Primary Magic: Breaker Ex-Quip Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description:
This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. Breaker Ex-Quip magic was created to bring down, to break, those who conventional magic deems to be nigh unstoppable such as Slayers or Spirits.
He uses it by calling out the name of the weapon or armour, before it appears in either his hands or equipped to his body.
Aura Type: When unleashed, weapons deal an extra half rank amount of damage. I.E. if using a B-Rank weapon, the weapon deals 1.5 B Rank damage. Lasts for one post and is visualised as the weapon's blade glowing with a dark light.
Strengths:
Weaknesses:
Abilities/Powers:
Each weapon and armour has their own passive and activated abilities, which will be listed in their own spell portions. Will edit to put it here if that's not acceptable.
NOTE!: THE BOOSTS DO NOT STACK! Before people get confused, it is only a 50% boost if both Hidden Saber and Shadowsworn Armour are used at the same time. The effect does NOT stack. The same applies to the other weapon and armour combinations.
Secondary Magic: N/A
Caster or Holder: Holder
Description:
This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. Breaker Ex-Quip magic was created to bring down, to break, those who conventional magic deems to be nigh unstoppable such as Slayers or Spirits.
He uses it by calling out the name of the weapon or armour, before it appears in either his hands or equipped to his body.
Aura Type: When unleashed, weapons deal an extra half rank amount of damage. I.E. if using a B-Rank weapon, the weapon deals 1.5 B Rank damage. Lasts for one post and is visualised as the weapon's blade glowing with a dark light.
Strengths:
- Various different armours and weapons for different opponents and situations.
- Effective in one on one combat
- The armours themselves can be used as a psuedo-weapon.
Weaknesses:
- Specialised and situational. If facing an opponent who uses a different magic than his armours and weapons are designed against, it won't be as effective, dealing only the based rank damage of that weapon is ranked at.
- Not so great in multiple enemies coming at him at once for the most part.
- Against those with divine blood, this magic loses 10% effectiveness.
- In exchange for the armours being able to be used as a psuedo-weapon, they only deal half the rank damage they're ranked at. I.E. D-Rank armour deals half of D-rank damage etc.
Abilities/Powers:
- Ability: Weapons can be recalled to the user if disarmed or thrown or taken by saying "Recall".
- Ability: Ethereal Blades: This generates an ethereal copy of whichever weapon Za'cha has out at the time. It does not have the same abilities as the copied weapon, it cannot be used to block, but it can still deal damage. Costs half the MP cost of the copied weapon, and hovers beside him. Copied weapons cooldown and duration.
- Ability: Weapon Meld: Can temporarily meld two weapons together to form a single weapon. I.E. Melding together Haematoclarent with Celtchar to form a weapon with a blade at either end. Costs 10% MP
- Passive: Physical strength is increased by 5%
- Passive: Movement speed is increased by 5%
Each weapon and armour has their own passive and activated abilities, which will be listed in their own spell portions. Will edit to put it here if that's not acceptable.
NOTE!: THE BOOSTS DO NOT STACK! Before people get confused, it is only a 50% boost if both Hidden Saber and Shadowsworn Armour are used at the same time. The effect does NOT stack. The same applies to the other weapon and armour combinations.
- Signature Spell:
Name: Pride's Aegis
Rank: User
Type:Spell Armour
Duration: 3 posts
Cooldown: 5 posts- Pride's Aegis:
Description: The caster intones the armours name, and it appears all over their body in a pure black void. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant.
Passive Ability: Pride's Prejudice: Offensive power, defensive power and speed are increased by the inverse of how much HP% the caster has remaining. I.E. if the caster is at 90% HP, they get a 10% increase to the named stats. If the caster is at 10% HP, they receive a 90% increase to their stats.
Strengths:- Allows the user to survive in the Dark and Regular Celestial Realms, as it is drawing on the Dark Spirit of Sin Pride's own power.
- The more damage the user takes, the more powerful they become, making longer battles their expertise.
- This can be used a trump card for a battle the user is losing. By donning this power on low HP, he can turn fights in his favour
Weaknesses:- The wearers MP is drained by 10% for each post the armour remains active for.
- The wearer drops to half their current MP% after the armour's duration expires.
- Wearer takes 10% extra damage from Holy sources
- Anything that deals extra damage to Celestial Spirits, deals the same bonus damage to the wearer.
