Song Magic/Cosmophases

== Field Attachments ==
Attachment
Building
Emblem
Envoy
Machination
Object
Rune
Weapon
== Cosmophase Classes ==
There are 8 main Cosmophase Classes: Guardian, Healer, Illusionist, Knight, Magician, Thief, Trapper and Trickster.
=== Main Classes ===
==== Guardian ~ The Hymn of Protection ~ ====
Guardian fields have a sole purpose: To protect allies with all their might. From summoning towers and guardians to constructing barriers and barriers of song—they are true Sentinels who will dedicate their lives for the group. Guardians are also masters in arts of countering, which stands out as their only form of attack.
==== Healer ~ The Soothing Melody ~ ====
Vital to any battle, this type of field is solely focused on curing and purifying the hearts, souls and bodies of allies. Using the most different forms of healing, they can also harness slightly boosting powers, such as increasing morale and luck, and make use of area-of-effect abilities that are normally used to escape/protect from danger, but they cannot attack.
==== Illusionist ~ The Deceiving Dirge ~ ====
Never attacking directly, this class tends to relay on puzzling decoys to cause damage and take shelter in their incomprehensible mazes and complex buildings. Aiming towards confusing their enemies, Illusionists have the most strange fields that are not only difficult to manage, but very unpredictable.
==== Knight ~ The Chanting Fencer ~ ====
The fields that fall under this class are harboured by those who make extensive use of direct attacks using either their own body or summoned weapons. Normally, Knight types have many armoured decoys equipped with many methods of combat. However, Knights are very susceptible to critical hits and ambushes, and their fields tend to lack protective means.
==== Magician ~ The Fantastical Anthem ~ ====
This group is composed of fields that focus in long-ranged attacks with many special effects and in boosting their allies' attacks with elemental enhancements and charms. That also leads to a wide array of special and unique skills, which can vary from altering the connection between 2 fields to amplification of one's Cosmophase. Magicians however sometimes tend to have uncontrollable or heavy abilities, that hinder their powers and limit their fields' duration.  
==== Thief ~ The Plundering Serenade ~ ====
Focused on sapping their enemies of all they have, thieves are the most agile of all classes. Not only they can easily materialize their fields (which tend to be light), but they can also completely take over another's field if they can successfully deceive their enemies. One of the Thief's main abilities is stealing decoys, weapons and attachments. Thieves also bet a lot within their fields, which is not only random, but dangerous.
==== Trapper ~ The Singer of Sabotages ~ ====
Trappers, as their name suggests, are masters of traps and hijacks and excel in surprising their enemies with unseen features and attacks. Not quite meant to direct combat, they prefer to work their cogs in the backs of their foes. Some other features of this class include expert spying and stalking skills. The best example within the RP would be Ayna.
==== Trickster ~ The Humming Fool ~ ====
The most unpredictable of all classes, the Tricksters cannot properly control their own fields and rely on their randomness and oddity. They also specialize in making enemies attack themselves in confusion, and can easily bat off decoys. Trickster fields are amazing hideouts too, since they possess tricky ways in which not all can dive into. However, they normally are hard to manipulate and can go berserk at any time.
=== 2-Way Combination Classes ===
 	Guardian 	Healer 	Illusionist 	Knight 	Magician 	Thief 	Trapper 	Trickster
Guardian 	 	Yiloria 	Fragmocultis	Betelgeuse	Tower 	Furtacylpeum	 	Spicatobice
Healer 	Yiloria 	 	Thaumaturge 	Paladin 	Philosopher	Lifesyphoner	Doppelschneidig	Alchemist
Illusionist	Fragmocultis	Thaumaturge 	 	Revenant 	Astronomer 	Jammer 	Puppeteer 	Shadowclown
Knight 	Betelgeuse 	Paladin 	Revenant 	 	Battlemage 	Headhunter 	Strategist 	Duelist
Magician 	Tower 	Philosopher 	Astronomer 	Battlemage	 	Soulhunter 	 	Jinxer
Thief 	Furtacylpeum	Lifesyphoner 	Jammer 	Headhunter	Soulhunter 	 	Ninja 	Joker
Trapper 	 	Doppelschneidig	Puppeteer 	Strategist	 	Ninja 	 	Technician
Trickster 	Spicatobice 	Alchemist 	Shadowclown 	Duelist 	Jinxer 	Joker 	Technician 	
=== 3-Way Combination Classes ===
Anubis = Magician + Trapper + IllusionistBabel = Healer + Guardian + IllusionistBlighter = Magician + Thief + IllusionistDominion = Healer + Trapper + KnightExorcist = Healer + Guardian + MagicianFoxhole = Trickster + Guardian + TrapperGladiator = Knight + Guardian + TrapperHermit = Trapper + Illusionist + Healer
Lifecaptor
Magister = Magician + Healer + IllusionistNorn = Healer + Guardian + Trapper
Pirate
Ruler = Illusionist + Knight + TrapperSaint = Healer + Magician + KnightThrone = Healer + Guardian + KnightVendetta = Guardian + Trickster + ThiefWhiteface = Trickster + Trapper + Thief
== Innate Abilities ==
=== Guardian (Innate Abilities) ===
* Animavinculum: Semi-Passive. This ability automatically activates when the Guardian blends his/her Cosmophase with others. It links their souls, meaning that the Guardian will absorb any and all attacks directed to allies as long as they have a fair amount of energy and as long as the link is sustained.
