Slayers Through Time

One moment, resting in the gentle sway of oblivion. The next, blinded by the light of the Divine Realm. From the light, a voice bellows: " You have been called once again to serve the Accord of the Beyond. ". Pulled from a place so dark and desolate, back to existence, you stand, regaining the skills you accustomed yourself with in life. Hands, feet, feelings -- all come rushing back in an instant of recollection, as well as your sight, though the blinding light is impossible to become accustomed to.

"You stand before this Divine Magistrate as chosen, Hero. Though your life has long since ended, you have been called once again to serve the light." bellows an ancient voice that rumbles from all space in front of you. "The choice is yours to answer the call. Speak, and serve once again."

You muster only a squeal, with your newly reclaimed lungs, before the voice continues from the bright ube light in front of you. " I knew you would not falter. Your faith will be well rewarded, hero; but there is no time for rewards, not yet. The earth lies in peril, and the undead roam the earth. The cause is apparent, but no easy problem to solve."

For a brief moment, memories of your life come rushing back. You drop to your knees, saddened by all that you have lost in death. But you cannot refuse this divine offer: any chance to serve, to feel, to live again, is the most prized delicacy of the afterlife, and no matter the cost, you will not disappoint. After all, it is the most valiant souls that serve the gods most often.

"I accept your offer, deity." you mutter, standing from your knees. " Good. Now go, reclaim your flesh at the gates of Antepoch, and begin your quest. " the voice said, before the light began to fade, and infinity began to spin around you. You are sent for what seems eternity in one direction, before landing by the proud and ancient gates of Antepoch.

Antepoch is the farthest reach of the world. It is not known of by mortals, but is rather a stairway to the divine realm, utilized by the gods as a gateway to the world below. By the gates, an endless hall of flesh lays, where the sutured tailor spends his time endlessly browsing the flesh-fashions of the mortal world. You walk up to the counter of the hall, which is soaked in blood of many races. The tailor looks at you for a brief moment, grunts, then walks back into the dark recesses of the hall.

Many days and nights pass, as the tailor walks farther and farther into the hall, searching for your corpse. Many do not have faith in the tailor, but it is wise to believe in him: In all the millennia that he has served this hall, he has not misplaced anyone's body once, and he eventually shows up again with your body and a few necessary regents for revival, even if it takes a week or so.

After six days, the sound of the tailor's jagged limp can be heard from about half a mile down the flesh cavern. He comes out, body in one hand, a few dirty bottles in the other. He motions for you to lay down on a table off to the side of the hall. You lay down on the table, and allow the tailor to strap your body into position inside your etherial being...

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You vomit, as gut-wrenching pain shoots through your entire body.

*It's been a while,* you think, as some freshly reconstituted blood flows from your decades-old wounds. Five breaths, and you can smell again, but sight is another thing entirely. The stench of gore and iron wafts around you, as the Tailor undoes your body's bindings. You feel like you're going to pass out. More importantly, you feel like you are going to die again. That would be pointless, though; if you were to die in a place like this, it would be no trouble to shove you back inside your body.

The tailor scratches at his sutured head, after which a bubble of black blood festers out from his skin and bursts, sending the ichor outward from the fleshsmith. "Some a' my finest work, right 'ere", he garbles, as he walks back into the flesh cavern. You would like to thank him, but your body currently can't even handle the stress of standing.

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It takes your body three days to recover from the revival process. The tailor gave you enough raw nutrients when he revived you to last you about four days, but your wounds accounted for a bit extra. You were starving, and you now had enough strength to walk.

The tailor had wandered back into the flesh cavern, and had not been back for the past day, likely off doing another revival ritual for some ghost that is invisible to you.

Grasping your deeply scarred stomach, you made your way towards the great gates of Antepoch. From past the gates, light of the mortal world shone brighter than you remember them shining in life. Ahead of those gates lied your destiny, the purpose for which you were revived. You would walk again, along the living, as a Hero of Old!

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You walked out of the Gates, and suddenly, the gates faded from behind you, instead becoming a dark spot in an otherwise lively meadow. Looking out across the land, you rejoiced. It had been so long since you walked on the earth, and there was so much to learn, so much to experience again! From the sights, to the smells, it was all so much. But one thing in particular caught your eye: the Fruit of Epheria, a bush with some low hanging fruit in front of you.