- D-Rank Spells:
- Ripper's Fangs:
Name: Ripper's Fangs
Rank: D
Type: Spell Weapon
Duration: 3 posts
Cooldown: 4 posts.
Description:- Image:
The caster intones the weapons name, and it appears on their body in a flash of dark smoke and purple lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant
Passive = Poison debuff. Each time the weapon lands a blow on the enemy, a stacking debuff permeates on them. Debuff deals 1% Total HP damage with each stack, maximum of 3 stacks. Debuff lasts for three posts. Does not affect B-Ranks or higher.
Activated Ability = Eviscerate. Activating this ability stops the caster from using Ripper's Blades for double its cooldown length, and forces it to be consumed as if its duration had finished. Eviscerate consumes the Poison Debuffs on the selected target, and deals D-Rank damage.
Strengths:- If combined with Deception's Mirror, user can deal an extra D-Rank worth of damage per strike.
- Can quickly deal out a lot of damage.
- Ideal for protracted fights.
Weaknesses:- Eviscerate makes the weapon unusable for twice the cooldown length.
- Debuff is useless against Poison type Slayers, or monsters immune to poisons.
- Weapons have a very short range, no longer than 30cm, just longer than your average steak knife.
- Reliant on Deception's Mirror for maximum damage potential.
- Kraken's Seal:
Name: Kraken's Seal
Rank: D
Type: Spell Armour
Duration: 3 posts
Cooldown: 4 posts.
Description:- Image:
The caster intones the armours name, and it appears on their body in a flash of blue smoke and red lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant
Passive = For every weapon "created" with Weapon Forge, Za'cha gains a 5% reduction to Water and Ice damage.
Activated Ability = Weapon Forge: By latching the armours tendrils onto a nearby item, be it a broken pillar, random stones etc, this armour can turn that into a Weapon that deals D-Rank damage, with a 30% boost in damage if its against a Water and/or Ice magic user.
Strengths:- Ideal counter-measure against Water and/or Ice based mages and monsters, particularly Water and/or Ice magic based Slayers.
- Can quickly "generate" D-rank weapons to attempt and overwhelm the enemy.
- Each tendril is fully prehensile and can penetrate (non-magical) stone.
Weaknesses:- Is reliant on outside items to induce the Weapon Forge and damage reduction.
- Reduction maxs out at 25%
- With each weapons dispersal, the damage reduction is lowered.
- Cannot take over another player's Weapons.
- Rakhmet's Garb:
Name: Rakhmet's Garb
Rank: D
Type: Spell Armour
Duration: 3 posts
Cooldown: 4 posts.
Description:- Image:
The caster intones the armours name, and it appears on their body in a flash of white smoke and yellow lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant
Passive = Every time a Fire/Light spell strikes Za'cha, one of the chest prongs lights up. For every prong that lights up, Za'cha gains a 10% fire/light damage reduction, maximum of four prongs = maximum of 40% fire/light damage reduction. Lasts till the armour reaches cooldown stage. Damage reduction is halved for each rank above the user the attack is, and does not affect A-Rank and above spells. There are four prongs on the armour.
Activated Ability = Solar Wrath. By consuming the energy stored in one of the armour's prongs, Za'cha can fire a pure magical blast with no elemental attribute at a single target. Each prong can be used to fire a single D-Rank blast. Range = 20m, Speed is 10m/s aka 22mph, size of the blast beam is a fist.
Strengths:- Ideal counter-measure against Fire and/or Light based mages and monsters, particularly Fire and/or Light magic based Slayers.
- Movement speed increased by 5%
- Can quickly become near-immune to Fire and Light magic as the fight continues.
Weaknesses:- Ability doesn't deal that much damage.
- Requires the caster to take damage in order to use Solar Wrath
- Exposed chest
- Loses Fire/Light damage reduction when charges are spent for Solar Wrath
- Deception's Mirror:
Name: Deceptions Mirror
Rank: D
Type: Spell Armour
Duration: 3 posts,
Cooldown: 4 posts.
Description:- Deception's Mirror :
The caster intones the armours name, and it appears on their body in a flash of white smoke and purple lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant
Passive = The users reaction speed is increased by 10% allowing them to dodge and evade that much more easily.