* Arms Captor: Passive. Reduces the damage caused by enemy weapons and close-range attacks.
* Phragmazoe
* Retribution: Active/Passive. This is what allows the Guardian to absorb attacks and then counter them by any means determined by the reyvateil, summing up the active part. It is also a passive ability because it can automatically counter and rebound weak attacks back to their origin.
=== Healer (Innate Abilities) ===
* Mantra of Blessing and Intersection: Puja (Endless Prayer): Active. The healer's only mean of "attacking". Puja allows the user to sacrifice a portion of their Cosmophase (be it an object or an entire area) to invoke a "blessing". Blessings can come in 3 types.
** Agni: A form of "attack", where holy flames will surround the healer and strike any enemies that try to get close. Notice that the user cannot issue the fire to go and attack the foes. The size, radius and duration of the blessing varies according to the portion of the sacrificed area.
** Mita: This "erases" the enemy/ a part of the enemy's field AKA "mini-sublimation". Again, what can be erased must be proportional to the sacrifice.
** Punarjanma: This blessing occurs by sacrificing at least 500 m of one's Cosmophase. It "transports" the whole field to a different place. A sacrifice ranging from 500 m to 1 km will randomize the place to which they will be transported. Further sacrifices allow the user to choose the precise location.
* Mantra of Clairvoyance: Ajna (3rd Eye): Semi-Passive. Scanning Ability. Ajna/3rd Eye is a scanning ability that allows healers to feel disturbances within the field, both physical and wave-like. It's very useful for pinpointing things with relative importance (since they'll have a different frequency that is normally labelled under a disturbance, but since that frequency is normally low so that it won't get detected, only a special technique like 3rd Eye can locate it).
* Mantra of Peace: Satyagraha (Cease Fire): Active. This ability creates a "safe zone" with a radius of 2.5 km at any place desired by the healer. No attacks can cross that zone and no attacks can be issued from there either. It's normally used as a last resort in order to gather time to recover energy.
* Mantra of Stillness: Nirvana (Ataraxia): Passive. This ability forms an invisible mantle around the healer that bestows them high resistance against the 4 types of jamming. Technically speaking, healers are immune to jamming, seeing that only extremely acute frequencies and high-levelled jamming can penetrate through this barrier.
=== Illusionist (Innate Abilities) ===
* Autokrypsonism: Active. This allows Illusionists to take cover in any type of means in Cosmophases, be it becoming a brick of a wall or a page of a book, they can always conceal themselves completely. This technique can also be applied to allies, but the energy consumed to conceal them is bigger and solely managed by the Illusionist.
* Etherianalyzis: Semi-Passive. Scanning Ability. This is what allows Illusionists to analyse all kinds of matter deeply and in detail. While the exact abilities of Etherianalyzis depend on the person's nature, Illusionists can analyse buildings, objects, and creatures down to their wave structure. This means that Illusionists can analyse what makes up those buildings, objects, and creatures, as well as their basic info and weaknesses. For example, an Illusionist with an activated Cosmophase may be able to analyse the composition of the air, or check for poison. The difference between Illusionists and Trappers in abilities is that Illusionists try to understand what they see, while Trappers try to find what cannot be seen. The Illusionist's ability to pinpoint things with precision needs training to acquire, so not all Illusionists can know the exact locations of what they sense in their Cosmophase, only the ones who are trained in such a way. 
* Inluomater: Passive. This ability is what bestows to the Illusionist's field the lack of sentience. Envoys, weapons and basically everything within the field are, normally, illusions that are not material by themselves, albeit they can still hurt and perform their functions as if they were real. The lack of sentience is of course a protective manner against physical damage, but magic and the sorts can easily break through this veil.
* Ofthalmapathy: Passive. This ability takes its effect in the form of an invisible smoke that spreads silently through the Illusionist's field. This makes it so that the enemies within it may get lost as they walk through it, seeing mirages and illusions instead of their destination and making them walk in circles.
=== Knight (Innate Abilities) ===
* Focused Assault: Passive. This ability is what generates random "critical" hits. These special hits are completely driven by certain factors and happen without any prediction. In most cases, they are finishing blows, but also vary in strength. It's rumoured that some special skills of other classes can increase the rate of critical hits.