In life, you had known this fruit to be the cheapest of pleasures, a mere appetizer for the peasants of your homeland. But now, the brown, tough orbs hanging from the dry leaves served as your welcoming back to the earth, and you would not resist in delighting in this blessing to its fullest. You grab heaping handfuls of the small fruits, and begin to shove them into your mouth, as the sun begins its downwards descent towards the horizon.

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You had found a river, and had washed and drank deeply. The pleasures of existence had been lost to you for so long, and you were not going to give them away for as long as you lived.

Suddenly, a loud rumbling was heard, and a billowing ray of red light shot up from farther ahead on the opposing riverbank. Curious, you left your font of rejoice, and went to inspect the curious light. As you approached its source, the ground began to get hotter and hotter.

A fiery hole stood in front of you, which appeared to have no end beneath it. From the looks of it, it was more divine business in mortal affairs. You would have no part in it; this was not the place for you. You belonged in the peace of the river, the majesty of the plains.

You turned and began to walk away from the fiery hole, which was only large enough for maybe a golem to fall through.

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"And I reckon you think you're going somewhere else, boy?" a voice bellowed, from inside the hellhole. You turned, but only too late, as a bloodied chain latched onto your chest and began pulling you towards the pit. You squirmed, you struggled, and you screamed, but all to no avail, as cacophonous laughs emerged from the hole.

"The boys up top sent you down here for a reason, boy, and you think i'm just gonna let you live on the free and easy? No, sir, you're gonna toil, and you're gonna bleed. You're gonna bleed so much, that the blood of this mortal world will pale in comparison. But don't worry, 'Hero', because you ain't the only poor sumbitch that's gonna paint the underworld red!" yelled the voice, as your leg was submerged into the hole.

You dragged yourself away from the pit with all your might, trying to get as many last glances of the world as you could. Not like this. You pleaded, you begged, but the chain pulled, and your body continued to fall down the hole. "Get down here, boy! We're all waiting for you, all waiting for you to hurry up and die!" the voice screamed, as it broke out into laughter.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_ SLAYERS THROUGH TIME \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Designed by William Hintze

Starring:

Ryan Debiase as Cindermurmet, the Wicker Wizard

Jason Dorsey as Jack, the Pumpkin King

Kai Howard as Davy Jones, the Lord of the Tempest

Ashley Herring as Vladimir, the Bloodsoaked Marauder

Aidan Svetich as Lunatus, the Fallen Guard

Cameron as Jacko, the Wizard's Head

Russell as Rick, the Living Dead

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The soul tiers are ( 0 - 4 / 5 - 14 / 15 - 24 / 25 - 49 / 50 - 99 / 100 - 149 / 150 - 199 / 200+ ).

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The Wicker Wizard's Arsenal

Skyvise - 15 MP - The Wicker Wizard lets out a concussive blast that weakens nearby enemies, but also disables flying enemies, causing them to drop to the ground and take [ ( 2d20 ) + ( Spell Effect x 0.5 ) ] Physical Damage. All enemies in the [ ( Spell Effect x 0.2 ) + 5 ]m AoE lose [ ( 1d10 ) + ( Spell Effect x 0.3 ) ] Attack Damage until the Wicker Wizard's next turn. If Overcast, Skyvise will also summon a pillar of rock that rises to impale enemies, instantly killing a target flying enemy within the AoE, or depleting 50% of target groundbound enemy's current HP. Debuff lasts until it is purged, but does not stack.

Smothered Candle, Still Burning - Whenever you afflict damage with a Pyromancy spell, you gain ( Damage Dealt x 0.4 ) stacks of Cinder. Whenever you Overcast a damaging spell, you can deal bonus Magical Damage to up to one of the targets of the spell equal to the number of Cinder stacks on you, then remove all stacks of Cinder. Additionally, whenever you overcast a Pyromancy spell, you recover 10 MP, and your party gains 1 XP.

Blaze - ( 10 / 25 / 40 / 145 ) MP - If Levels one or three, Blaze deals [ ( Spell Effect x { 0.2 / 1.0 } ) + { 1d20 / 2d20 } ] Damage to one target within [ ( Spell Effect ) x ( 0.2 / 0.3 ) + ( 5 ) ]m. If Levels two or four, Blaze deals [ ( Spell Effect x { 0.2 / 1.50 } ) + { 1d20 / 3d20 } ] Damage to up to five targets within [ ( Spell Effect x 0.25 ) + ( 5 / 15 ) ]m. If Overcast, Blaze deals bonus % damage to targets equal to [ ( Spell Effect x 0.2 ) + ( Overcast Chance ) ]%.