Activated Ability = Stealth Mode: Renders the user invisible to the naked eye, and unable to cast a shadow for one post.
Strengths:- Deals 10% more damage if in the shadows
- The armour changes the users gender to female, making them immune to spells/effects that target the male gender.
- If combined with Ripper's Fangs, user can deal an extra 0.5 D-Rank worth of damage per strike.
Weaknesses:- Whilst they may not be able to be seen during Stealth Mode, they can still be heard, smelled, and felt.
- The armour changes the users gender to female, making them susceptible to spells/effects that target the female gender.
- Takes 10% more damage from AOE spells due to the lack of protective armour
- Wielding anything except Ripper's Fangs or Scythe of Death slows down the users movement speed by 10%
- C-Rank Spells:
- Shadowsworn Armour:
Name: Shadowsworn Armour
Rank: C
Type: Spell Armour
Duration: 3 posts
Cooldown: 4 posts
Description:- Shadowsworn Armour:
The caster intones the armours name, and it appears on their body in a flash of dark smoke and purple lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant.
Passive = Reduce Shadow and Darkness damage against the wearer by 50%. 25% for one rank above. 12.5% for two ranks above. Higher than that are not affected.
Activated Ability = Dragon's Mirror. For one of the targeted enemies posts, all Dragon Slayers within a fifteen metre radius of the caster has their consumable elements switched. Cooldown = 6 posts. Speed is 15m/s
How it switches their element is that a blast of energy unleashed from the armour strikes them, and inverts their primary dragon magic. Everything has its opposite in nature and life. The spells themselves as well are inverted, leaving it up to the Slayer in question to figure out what had transpired to them. Has no effect on those two-ranks above the armour.- Dragon's Mirror Table:
FIRE <---> ICE
WATER <---> LIGHTNING
EARTH <---> WIND
IRON <---> STORM
LIGHT <---> SHADOW
HOLY <---> DARKNESS
Strengths:- 50% boost if used with Hidden Saber
- Has a prehensile tail that the wearer has complete control over.
- Increases wearers strength by 10%
Weaknesses:- Ability does nothing to God/Demon Slayers
- Ability does not affect Secondary Dragon Slayer Magic. For instance if a character is an Iron/Lightning Dragon Slayer, they still have their Lightning Dragon Slayer magic.
- The wearer takes 10% more damage from Light and Holy magic.
- Ability does not reset when armour is changed for another set.
- Darkwarp Raiment:
Name: Darkwarp Raiment
Rank: C
Type: Spell Armour
Duration: 3 posts
Cooldown: 4 posts.- Darkwarp Raiment:
Description: The caster intones the armours name, and it appears on their body in a flash of grey smoke and blue lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant.
Ability: Rift-maker. The caster can create a rift using this armour that allows near instant teleportation.- Spoiler:
- The left arm is at the 6 o'clock position, the right at the 12. They then move towards where the other one used to be before coming together in the middle, as if holding an invisible ball, then thrusts it forward as if using the Kamehameha move from Dragonball Z. Then the portal appears.
Whilst all the motions are going through, there's a dark purple energy tracing through it, taking shape in the ball pose before surging forward and generating a Kingdom Hearts 2 style Dark Portal.
Strengths:- Allows the user to fly
- Movement speed is increased by 30%
- Attack speed is increased by 30% if used in combination with Martyrblade
- Armour contact with Spirits causes 5% damage to the Spirit
Weaknesses:- Rift takes an entire post to create
- Rift only supports three people at a time
- Flight only lasts for three posts
- Wearer takes 10% extra damage from Holy sources
- Rift only has a limited range of 20 metres, the wearer still has to travel to the job site.
- Orichalcum:
Name: Orichalcum
Rank: C
Type: Spell Armour
Duration: 3 posts,
Cooldown: 4 posts.
Description:- Image:
The caster intones the armours name, and it appears on their body in a flash of dark smoke and yellow lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant.
Passive = HP Regen of 5% in the first post when combined with Celtchar. No regen after that till the next time both are out at the same time.
Activated Ability = Divine Echo. For one of the targeted enemies posts, all God Slayers within a fifteen metre radius of the caster has their consumable elements switched. Cooldown = 6 posts. Speed is 15m/s
How it switches their element is that a blast of energy unleashed from the armour strikes them, and inverts their primary dragon magic. Everything has its opposite in nature and life.