* GEA ~GUNGNIR-EXCALIBUR-ASURA~: Active. This is a special ability that allows the Knights to summon a set of 3 "holy" weapons (that receive a proper name and shape according to their fields). These weapons consume nearly all of the knight's energy, sometimes driving themselves to sacrifice most of their fields to materialize them, but have tremendous power. Once summoned, the knight cannot bring forth any structures of any kind within their field until they are destroyed or until out of energy.
* Moving Armoury: Passive. This ability lessens the cost for weapons and allows Knights to materialize them more faster and with more frequency (without much jeopardy).
* Relentless March: Passive. This is what allows knights to preserve stamina and chain close-ranged attacks easily. This ability also lowers a bit of the damage received when hit by close-ranged physical attacks, but long-ranged physical attacks and magic attacks have their damage doubled.
=== Magician (Innate Abilities ===
* Anti-Matter Fluctuation: Passive. This is the natural jamming that comes out of a magician's field. Its frequencies get stronger as phases go by. The type and intensity of jamming varies by Hymmnosen. For example, a Hymmnosen that has no intent or is reluctant to attack might have no jamming at all.
* Blood Ritual: Active. By sacrificing a certain portion of their blood, the person can summon a special and in most cases powerful ability called "overdrive". The ability can vary from summoning an envoy from a direct hit or an entire field shape-shifting for example, and is proportional to the amount of blood sacrificed.
* Suprafocus: Active. By "focusing" in 1 target only, the magician can summon empowered attacks that strike 2 times harder than a regular assault. They can still focus in 1 enemy/object if they have strayed outside of their fields.
* Witchcraft: Passive. This is what allows Magicians to keep their attacks fully materialized outside of their Cosmophases. Normally, other classes would be able to send attacks outside of the Cosmophase, however they would be short lived, and if they didn't reach their target in due time they would vanish. Witchcraft lets the user maintain their attacks by focusing energy on them. However, if they run out of energy the attack dissipates.
=== Thief (Innate Abilities) ===
* Robber's Vow
* Stalking Shadow
* Temporis
=== Trapper (Innate Abilities) ===
* Ambusher's Map: Semi-Passive. Scanning Ability. This skill allows Trappers to analyse the surroundings more efficiently. With this, they can see hidden routes, passages, traps and so on. They cannot however pinpoint the precise shape of things and the elements composing them. For example, a trapper might locate a circular object in the field, but they won't be able to tell what it is nor what it's made of. That happens because the Ambusher's Map simply provides a more detailed 2D view of things than that of a regular analysis, which lets the user spot routes and concealed places.
The ability takes place when the Hymmnosen proceeds to scan the surroundings. It manifests at the ground or at a more precise place within the user's field depending on the field/user's command. It is also engraved within the user's mind, and constantly grows as they move.
* Anthropolaquism: Passive. This ability is what makes the Trapper the most sensitive of all the classes. Basically, it links all the corners and traps of their field to their own body, meaning they can sense everything and anything that happen to them. It's very useful to predict ambushes and outer-traps.
* Apocalypse: Active. Apocalypse allows the Trapper to uncover invisible traps and mechanisms within their fields and give them proper structure by applying a part of the field to that invisible piece. For example, someone that controls a field of flowers may uncover a trap by making flowers bloom around it.
The trapper doesn't need to know where his/her target is within his/her field to use this skill. Similar to the Cosmophase's formation, it spreads, revealing whatever is invisible or hindered away by any sources. However, the ability's range is limited to 2.5 km (half of the Cosmophase) from its "activation point". That means that if a someone is at point A, but decides to activate the ability at point B, which is 3 km ahead of point A, Apocalypse will engulf the radius of 2.5 around point B. Remember though, that the activation point must be within the person's Cosmophase and it will never cross its limits.
* Undercover Sabotagism: Active. This ability is also called "stealth mode". When they activate this skill, the trappers become nothing more than a shadow, and their Cosmophase's energy consumption is reduced by 90%. Basically, they cut most of their wave frequencies and become almost undetectable. This mode however, rends the trapper immobile. It is mainly used to place traps and execute abilities without the enemy noticing it. Within this mode, the trapper is also immune to any type of analysis and highly resistant to jamming. Sadly, they cannot attack directly and can only take shelter or place traps.
=== Trickster (Innate Abilities) ===
* Mortiludism
* Stalking Shadow
* Temporis
* Wildcard: Passive. This ability bestows to all elements of the Trickster's field endless possibilities and incredible potential strength, with the exchange of everything revolving around factors of certain origin, making everything a game of luck and probabilities.
== Jamming ==
Jamming is a form of wave interference which is highly powerful and is only within the Magician class and those who have it. Jamming can come in several forms.
Echo is probably the most severe form of Jamming. It causes the mind to be destroyed and to collapse upon itself, resulting in (mental) death.
Jinx
Noise
Rupture
Static
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