Divine Fire - Upon use, channels the souls that Cindermurmet has collected into a powerful blast of divine fire, which gains additional effects the more souls Cindermurmet has collected. The soul tiers are ( 0 - 4 / 5 - 14 / 15 - 24 / 25 - 49 / 50 - 99 / 100 - 149 / 150 - 199 / 200+ ). Deals [ ( Spell Effect ) x ( 0.50 / 1.00 / 2.00 / 3.00 / 5.00 / 7.50 / 10.00 / 13.00 ) ] Magical Damage to a target within ( Spell Effect x 0.4 + 5 )m. If You have at least 20 Souls, also restores 20% of your Max MP on ability use. If You have at least 50 Souls, also deals 50% Splash Damage in a ( Spell Effect x 0.1 + 5 )m AoE around your primary target. If you have at least 100 Souls, deals Pure Damage to primary target. If you have 200 or more souls, this ability has +5% **Permanent Spell Effect Steal**, which causes you to gain stacks of Stolen Spell Effect equal to 5% of the damage dealt, which in turn grants you that much Spell Effect. These stacks last indefinitely. One use per encounter.

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Davy Jones' Locker

Portal to the Briny Depths - 20 MP - Davy Jones reaches into the briny depths through tunnel magic, allowing him to reclaim treasures lost to the depths. Will randomly pull out any of the following items. Overcast allows you to roll twice.

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Sack of Oranges - Contains four oranges. When an orange is consumed, restores 10% of the consumer's Missing Hit Points, then has a 25% chance to cure all diseases on the eater. Can hold up to a total of twenty oranges in one inventory space.

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Idol of the Leviathan - Lasts until end of encounter. Once you own at least seven idols, all idols will be consumed to summon a Leviathan. You can ride the Leviathan, giving you movement speed equal to the Leviathan's while riding it.

Leviathan - Summoned Unit

Base Hit Points: 250 ( +5 Hit Points per point of Endurance, + 3 Hit Points per point of Agility )

Base Mana Points: 150 ( +5 Mana Points per point of Agility )

Attack Damage: 20 ( +3 Attack Damage per point of Agility, +1 Attack Damage per point of Endurance )

Spell Effect: 30 ( +2 Spell Effect per point of Endurance )

Armor: 5 ( +0.2 Armor per point of Endurance )

Spell Resist: 10 ( +0.2 Spell Resist per point of Endurance )

Movement: 10 ( +0.4 Movement per point of Agility )

All Chances: 10% ( +0.2% Chances per point of Agility, up to a maximum of +40% from Agility alone )

Crit Bonus: +50 + ( Agility x 5 )% Damage on Attack.

Leviathan's Wake - 30 MP - The Leviathan summons a massive torrent from nothingness, sending waves out in all directions. All enemies within ( Leviathan's Spell Effect x 0.2 + 10 )m take ( Leviathan's Spell Effect x 0.5 + 2d20 ) Magical Damage and are pushed back ( Spell Effect x 0.2 + 5 )m. If Overcast, the Leviathan recovers 20% of its Maximum Hit Points.

Leviathan's Charge - 15 MP - The Leviathan charges up to ( Leviathan's Movement x 1.5 )m, then stomps, stunning all enemies within ( Endurance x 0.3 + 10 )m. If Overcast, the Leviathan can charge up to ( Leviathan's Movement x 3.0 )m instead, and deals ( 4d20 ) Physical Damage to all stunned units.

The Leviathan can also cast spells of yours with Mana Cost 100 or greater.

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Rusted Pistol - A rusted pistol, that only has one good shot left in it. That one shot will deal [ ( Armor x 1.5 ) + ( Attack Damage x 0.4 ) ] Physical Damage to its target, as well as a bonus ( Bonus Hit Chance )% Damage if the target has Less Armor than you.

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Deepsea Grog - 1 IP - A bottle of Grog, lost to the depths from a sunken ship. When consumed, grants you +10% Armor and Attack Damage until your next turn. If you drink the Grog while you have at least 20 Intoxication Points or are under 25% Hit Points, also restores Hit Points equal to 20% of your Missing Hit Points.

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Swashbuckler - Whenever you attack a unit, you can gain your choice of 10% of the damage dealt in Hit Points, Mana Points, or Gold.

