Magic
Primary Magic: Requip: The Celestial Knight
Secondary Magic: N/A
Caster or Holder: Holder
Description: The Celestial Knight is a type of requip/holder magic. It is pretty similar to the standard, summoning different elemental/ability based knight-style armor and weapons. But the thing that sets this magic apart, is that the requips are made from starlight instead of pulled from the pocket dimension. This means that when under starlight, the user does not have to use very much of his own magic power in order to summon his requips.
Yato uses his requips in the same style as most others do. The main difference being that while under starlight, Yato needs to expend a much smaller amount of magic power to requip. While not under starlight however, Yato uses his magic power to produce his own starlight from his celestial being which he uses for requips. The only time this effect applies is when Yato is outside, and under a starry night sky. If it is daytime, in an indoor area, or just overcast, then Yato will have to rely on the starlight from his own body instead.
Strengths: The user has a wide variety of requips that are not limited to one particular theme.
The user can use starlight to avoid having to expend magic power under the right circumstances.
Weaknesses: All magic has to come from items/weapons. None can come from the users body itself.
Not very many crowd control effects.
Very few Damage over time affects.
Starlight cannot be used to reduce the cost of spells when indoors, it is overcast, or when the sun is out and the stars are not.
Spells:
Primary Magic: Requip: The Celestial Knight
Secondary Magic: N/A
Caster or Holder: Holder
Description: The Celestial Knight is a type of requip/holder magic. It is pretty similar to the standard, summoning different elemental/ability based knight-style armor and weapons. But the thing that sets this magic apart, is that the requips are made from starlight instead of pulled from the pocket dimension. This means that when under starlight, the user does not have to use very much of his own magic power in order to summon his requips.
Yato uses his requips in the same style as most others do. The main difference being that while under starlight, Yato needs to expend a much smaller amount of magic power to requip. While not under starlight however, Yato uses his magic power to produce his own starlight from his celestial being which he uses for requips. The only time this effect applies is when Yato is outside, and under a starry night sky. If it is daytime, in an indoor area, or just overcast, then Yato will have to rely on the starlight from his own body instead.
Strengths: The user has a wide variety of requips that are not limited to one particular theme.
The user can use starlight to avoid having to expend magic power under the right circumstances.
Weaknesses: All magic has to come from items/weapons. None can come from the users body itself.
Not very many crowd control effects.
Very few Damage over time affects.
Starlight cannot be used to reduce the cost of spells when indoors, it is overcast, or when the sun is out and the stars are not.
- Lineage (Knight of Spirits):
- Lineage: Knight of Spirits
Description: One of the Seven Knights of King Kuroryu, this Knight could summon ethereal spirits to aid him in battle offense. He was said to be extremely proficient with his equipment as they were powered with spirits.
Ability: Allows the user to increase offense and defense capabilities upon activation. Acts as a passive throughout the period of activation. Activating too long will result in body paralysis. As another passive, without activation, the user is adept with using equipment (+5 base "Unarmed" damage and they're generally skilled with their weapons).
Usage: Upon activation of the lineage, the user gains 50% damage increase (Outgoing) OR damage reduction (Incoming) (never both) capabilities. However, after 4 posts one of the arms of the user will be paralyzed, after 6 posts from the initial activation, both arms will be paralyzed, and after 8 posts from the initial activation of the lineage the user will be completely paralyzed. The paralysis will last 4 posts and resets if the user gets paralyzed further due to this lineage. This lineage can only be activated once in a thread.
- Unique Abilities:
- Starlight:
- Yato makes his requips out of starlight in the night sky. This means that, while in the presence of starlight, Yato can use any of his requips at 50% less cost to his magic power. While not under starlight however, Yato can make artificial starlight from his celestial body, which does use up his MP pool. (Starlight = 50% less MP cost spells / No Starlight = Spells cost full MP)
- Telekinesis:
- Yato, like just about every other requip mage, has the ability to control his summoned equipment with telekinesis.
- Intense Training:
- Yato trained for a long time with the celestial king. His intense training has strengthened his celestial body past the limits of the average celestial spirit, with even the potential to surpass the golden zodiac keys. This ability grants Yato 10% Damage resistance and a bonus 10 armed damage.
Spells:
- D-Rank Spells:
- White Knight Armor:
- Name: White Knight Armor
Rank: D
Type: Requip, Spell Armor
Duration: 4 posts
Cooldown: 5 posts
Description:- Spoiler:
Strengths: Offers total protection. There are no exposed points in the armor that can be exploited.
