This is replacing my previous item topic, since most the items have since been scrapped leaving only these three magical items. But since it needed clearing, I'm tweaking or replacing those three items since wynaut.
Hell Conqueror's Crown:
(Largely unchanged)
Necromancer's Mark:
Eyes of the Inferno:
- unmodified items:
Warp 12
Replaced by Fancy Head Item.
Hell Conqueror's Crown:- Spoiler:
- Name: Hell Conqueror's Crown
Rank: Legendary+ (Magic Item) (Replaces the Warp 12 item which I can no longer use)
Type: Battlecrown
Description:- Spoiler:
It can, alternatively, appear as a black crown of variable size to either fit on her head or hover over it as though locked in a fixed place relative to her.
Strengths:
• Avoid unnatural commands, not subject to effects that might bend the will of others. Her "Subjects", the demons of her layer of hell, cannot be commanded except by effects equaling Siren's rank, as their leader. Said demons can be contracted with her Devil Pact magic to remain as guards in an area or otherwise serve as NPCs. Works when crown is not visible.
• Compliments her already intimidating and commanding presence with some supernatural reinforcement. Requires crown visible.
• Read the power of magic to gauge power of any magical presence or physical might. Because it is visual, she can infer the intentions of a spell or enchantment on a device and the general nature of the magic (Fire. Ice. Water. Holy aspects) and the aura of the one who cast/enchanted it. Magical presences cannot be hidden from her except by actual items of Legendary+ or greater or spells of A-rank or greater. Works when crown is not visible.
Weaknesses:
• Commanding Soul doesn't effect simple manipulation and lies. Guile and trickery can still win the day.
• Commanding Soul can be second guessed / given second thought a normal.
• Commanding Soul cannot force blatantly suicidal action. It can make a soldier fight to his last breath, but can't make them randomly gut themselves without some circumstance (Such as great dishonor, seppuku). This is only an augment to normal RPing of a charismatic commanding presence.
• Commanding Souldoesn't explicitly effect mages or those who already feel secure in authority or in control, such as a king. They feel a compelling call as though "Maybe I should obey her", generally, but there isn't a "Yes mistress!" response. This is pretty much RP.
• Demon slayers don't feel anything at all from Commanding Soul.
• Conqueror's Eye can be thrown off by effects that register as more or less powerful than they are. (Example: Natalia Wolf's magic would register as more powerful than she actually is in practice)
• Conqueror's Eye can be thrown off by magical cloaking effects that hide magical presence.
• Conqueror's Eye can gauge the raw power of non-magical entities, but it is rough and imprecise. Merely suggesting if they are more, equal, or less powerful in comparison to her.
• Demon slayers or other hell-educated individuals may recognize the crown as an evil artifact (In the "Artifact" sense, not rank sense.) and jump to silly conclusions... Even more knowledgeable individuals might know what it's supposed to be a crown for.
Abilities:
• Commanding Soul: The wearer cannot be subject to manipulation of Identity. Such a emotion, soul, or mind. ( This subtracts A-rank effectiveness from spell effects that would try. ) Their presence is supernaturally reinforced with an aura of authority that makes people instinctively want to obey her commands as the first natural reaction.
The commanding aura allows her to summon a demon through her lineage as normal, but at 1/2 the MP per post (But the full cost is still considered against the maximum demons she'd be able to summon at once).
Out of combat, Siren can permanently leave a lineage demon summon as an NPC guard at a location (Such as a Residence) or otherwise serve as an NPC by forming a Contract with it through her Devil Pact magic. Said contract is interrupted if either is attacked, making it difficult in combat to attempt.
• Conqueror's Eye: The wearer can detect magical auras with a sixth sense that translates into actual visual information in her minds eye allowing her to see the presence/nature of magic, and judge it. Determining the estimated power of an individual or object, and spell. S-rank detection spells or greater may still register the presence of magic, and will disorient the senses making her aware that magic is present but be unable to determine strength or location. By weaving magic with a very hands-on guidance she is capable of making magical effects invisible, making an enchantment hidden or a trap masked. This allows her Devil Pact magic to become hidden, not having a visible Pact Mark on the body of someone contracted. Obvious effects can still be seen, such as a fire that was enchanted to never burn out. The fire would still be there. You just wouldn't see any magic circles or sense magic.
