 15 ICP`\n\n**4. Revenge - WIS (Any Element)**\nHas to be casted before the turn. User will  **tank** 1-5 dmg actions from enemies and blast it back as an **extra action 2x** next turn. Revenge activated will make sure the user will have atleast **1 hp** even after absorbing above their current hp when active..\nInk usage: `Reduce 25 ICP`\n\n**5. Triumph - CHR (Any Element)**\nUser is surrounded by elemental light and Def/Dex is boosted by 2x for three rounds.\nInk usage: `Reduce 20 ICP`\n\n**6. Furious Roar - CHR (Any Element)**\nUser summons an elemental surge around them that resounds loudly in the battlefield. If targeted, the foe must roll 10 or above in order to avoid getting **Taunted.**\n\nTaunted foes will be unable to cast any skills for the affected turn.\nInk usage: `Reduce 25 ICP`}\n\n{=(p2):```\nElemental Niizuma Skills```\n**7. Aqua Rush - WIS (Element Req. Water)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`\n\n**8. Lightning Strike  - WIS (Element Req. Electric)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`\n\n**9. Shadow sneak  - WIS (Element Req. Dusk)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`\n\n**10. Metallic Smash  - WIS (Element Req. Iron)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`}\n\n{=(p3):```\nElemental Niizuma Skills II```\n**11. Gale Slash  - WIS (Element Req. Wind)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`\n\n**12. Earth Thrust  - WIS (Element Req. Earth)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`\n\n**13. Flame Burst  - WIS (Element Req. Fire)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`\n\n**14. Scorching Daze  - WIS (Element Req. Light)**\nElemental magic that powers up the user with their adrenaline. When active player earns 2x ATK/INT that lasts for three rounds. When active, every time the user successfully hits something (shields, allies, and enemies included), they will earn an **overheat stack.**\n \n**Overheat:** Player gains **1 Overheat** stack when the spell is successfully casted. Every hit adds +1 in the stack (max to 5x Overheat). When the spell ends, Overheat stack translates into **N**x DEF/DEX boost for one round.\nInk usage: `reduce 20 ICP`}\n\n{=(p4):```\nElemental Sanzuma Skills```\n**1. Fujin  - WIS (Element Req. Wind and Water)**\nSummons a surge of unforgiving waters from the sky that turns itself to a small tornado upon contact with the ground and forms around its user. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.\n\n**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.\nInk usage: `reduce 30 ICP`\n\n**2. Raijin  - WIS (Element Req. Earth and Electric)**\nSummons a large clap of lightning from the sky that breaks through the earth, causing a small earthquake around its user. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.\n\n**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.\nInk usage: `reduce 30 ICP`\n\n**3. Inari  - WIS (Element Req. Fire and Dusk)**\nCommands fiery smoke to burst out of the world's crust towards specific areas in the battle field that can be manipulated towards opponents. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.\n\n**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.\nInk usage: `reduce 30 ICP`\n\n**4. Uzume  - WIS (Element Req. Iron and Light)**\nCommands temporary sunlight that dazzles so bright and hot that it melts any sort of metal in the area that can be manipulated towards opponents. When active, player gets a 2.5x boost in ATK/INT/DEF/DEX lasting 3 rounds and acquires the [Raged] state.\n\n**Raged**: When player is in raged state, they will acquire temporary 50HP + (10 every 150 DEF or DEX stats of user) and +1 extra action for the duration. Their HP can be temporarily healed until this point till the spell ends.\nInk usage: `reduce 30 ICP`\n\n**5. Rush - CHR (Any Element)** \nBoosts ATK/INT/DEF/DEX for 3x that can be held. Cannot be debuffed while active and will run out once user attacks. Can last till decay.\nInk usage: `reduce 25 ICP`}\n\n{=(error):Error, that page doesn't exist. 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