|Birth Pride||Undying Vow|
Slayer, Scout Class (Master)
Slayer, Combat Class (Level II)
Hypnotic Suggestion (Voice)
Shadow-Marked (Shadow Control)
Nijya - Touch sensory manipulation. Allows the Scout to alter the perceptions of individuals, making it so even they come into contact with the Scout they won't feel it or be aware of it.
(Level I) Koyja - Smell sensory manipulation. Allows the Scout to alter the perceptions of individuals, making it so even if they're in an area the Scout is - or even in close proximity - they won't be aware of it.
(Level I) Honya - Taste sensory manipulation. Allows the Scout to alter the perceptions of individuals, making is so even if they come into an area riddled with poisons and viral airbourne entities they won't be aware of it.
(Level I) Yunla - Hearing sensory manipulation. Allows the Scout to alter the perceptions of individuals, making it so the individual or group cannot hear the Scout, even if they're speaking or breathing right next to the individual.
(Level I) Sehna - Sight sensory manipulation. Allows the Scout to move freely around areas, its presence cloaked from any and all individuals in an area. Requires a great amount of training to master, as Sehna must not only affect an individuals sight of one Scout, but also the changes that Scout causes to an area, such as its shadow, shifting leaves, and so on.
(Level I) Korama - Causes the Scout's physical speed to increase tenfold.
(Level II) Nuremai - Causes momentary disorientation to any nearby enemies.
(Level II) Hidrau - Allows the Scout to see through the eyes and senses of any small non-sentient creatures up to eight miles from their current position, in all directions.
(Level II) Kyusa - Creates a shadow entity of the Scout, which possess all spells of the Scout Class but can only use up to three spells before it fades from existance. Cannot cause physical harm.
(Level II) Furomi - Sends a flurry of silver needles and spirit essence chips into the area surrounding the Scout. Not enough to kill, but enough to disable any nearby threats.
(Level II) Tathunaru - Any Summoning Magics are instantly controlled by the Scout upon the activation of this spell. It causes the Summoning Magic, and whatever it summoned - be it creature or power - to be useable to the Scout.
(Level II) Yadan - Causes a mass of infectious smoke to explode into the area around the Scout, suffocating any enemies that are nearby or weakening them in the case where they don't require air. Only the Scout is able to see through the smoke, so this does put allies at a momentary disadvantage until the smoke clears.
(Level II) Hyraku - Allows the Scout to momentarily take on one spell from another Slayer Class, of the First or Second level Magics, for one use.
(Level II) Nuazu - The Scout causes a targetted area of land to turn volatile, exploding in a mass of silver needle-like shards.
(Level II) Kyutase - Allows the Scout to move across any surface, regardless of gravity's pull, and allows for a Scout to move across the surface of water without rippling it's surface.
(Level III - Unique) Htrau - Causes the target(s) to be unable to focus enough to call upon their powers, rendering them helpless only until two physical attacks make contact with them.
(Level III - Unique) Truga - Summons a power-reflective shield around the Scout, which causes the next three powers used against it to bounce off without causing harm to the Scout.
(Level III - Unique)
Reflex Dash - Speeds up the Slayer's reaction times, and gives the Slayer a sort of extra sensory ability to feel when an attack may be coming for them. It allows them increased evasive capabilities, and an advanced Combat Slayer can generally use this enchantment to avoid most, if not all, physical blows.
(Level I) Blood Feud - Sometimes referred to as suicidal attack, it is only available to use after the Slayer has gained an open wound. When activated, this enchantment causes exposed blood to gather around the forelimbs, and depending on the amount of blood, it adds an explosive result to physical blows. It can result in flesh being obliterated from an enemy, or its entire body being destroyed in one hit. The damage depends on the amount of blood used behind the attack.
(Level I) Unforgiveable - Adds a flare of defensive magics to an oncoming attack, allowing the Slayer to retaliate with a sudden block that can cripple and further damage an attacker. The attack sent at the Slayer is absorbed and its energy is thrown back at the attacker in a physical blow. Done properly, the Slayer will gain no wounds from the blocked attack, though performed poorly, he will receive the full damage of the original strike.
(Level I) Silver Flare - Causes an elemental blast of silver shards to flare around a physical blow, striking into the flesh of the enemy. With the right aim, this attack can prove lethal.
(Level I) Sudden Death - One of the most powerful low-level attacks, Sudden Death causes all nearby energies to focus in one the final blow of an attack. It does not activate until the final hit, when energy capsizes and implodes in the point of contact on the enemy, decimating their flesh and bones in a ripple-effect which turns them to a harmless pile of liquified mass.
(Level I) Recoil - An evasive strike that allows the Slayer to dodge-teleport out of immediate danger.
(Level I) Feral Claws - It causes bloodlust to cloud the Slayer's visions, literally narrowing their world into red hues. An energy regeneration enchantment, adrenaline pumps through their veins, and the wounds they may be sporting are numbed to an efficient level. When the enchantment is in effect, the Slayer's speed and reflexes are increased, as is its generally lust for killing. Generally only used when the Slayer is running low on energy, cornered, or when a Healer is not immediately available to stave off death.
(Level II) Phantom Cut - A ferocious attack which causes a Slayer's strike to be mirrored by a phantom image of himself. To a casual observer, it appears as though the Slayer is attacking from all angles, the magics around the area mirroring the Slayer's attacks perfectly. One deadly strike on one target causes the mirror the make that strike on another enemy, and in a matter of seconds, multiple enemies can be taken down.
Descending from a Sweeper and the Matriarch of the Venishra Okral, Theruuvel grew up within the confines of the healing shrine. Though the Venishra Okral is a safe enough place, one can get into quite a bit of troublesome situations when growing up around so many different sorts of personalities that pass through the Shrine. When he was old enough to go on his first hunt, his Father took him to the mountains where Aruuval was born, and he later took part in the Forest Kat tradition of a going on a solo hunt in that same area. It's seen as a rite of passage into adulthood when a Raveen can manage a hunt of the large species of the mountains all on their own, and he wears a bit of their thick fur upon his back as proof of his accomplishment.
After reaching adulthood, he began to wander on his own, looking for his own way in life. While his parents held high positions, and his sister Avalas was following a dream of one day being a Sweeper, he was likely unsure of which path to follow. He has so far been trained in both the Combat Class, and Scout Class, so he's already got two Slayer Classes which he could put towards a goal of later becoming a Sweeper if he so chose to learn the other Classes.