Its a relatively light armor. The user can still have good mobility while using it.
Weaknesses: No elemental benefits
Can Break relatively easily
Costs 10% MP to cast when not under starlight- Active Ability:
- The user can activate this ability to increase their reflexes by 50%, granting him the ability to block, dodge, or deflect attacks with much more ease than usual. Lasts 2 posts with a cooldown of 3 posts.
- Passive Ability:
- The user passively regenerates 2% MP per post while this armor is requiped.
- White Knight's Spear:
- Name: White Knight's Spear
Rank: D
Type: Requip, Spell Weapon
Duration: 4 posts
Cooldown: 5 posts
Description:- Spoiler:
Strengths: Good for a wide variety of combat situations
Weaknesses: Has no elemental advantage
Somewhat less effective at extreme close range- Active Ability:
- The user can channel magic power into the spear, causing it to deal D-rank spell damage per hit for 2 posts. cooldown of 3 posts.
- Passive Ability:
- The user passively deals 2x damage to demonic beings due to the holy nature of the weapon.
- Silver Wing Armor:
- Name: Silver Wing Armor
Rank: D
Type: Requip, Spell Armor
Duration: 4 posts
Cooldown: 5 posts
Description:- Spoiler:
Strengths: Allows the user to fly
Weaknesses: Flying can only be done for relatively short distances
The wings can be targeted and cause the flying to falter- Passive Ability:
- The user can passively fly and glide around with the armor requiped. Can only fly for about 100 meters at a time before the user has to land before they can fly again. User flies at 15 m/s.
- Active Ability:
- The user can activate this ability to fold the armors wings around himself to dissipate 2 D-rank spells worth of damage. lasts for up to 2 posts and has a cooldown of 3 posts. It can still leave the ankles and feet exposed, which is important to note.
- Blade of Rising Power:
- Name: Blade of Rising Power
Rank: D
Type: Requip, Spell Weapon
Duration: 4 posts
Cooldown: 5 posts
Description:- Spoiler:
Strengths: Increases in power with each successful hit
Weaknesses: Pretty useless in a ranged situation
Is countered easily with a spear or buster sword- Passive Ability:
- The blade passively increases its power by 1 stack every time it lands a hit on its target. The stacks have no effect in the context of normal hits. Instead, it comes into play with the active ability. (Stacks reset inbetween requips of the blade.)
- Active Ability:
- Once this ability is activated, the sword begins to glow and increase its power. For each stack that the blade had from its passive before the ability is activated, it increases its damage by half a D-rank of spell damage. Once the ability is activated, for the next hit it lands on an enemy, it will deal damage equal to the amount of stacks it had prior in addition to its normal damage. 2 post duration and 3 post cooldown.
- Lightning Emperor Armor:
- Name: Lightning Emperor Armor
Rank: D
Type: Lightning, Requip, Spell Armor
Duration: 4 posts
Cooldown: 5 posts
Description:- Spoiler:
Strengths: Offers resistance to lightning magic
Weaknesses: The armor has exploitable weaknesses in most areas aside from the arms, shoulders, legs, and back.
Breakable- Passive Ability:
- The user has a 20 damage resistance to all lightning type spells and magic.
- Active Ability:
- The user can activate this ability to release a bolt of lightning that can nullify any ranged D-rank spell that is within a 5 meter vicinity of the user. The bolt cannot deal damage to anyone or anything. It is only for defensive purposes. Cooldown of 2 posts.
- Lightning Emperor's Armblades:
- Name: Lightning Emperor's Armblades
Rank: D
Type: Lightning, Requip, Spell Weapon
Duration: 4 posts
Cooldown: 5 posts
Description:- Spoiler:
Strengths: Does Lightning damage
Weaknesses: Metal can redirect the weapon's lightning
Breakable- Passive Ability:
- The weapon passively deals 1 half D-rank spell damage of lightning damage per hit in addition to normal weapon damage.
- Active Ability:
- This ability can be activated to shoot a large bolt of lightning from the tip of one of the armblades, (or both, but it would still only hit the same amount of targets and deal the same amount of damage) that deals D-rank damage to anybody in a 10 meter by 10 meter area in front of where the spell hits.
Last edited by Yato Akiyama on 7th February 2016, 10:08 am; edited 1 time in total