Bolt - ( 40 / 75 / 100 / 120 ) - If levels one or two, deals [ ( Spell Effect x { 0.2 / 0.4 } ) + ( 3d10 / 6d10 ) ] damage to up to five target enemies within ( Spell Effect x 0.1 + 8 )m. If level three, deals [ ( Spell Effect x 0.5 ) + ( 6d10 ) ] damage to up to thirteen target enemies within ( Spell Effect x 0.1 + 8 )m. If level four, deals [ ( Spell Effect x 2.75 ) + ( 5d20 ) ] damage to one target within ( Spell Effect x 0.1 + 6 )m. If Overcast, also stuns enemies you deal damage to.

Divine Tide - Upon use, channels the souls that Davy Jones has collected, rendering them into a sweeping wave that becomes more powerful with the more souls that Davy Jones has collected. Enemies within ( Movement x 2.5 + 10 )m of Davy Jones are torn asunder, causing them to lose all their Armor until Davy Jones' next turn, then those units take [ ( 1d10 / 1d20 / 1d20 / 2d20 / 3d20 / 4d20 / 5d20 / 8d20 ) + ( Armor x 2.5 ) ] Physical Damage. As long as Davy Jones has twenty or more souls, he can also move all enemies in the AoE up to ( Movement x 0.75 )m in any direction he chooses per enemy. As long as Davy Jones has fifty or more souls, all enemies dealt damage are rooted until Davy Jones' next turn as well and lose all Spell Resist as well. As long as Davy Jones has one hundred or more souls, Davy Jones recovers 10 HP and MP for each enemy hit with Divine Tide. As long as Davy Jones has Two hundred or more souls, he gains a stack of Fortitude for each enemy hit with Divine Tide. These stacks don't disappear at end of encounter. Once Davy Jones has at least ten stacks, ten stacks are removed to grant Davy Jones' choice of 1 Permanent Point of Agility, or 1 Permanent Point of Endurance. One use per encounter.

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Vladimir's Trove

Sanguine Magic - 10 MP - When cast, empowers Vladimir with a bonus + [ ( 2d10 ) + ( Spell Effect x 0.1 ) ]% Lifesteal on all damage until end of turn. If Overcast, also grants Vladimir a bonus +50% Attack Damage and Spell Effect until end of turn.

Paid in Blood - Whenever any opponent loses Hit Points, Vladimir recovers Hit Points. This amount per point of damage increases as the enemy taking damage gets closer to Vladimir. ( Within 0 - 4m: 0.25 HP per point of damage / Within 5 - 14m: 0.15 HP per point of damage / Within 15 - 25m: 0.05 HP per point of damage )

Freeze - ( 15 / 35 / 50 / 50 ) MP - If levels one or four, deals [ ( Spell Effect x { 0.2 / 1.2 } ) + ( 3d10 / 8d10 ) ] damage to one target within ( Spell Effect x 0.2 + 4 )m. If levels two or three, deals [ ( Spell Effect x { 0.2 / 0.6 } ) + ( 3d10 / 6d10 ) ] damage to up to five targets within ( Spell Effect x 0.2 + 4 )m. If Overcast, also freezes your targets for their next 1d4 turns, rooting them, and causing them to take + ( Spell Effect x 0.4 )% Physical Damage.

Divine Consumption - Upon use, channels the souls that Vladimir has collected, causing them to rip into a target enemy's being within 20m, then drain that unit of their vitals. Your target is drained of ( 5% / 8% / 10% / 15% / 20% / 25% / 30% / 40% ) of their Max HP, and you gain + ( HP Drained x 0.2 ) Attack Damage until you are purged of this buff. As long as you have at least twenty or more souls, your target also takes ( Attack Damage ) damage. As long as you have fifty or more souls, you also steal Hit Points equal to 50% of the Hit Points drained from Divine Consumption. As long as you have one hundred or more souls, your target bleeds until they die, causing them to take 5% of their Max HP per turn in pure damage. This effect can only be purged by leaving an encounter. As long as you have two hundred or more souls, you gain **Permanent Attack Damage** equal to ( HP Drained x 0.05 ). One use per encounter.

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Treasury of the Pumpkin King

Pumpkin Burst - 65 MP - Jack disappears, then reappears, bursting out of a pumpkin within ( Spell Effect x 0.2 + 3 )m. When Jack bursts out of the Pumpkin, he can bring any number of his summoned units along with him. When Jack does this, all summoned units that he brings with him gain additional attacks, and gain doubled movement until end of turn. If Overcast, Jack can also summon another of any unit that is transported with Pumpkin Burst.

Pumpkin Patch - Whenever Jack casts a spell, he has a ( Overcast Chance + 5 )% chance to summon a Pumpkin Null. The Pumpkin Null has ( Spell Effect x 0.3 ) Hit Points, and deals ( Spell Effect x 0.1 ) Pure Damage on attack. These Pumpkin Nulls count as Animated Pumpkins.

