After obtaining one other Slayer Class, one may go on to learn the magics
and skills of the Guard Class. Most often Guard Class Slayers are seen as
the first line of defense against a Border fall, and their magics are primarily
focused on being as destructive as they possibly can.

They can sense the state of the Border near their Plateau stations, and all
Guard Class Slayers know the Blood-Barrier Magics. Second-class Guard
Class Slayers can learn up to three Plateau Magics, and fully realized
Guards can use them all.
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                                Blood-Barrier Magics

Esmei
- Allows for the Guard to always sense the power levels of nearby
Blood-Barrier, allowing for them to sense weak spots and areas where
enemies may be attempted to alter the Barrier.

Ysmei - Allows for the Guard to see clearly beyond and through the fog
on the other side of the Border.

Usmei - The Guard is able to extend the reaches of the Blood-Barriers.

Lsmei - A Guard Class Slayer can summon a secondary layer to the
Blood-Barrier, increasing the shielding properties of the Barrier.

Ismei - Seals of the Blood-Barriers are revived with the offering of half of
the Guard's current energy level.

Osmei - Local Blood-Barriers temporary heal allies who cross the Plateau
or Outpost's Blood-Barriers. Fully restores their energy levels, allowing
them the energy to reach the Healing Shrines within.



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                                  Plateau / Outpost Magics

Quarantine
- All nearby Blood-Barriers are instantly flooded with
energies so strong that no Shade Magics can pass through them. Often used
when the Border has been fallen, or crossed somehow by a dangerous
object. It causes whatever the danger is to be trapped within the Plateau or
Outpost. All allies caught within the Plateau when this magic is activated
will be trapped as well. No one may leave the Plateau when this magic is
active, but others may enter from the outside.

Disassemble - Causes the Plateau or Outpost to collapse upon itself,
crumbling downwards as silver and Spirit Essence spikes erupt from the
ground at other worldly speeds to impale and kill any Shade Warriors or
other threats that have breached the Plateau. Spikes will not harm any
allies, and will phase right through them.

Guardian's Keep - Awakens the guardians of the Plateau, freeing them
from their chains and causing them to attack any threats in the area.
Depending on the type of Guardian, they may be dangerous to allies in an
area.

Spirit Veil - Allows for the Guard Class Slayers to see any and all Shade
Magic infected individuals/objects clearly, as a glowing aura instantly
covers anything that has been contaminated by the corrupting magics. It
can be used to keep track of enemies on the other side of the Border, or to
identify the enemies that have entered a Plateau.

Infectious Air - Causes Spirit Essence fog to begin seeping up out of the
ground and walls of a Plateau, covering the entire area of the Plateau. The
dangerous mist  can disable everyone in a Plateau the moment it's breathed
in or makes contact with them. Only those of the Plateau or Outpost
Guilds are immune to the effects.

Status - Allows for the Guard Class Slayer to sense the location and
status of all allies in an area.

Barrier's Thirst - Causes a Blood-Barrier to turn deadly against enemies,
with contact with the Blood-Barrier draining them of their energies, life
force, and whatever else might be keeping them alive. Can be used against
Shade Warriors to drain their energies, but will not kill them.

Rekura's Death  - Causes thousands of silver threads to plunge across the
Plateau or Outpost's inner areas, slicing through any and all enemies with
deadly threads. Guaranteed to reduce any Shade Warriors to dust in
seconds, and remove the threat of enemies permanently.
Battle Prides is Copyright 2002-Beyond
Alicia Brons.
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