ArchMagius
Curse Stone:- Spoiler:
Name: Curse Stone
Rank: Legendary +
Type: Gem
Description: A red gem.- Spoiler:
Strengths:
- Increases MP
- Increases magic effectiveness.
- The gem will reform once broken after 10 posts.
Weaknesses:
- If the gem breaks it will cause direct S-rank damage to Siren.
- If the gem breaks it will expend all available MP leaving her with .5% and all weaknesses that come with that.
- If the gem breaks it will reduce all outgoing magic damage by 50%
- Increases the cooldown of all spells with a cooldown greater than 5 by 2.
Abilities:
- Cursed Font- Provides 5% MP Regen.
- Cursed Yield- Increases spell effectiveness by 50%
Special: Siren can eat the gem with her earth slaying to instantly trigger Devil-Force. The weaknesses of the gem breaking will kick in when Force ends in addition to Devil Force's normal weaknesses upon ending.
Slipstream:
Ifrit Sash:- Spoiler:
Name: Ifrit Sash
Rank: Legendary+
Type: Silk Sash
Description: A whispy silk sash. It is so light and thin that it can float in the air and behave like a smoke. It can compress into a very small space, shrinking or elongating in size to be a universal fashion accessory. It's material is immune to natural fire and heat, as well as Siren's own flames.
It is technically composed of really fine stone matter, allowing her magic to alter its shape and color.
Strengths:
- Immune to her fire and natural fire.
- Smokey form is unaffected by non-magical damage.
- Boosts fire-affinity.
Weaknesses:
- Not immune to magical fire from other mages.
- Smokey form takes extra damage from wind spells.
- Ifrit's Fire is considered unarmed damage and is considered natural fire, making many fire mages outright immune to it.
- Ifrit's Fire can't manipulate magic fires from other mages beyond the mentioned added resistance to fire.
Abilities:
-Ifrit's Smoke: Allows Siren's body to break down into an immaterial black smoke that smells of ash. It can take up her whole body or partially, or alter the Singularity Mantle to project with smoke. Becoming smoke allows her to hover easily in midair and float around (She can already fly anyway). As smoke she can't be harmed by nonmagical attacks, so a random NPC can't punch her or stab her. But any mage can strike her by using magic (Such as a burning fist, flaming sword, or fireball.). The main benefit however is the ability to fit into tight spaces and move through cracks in doors or windows and through thin materials (such as a screen door, thin sheet, ect). Wind magic will deal 50% extra damage to her while smokey. Her fire magic interacts with this by making sparks/embers appear in the smoke randomly based on intent.
Note: This effects all items as well (So her pants will become part of the smoke as well for example) unless she wishes otherwise (Great for getting undressed in a hurry!)
-Ifrit's Fire: The ifrit can command fires in the area passively to move it by her will. This can excite fires to make them spread faster, reduce fires to snuff them out, or make fires take fancy shapes as they float in the air. The main purpose of this is to snuff out fires caused by her fire magic, and for dramatic effect (Like Fire Lord Ozai making fires burn brighter/hotter in the throne scenes to intimidate). As always though I like to try to flesh out possible uses, hence mentioning damage.
Command over fire is within 20 meters per rank, 120 at H. Commanding fires isn't particularly effective for damage, and counts as unarmed damage based on her rank and effected by magic boosts rather than strength boosts with slow speeds of 20m/s.
By commanding fire like this, Siren is 25% more resistant to fire damage and her own fire spell effects deal 25% more damage. This is due to exerting this influence over her own magic or other fires.
Hell Conqueror's Crown:
(Largely unchanged)
- Spoiler:
- Name: Hell Conqueror's Crown
Rank: Legendary+ (Magic Item)
Type: Battlecrown
Description:- Spoiler:
It can, alternatively, appear as a black crown of variable size to either fit on her head or hover over it as though locked in a fixed place relative to her.
Strengths:
• Avoid unnatural commands, not subject to effects that might bend the will of others. Her "Subjects", the demons/undead of her layer of hell, cannot be commanded except by effects equaling Eris's rank, as their leader. Said demons/undead can be contracted with her Devil Pact magic to remain as guards in an area or otherwise serve as NPCs. Works when crown is not visible.