Aura - ( 35 / 55 / 75 / 90 ) - If Level one, restores [ ( Spell Effect x 0.2 ) + ( 1d20 ) ] Hit Points to up to five targets within spell range. If Levels two or three, restores [ ( Spell Effect x { 0.2 / 0.5 } ) + ( 2d10 / 3d10 ) ] Hit Points to up to thirteen targets within spell range. If Level four, restores [ ( Spell Effect ) + ( 2d20 ) ] Hit Points to any number of targets. Range of ( Spell Effect x 0.2 + 4 )m. If Overcast, also gives the healed units +50% damage resist until your next turn.

Divine Condemnation - Upon use, Jack rends a target with the strength of all the souls he has collected. That target is marked for death, causing them to take + ( 10% / 15% / 20% / 25% / 30% / 35% / 40% / 50% ) damage from all sources until they die, or the encounter ends. Range of 25m. As long as Jack has twenty or more souls, summoned units deal + ( Spell Effect x 0.2 ) Magical Damage on attack to the marked unit. As long as Jack has fifty or more souls, Jack's spells have +15% Overcast Chance within 10m of the marked unit. As long as Jack has one hundred or more souls, The marked unit takes only Pure Damage. As long as Jack has one hundred or more souls, whenever a summoned unit deals damage to the marked unit, Jack gains a stack of **Condemnation**, which permanently grants Jack +1 Max MP.

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Might of Lunatus

Claw Open - 30 MP - Lunatus attacks again, with that attack dealing a bonus +20% damage. If Overcast, Lunatus gains a +30% Bonus Attack Chance on his bonus attack.

Lacerating Strike - Lunatus has sharp, curved claws, which dig deep into his targets, then leave flaps of flesh exposed, and bleeding. Each attack leaves a stack of Laceration. For each stack of Laceration, you deal +20% damage to that unit.

Boost - ( 15 / 25 / 50 / 75 ) - Grants you a bonus [ ( Spell Effect x { 0.4 / 0.7 / 1.2 / 2.0 } ) + ( 1d10 / 2d10 / 3d10 / 4d10 ) ] Attack Damage until end of turn. If Overcast, grants you +50% Attack Damage after the buff is applied, which lasts until end of turn.

Divine Fury - Upon use, Lunatus channels the souls he has collected, granting him + ( 60% / 70% / 80% / 90% / 100% / 110% / 120% / 150% ) Movement and Attack Damage until end of turn. As long as Lunatus has twenty or more souls, he also gains half as much lifesteal until end of turn. As long as Lunatus has fifty or more souls, he also gains that much Critical Hit Bonus Damage until end of turn. As long as Lunatus has one hundred or more souls, he also gains a +10% Critical Hit Chance until end of turn. As long as Lunatus has two hundred or more souls, he also gains a stack of **Fury**, which permanently grants Lunatus +20% Attack Damage dealt with Bonus Attacks.

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Jacko's Stash

Jack-o-Pult - 25 MP - Jacko launches himself up to [ ( Movement x 1.25 ) + ( Attack Damage x 0.25 ) + ( 1d10 ) ]m, then deals that much damage to any enemies you collide with. If Overcast, also stuns all enemies collided with.

Losing Your Head - As long as Jacko is attached to a unit, he grants that unit + ( Movement x 1.5 )% damage dealt from all sources. As long as Jacko is unattached, he has +25% Movement and + ( Movement x 1.5 ) Attack Damage.

Quick - ( 25 / 40 / 50 / 80 ) - If levels one or two, boosts the Armor and Movement of yourself or a target within ( Spell Effect x 0.2 + 3 )m by [ ( Spell Effect x { 0.1 / 0.2 } ) + ( 1d6 / 1d12 ) ]. If levels three or four, boosts the Armor and Movement of any number of targets within ( Spell Effect x 0.3 + 3 )m by [ ( Spell Effect x { 0.1 / 0.2 } ) + ( 1d6 / 1d12 ) until your next turn. If Overcast, targets also gain +100% Movement after the buff is applied, which lasts until your next turn.

