DIVINE RESTORATION — Minerva's magnum opus, a new grand magic. Combines all four of her healing spells with an additional circle command for a heal spell that can do everything but resurrect the dead. Cannot yet be programmed via circuits.
REPLENISH — A Minerva original. Replenishes what the body needs, including hydration, nutrition, and blood. Has no effects on physical wounds. Not recommended for regular use. Overuse can result in illness.
REVERT — A Minerva-modified Regeneration circle. Target's memories are searched and used to revert the physical form to its peak. Works on both people and objects. Has proven it can, in fact, reverse aging.
REPAIR — A Heal circle modified by Minerva. Fully repairs damage to both humans and objects. Becomes less effective over long periods of time due to weathering and healing; best used on fresh breaks and wounds.
RECOVER — Recovers 50% mana and reduces status affect durations by 50%. Effect can be improved with higher mana output. Chance of failure increases inverse to level physical damage received.
SILENCE — Suppresses all soundwaves. The original circle required contact to activate and only worked on one target at a time, but Minerva modified it into an AOE. Area determined by initial mana input. Minerva averages 500ft for combat.
CHARGE — A modest discharge of electrical energy. It's just enough to stun and paralyze low-level monsters. Minerva frequently uses it in combination with STEAM as an AOE attack.
STEAM — A basic, traditional circle that generates high-temperature steam. Minerva frequently uses it for bathing and laundry while in the field, but also combines it with CHARGE for an AOE attack.
AUTOHEAL CIRCUIT — Misnomer. A circuit programmed with [Recover]+[Repair]+[Revert]+[Replenish], the four spells constituting Minerva's grand magic, [Divine Restoration]. Each spell autocasts as needed, but only one at a time.
SWIFT CIRCUIT — Misnomer. A combination enhancement and speed circuit, but with an additional chip for dexterity. The DEX chip is set to auto-activate based on adrenaline levels to aid in escape. Minerva has them on both feet.
UNBREAKABLE STRENGTH CIRCUIT — Misnomer. The circuit combines a strength enhancement with an auto-activate shield and a basic enhancement circuit. Improves overall power and counters any attacks from behind via mana shield.
SHIELD CIRCUIT — When filled with mana, it activates a magic shield. Minerva has one circuit set to defend against magic attacks and one set to defend against physical attacks to both conserve mana and improve overall capability.
AUTOTARGET CIRCUIT — When mana passes through this circuit, it activates scope-like abilities in Minerva's right eye. Includes shortcuts for homing enchantments and up to three casts of PHASE. Most accurate within 3500ft.
INFINITE MEMORY CIRCUIT — A bit of a misnomer. Anything perceived by Minerva's left eye will be stored in the circuit in flawless condition for up to three years. After, it will be passed to the brain as a normal memory.
PHASE — a short-distance teleport that ignores obstacles such as walls. Average range is up to 100ft. Spell will fail if the designated destination is the middle of a solid object.
STRIKE — a powerful strike of lightning with homing capabilities. Can be programmed to strike any person in the user's memory, or to strike a specific location. Range is limited by magical capacity. Minerva's limit is ten miles.
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