The spells themselves as well are inverted, leaving it up to the Slayer in question to figure out what had transpired to them. Has no effect on those two-ranks above the armour.
DIVINE ECHO TABLE:- Divine Echo Table:
FIRE <---> ICE
WATER <---> LIGHTNING
EARTH <---> WIND
IRON <---> STORM
LIGHT <---> SHADOW
HOLY <---> DARKNESS
Strengths:- Armour can fly, maximum speeds of 60mph
- Armour has a fully prehensile tail
- Negates the Breaker Ex-Quip Magic weakness concerning divine blood
Weaknesses:- Ability does nothing to Dragon/Demon Slayers
- Ability does not affect Secondary God Slayer Magic. For instance if a character is an Iron/Lightning God Slayer, they still have their Lightning God Slayer magic.
- Ability does not reset when the armour is switched for another one.
- HP Regen does not happen if using any weapon other than Celtchar
- Camlann Array:
Name: Camlann Array
Rank: C
Type: Spell Armour
Duration: 3 posts
Cooldown: 4 posts.
Description:- Camlann Array:
The caster intones the armours name, and it appears on their body in a flash of red smoke and grey lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant
Passive = Reduce Light and Holy damage against the wearer by 50%. 25% for a rank higher. 12.5% for two ranks higher. Anything higher not affected.
Activated Ability = Demon's Reflection. For one of the targeted enemies posts, all Demon
Slayers within a fifteen metre radius of the caster has their consumable elements switched. Cooldown = 6 posts. Speed is 15m/s
How it switches their element is that a blast of energy unleashed from the armour strikes them, and inverts their primary demon magic. Everything has its opposite in nature and life.
The spells themselves as well are inverted, leaving it up to the Slayer in question to figure out what had transpired to them. Has no effect on those two-ranks above the armour.
NOTE: The Demon Slayer magic's primary element i.e. what they are named as, is the element that is switched.- Demon's Reflection Table:
FIRE <---> ICE
WATER <---> LIGHTNING
EARTH <---> WIND
IRON <---> STORM
LIGHT <---> SHADOW
HOLY <---> DARKNESS
Strengths:- 50% boost in defensive power if used with Haematoclarent
- Reduces Holy damage by 10%
- Increases wearers Defence by 10%
Weaknesses:- Ability does nothing to God/Dragon Slayers
- Ability does not affect Secondary Demon Slayer Magic. For instance if a character is an Iron/Lightning Demon Slayer, they still have their Lightning Demon Slayer magic.
- The wearer takes 10% more damage from Shadow and Darkness.
- Ability does not reset when armour is changed for another set.
- B-Rank Spells:
- Celtchar:
Name: Celtchar
Rank: B
Type: Spell Weapon
Duration: 3 posts
Cooldown: 4 posts.
Description:- Celtchar:
The caster intones the weapons name, and it appears on their body in a flash of dark smoke and yellow lightning. Can either be instant or over a few seconds, depending on the casters desires. Cast time is instant
Passive = MP Regen 5% in the first post when combined with Orichalcum. No regen after that till next time both are out at the same time.
Activated Ability = Whirlwind Shield. By spinning the halberd at high speeds, can deflect up to 3 ranged attacks of the same rank as the weapon for one post. Cast time is instant, cooldown is 6 posts.
Strengths:- Deals 10% more damage to God Slayers
- Has a long reach
- Can be used in either one hand or two hands as effectively as the other.
Weaknesses:- Does not gain MP Regen if paired with anything other than Orichalcum
- Whirlwind does not deflect close combat attacks.
- Cannot determine where the deflected ranged attacks will go.
- Can only deflect up to three attacks, any more will get through.
- Haematoclarent:
Name: Haematoclarent
Rank: B
Type: Spell Weapon
Duration: 3 posts
Cooldown: 4 posts.
Description:- Haematoclarent:
When bringing out this Ex-Quip weapon, the caster says "Haematoclarent", the weapon then appears in their hands amidst red smoke and grey sparks as it comes forth from the location where all the Ex-Quip gear is stowed. Summoning speed can vary between instant or a few seconds, depending on how dramatic the caster feels like making it.