Divine Conviction - Upon use, Jacko channels the souls he has collected, forming a muscular body for his Pumpkin Head. This Body lasts until it is killed, and forces all units to attack him while he is on the body. The body's Hit Points count as Shield Hit Points, and the body dies once Jacko runs out of Shield HP. The Body is summoned with [ ( 50 / 75 / 100 / 125 / 150 / 175 / 200 / 250 ) + ( Armor x 0.50 / 0.75 / 1.00 / 1.25 / 1.50 / 1.75 / 2.00 / 2.50 ) ] Hit Points, and while Jacko remains in the body, he has + [ ( Movement ) x ( 0.3 / 0.6 / 0.9 / 1.2 / 1.5 / 1.8 / 2.1 / 2.4 ) ] Attack Damage. One use per encounter. If Jacko has twenty or more souls, his summoned body grants him +25% Movement. If Jacko has fifty or more souls, he gains +20 Movement until end of turn whenever he summons his Muscular Body. If Jacko has one hundred or more souls, he has +50% Movement while in his Muscular Body. If Jacko has two hundred or more souls, each attack while in his Muscular Body grants him a stack of **Conviction.** Each stack of Conviction grants Jacko +0.2 Movement.

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Alice's Mementos

Fight For Your Life - 10 MP - Becomes more powerful as you drop to lower health. For every 10% HP you are missing, you have a +10% Chance to gain a bonus attack on cast. As long as you are below 75% HP, your next attack this turn gains + [ ( 1d10 ) + ( Spell Effect x 0.1 ) ]% Attack Damage. As long as you are below 50% HP, you gain a [ ( Spell Effect x 0.2 ) + ( Missing HP x 0.25 ) ] Hit Points Shield. As long as you are below 25% HP, your have a 50% chance for your next attack this turn to become a crit guaranteed. If Overcast, all of the effects are guaranteed to happen, and you gain + ( Spell Effect x 0.25 ) Attack Damage until end of turn.

Spiritfire Blades - On Crit, you burn +20% of your target's Current HP.

Muddle - ( 15 / 30 / 45 / 90 ) MP - Confuses a target within ( Spell Effect x 0.2 + 5 )m. If Levels one or above, confusion causes the target to have a 50% chance to attack itself while it remains confused. If Levels two or above, causes the target to have a 50% chance to mistarget its spells adversely. If Levels three or above, has a 50% chance for the target to spread its confusion whenever it mistargets or mis-attacks. If Levels four or above, has a 25% chance for the target to fight for you on its turn while it remains confused. If Overcast, all proccable effects from current level proc on that units next turn.

Divine Authority - Upon use, Alice asserts control over a target, gaining control of that target. The nullified target cannot be a boss or strong unit. That unit gains a + ( 20% / 40% / 60% / 80% / 100% / 120% / 140% / 160% ) Attack Damage Bonus while Nullified. As long as you have twenty or more souls, the nullified target has +50% Max HP and is immediately restored to Full HP. As long as you have fifty or more souls, the nullified target has your Crit Chance and Crit Bonus. As long as you have one hundred or more souls, the Nullified target grants you a guaranteed crit on death on your next attack. As long as you have two hundred or more souls, the nullified target grants you +1 Permanent Attack Damage whenever it attacks.

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Masayoshi's Mementos

Summon Team Member - 60 MP - Summons an illusory version of a team member with 75% of that team member's stats. If Overcast, summons the team member with full stats instead. Range of 5m.

Spirit Team, Strike! - On attack, for each other Spirit Team member that has attacked the target since last turn, the attacking unit deals +20% Attack Damage. Applies to all Spirit Team Members.

Dispel - ( 10 / 15 / 20 / 25 ) MP - Target unit within ( Spell Effect x 0.2 + 6 )m forgets ( 1 / 2 / 3 / 4 ) of its spells for 1d4 turns. If Overcast, lasts until that unit purges this debuff.

Divine Teamwork - Upon use, Masayoshi empowers his entire team, giving them renewed purpose. Masayoshi grants all allied units, summoned units, and non-enemy units on the battlefield + ( 8 / 12 / 16 / 20 / 24 / 28 / 32 / 36 ) Attack Damage and Spell Effect until Masayoshi's next turn. Additionally, Masayoshi restores that much HP and MP on all units affected. If Masayoshi has twenty or more souls, he also grants those allies +20% Lifesteal on all damage until his next turn. If Masayoshi has fifty or more souls, all units affected gain 100% enemy spell immunity until Masayoshi's next turn. If Masayoshi has one hundred or more souls, all allies affected gain +15 Movement until Masayoshi's next turn as well. If Masayoshi has two hundred or more souls, he can allot an ally +1 to one of their Primary stats permanently, and then allot a stat point to himself.