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Chants

Chants are words that sound like gibberish but are powerful tools. They’re usually paired with Hand Signs for stronger effects, but work alone too.

Chanting in Combat

  1. Get an opening.
  2. Channel CE (each chant has its own cost).
  3. Begin the chant. Each class limits how many words you can say per post.

While chanting

  • Once started, you must finish. Skipping a post = failed chant.
  • You can’t fight back. Dodging is your only defense.

Ways to interrupt

  • Physical: a hit to the throat or mouth (risky, you need to get close).
  • Cursed Energy: disrupting or disabling the caster’s CE.
  • Environmental: terrain or weather changes that demand the caster’s focus. This can backfire and give them room to finish.

Chant Classes

Class CE Cost Words Per Post Effect
Conservation 25 4 2 CT costs 0.9 CEP for 4 turns
Rejuvenation (CT) 100 8 3 Restores a burnt-out CT
Rejuvenation (Domain) 150 6 2 Restores your Innate Domain
Unchaining 50 6 2 +2 CT Grades for one devastating attack
Counter Varies 3–5 2 Counters an opponent’s chant

The most common class, focused on saving CE.

Effect: CT Efficiency becomes Enchanted Efficiency: 0.9 CEP per use for 4 turns.

Requires: 25 CEP · 4 words · max 2 words per post