It is made from a mixture of Lacrima and alloy metals. The weapons cast time is instant,
Passive: The weapon can absorb one attack from a Demon Slayer based attack each time it (the weapon) is summoned. This is where the Lacrima comes into effect, as this substance tends to absorb magical energies directed at it. Can absorb an Equal Rank Demon Slayer attack once. Rank above, half is absorbed, other half is dealt as if not absorbed. So on and so forth.
Activated Ability = Redirect: The user can use a Demon Slayers absorbed attack, and use it against them, firing it from the weapon if it was a ranged attack, or engulfing the blade with it if it was a close quarters attack.
Strengths:- 50% extra damage to Demon Slayers
- Can be used effectively in either one hand or two.
- 50% boost in defensive power if used in conjunction with Camlann Array
Weaknesses:- 50% less damage to Darkness and Shadow users.
- Can only absorb one attack at a time with its passive.
- Redirect's spells are subject to the same weaknesses as the spell that was absorbed.
- The weapon can only absorb an attack that is the same or lower rank as itself. Anything higher and it cannot absorb it.
- Hidden Saber:
Name: Hidden Saber
Rank: B
Type: Spell Weapon
Duration: 3 posts
Cooldown: 4 posts
Description:- Hidden Saber:
When bringing out this Ex-Quip weapon, the caster says "Hidden Saber", the weapon then appears in their hands amidst black smoke and violet sparks as it comes forth from the location where all the Ex-Quip gear is stowed. Summoning speed can vary between instant or a few seconds, depending on how dramatic the caster feels like making it.
It is made from a single dragon's fang to form the main body and hilt, and then covered in a thin sharpened layer of Shadow Wyvern scales. It can be wielded with one or both hands. The blade is 43 inches long.
The weapons cast time is instant
Passive: If the first attack hits, it deals B-Rank damage + 50%.
Activate Ability: Crescent Wave: Darkness type B-Rank damage, range is 20 metres. Will widen to a maximum of 5 metres by the time it reaches its maximum range. Speed is 15m/s
Strengths:- 50% extra damage to Dragon Slayers
- Crescent Wave gets stronger by 5% for every 10 metres it travels before it connects with something.
- 50% boost in offensive power if used in conjunction with Shadowsworn Armour
Weaknesses:- 50% less damage to Darkness and Shadow users.
- Crescent Waves base rank damage is B rank
- It travels out in a horizontal line and so can be ducked under or jumped over to dodge it if the enemy can't reach an edge fast enough.
- Crescent Wave has a five post cooldown
- Martyrblade:
Name: Martyrblade
Rank: B
Type: Spell Weapon
Duration: 3 posts
Cooldown: 4 posts- Martyrblade:
Description:
When bringing out this Ex-Quip weapon, the caster says "Martyrblade", the weapon then appears in their hands amidst grey smoke and dark blue sparks as it comes forth from the location where all the Ex-Quip gear is stowed. Summoning speed can vary between instant or a few seconds, depending on how dramatic the caster feels like making it.
Cast time is instant
Passive: If the weapon slashes through a Celestial Spirit, Dark or otherwise, there is a 50/50 chance of "stealing" that Spirit's Passive ability. Dice Roll post. 1-3 no "stealing". 4-6, a passive gets stolen and can be used by Martyrblade's wielder.
Active: Celestial Burst. If Martyrblade has successfully "stolen" a Celestial Spirit's Passive ability, then the weapon can on the next slash, force the Spirit back into the Celestial Realm. This consumes the Stolen Passive as it is akin to a feedback loop of magic within the Celestial Spirit. Cooldown = 4 posts
Strengths:- Deals 20% extra damage to Holy magic users, Light Magic users and Celestial Spirits of the same rank as the weapon. 10% to one rank above. 5% to two ranks above. Higher are not affected.
- Dark Celestial Spirits of equal rank as the weapon receive a 30% slow status if struck. 15% for one rank above the weapon. 7.5% for two ranks above the weapon. Not affected if higher.
- Attack speed is increased by 30% if used in combination with Darkwarp Raiment.
Weaknesses:- Regular B-rank damage against Dark Celestial Spirits
- Celestial Spirits do not receive a slow status if struck
- Requires two hands to wield effectively
- Can only "steal" one Passive at a time.
Last edited by Za'cha on 31st January 2015, 5:30 am; edited 32 times in total