• Compliments her already intimidating and commanding presence with some supernatural reinforcement. Requires crown visible.
• Read the power of magic to gauge power of any magical presence or physical might. Because it is visual, she can infer the intentions of a spell or enchantment on a device and the general nature of the magic (Fire. Ice. Water. Holy aspects) and the aura of the one who cast/enchanted it. Magical presences cannot be hidden from her except by actual items of Legendary+ or greater or spells of S-rank or greater, while the reverse is true (It hides her own presence except by effects of S-rank or greater). Works when crown is not visible.
Weaknesses:
• Commanding Soul doesn't effect simple manipulation and lies. Guile and trickery can still win the day.
• Commanding Soul can be second guessed / given second thought a normal.
• Commanding Soul cannot force blatantly suicidal action. It can make a soldier fight to his last breath, but can't make them randomly gut themselves without some circumstance (Such as great dishonor, seppuku). This is only an augment to normal RPing of a charismatic commanding presence.
• Commanding Soul doesn't explicitly effect mages or those who already feel secure in authority or in control, such as a king. They feel a compelling call as though "Maybe I should obey her", generally, but there isn't a "Yes mistress!" response. This is pretty much RP.
• Demon slayers don't feel anything at all from Commanding Soul.
• Conqueror's Eye can be thrown off by effects that register as more or less powerful than they are. (Example: Natalia Wolf's magic would register as more powerful than she actually is in practice)
• Conqueror's Eye can be thrown off by magical cloaking effects that hide magical presence.
• Conqueror's Eye can gauge the raw power of non-magical entities, but it is rough and imprecise. Merely suggesting if they are more, equal, or less powerful in comparison to her.
• Demon slayers or other hell-educated individuals may recognize the crown as an evil artifact (In the "Artifact" sense, not rank sense.) and jump to silly conclusions... Even more knowledgeable individuals might know what it's supposed to be a crown for.
Abilities:
• Commanding Soul (S): The wearer cannot be subject to manipulation of Identity. Such a emotion, soul, or mind. ( This subtracts S-rank effectiveness from spell effects that would try. ) Their presence is supernaturally reinforced with an aura of authority that makes people instinctively want to obey her commands as the first natural reaction.
The commanding aura allows her to summon a demon through her lineage as normal, but at 1/2 the MP per post (But the full cost is still considered against the maximum demons she'd be able to summon at once).
Out of combat, Eris can permanently leave a lineage-granted creature as an NPC guard at a location (Such as a Residence) or otherwise serve as an NPC, which requires a contract to be finalized (through her Contract magic) which occurs automatically. Said contract is interrupted if either is attacked within the same post as the contracting, limiting its use to out of combat.
• Conqueror's Aura (A): The wearer can detect magical auras with a sixth sense that translates into actual visual information in her minds eye allowing her to see the presence/nature of magic, and judge it. Determining the estimated power of an individual or object, and spell. S-rank detection spells or greater may still register the presence of magic, and will disorient the senses making her aware that magic is present but be unable to determine strength or location. By weaving magic with a very hands-on guidance she is capable of making magical effects invisible, making an enchantment hidden or a trap masked. Likewise by working hands-on, she can undo or tweak magical enchantments on any magical structure with integrated magic, regardless of source. Meaning given time she can undo ancient seals or defenses placed on a structure. She cannot do this within combat. This allows her Devil Pact magic to become hidden, not having a visible Pact Mark on the body of someone contracted. Obvious effects can still be seen, such as a fire that was enchanted to never burn out. The fire would still be there. You just wouldn't see any magic circles or sense magic.
Necromancer's Mark:
- Spoiler:
Name: Necromancer's Mark
Rank: Legendary+
Type: Focus
Description:
The Necromancer's Mark has a unique property in which it's appearance is completely independent. It's physical manifestation is only a focus point of an other worldly source. As such, it's appearance changes with the whims if the holder.
It always takes the form of a skull of some sort, of any size or shape, or species. At one point it might look like a human skull at her hip. At another, it might look like a golden skull with horns.
This same alteration can effect her entire outfit itself, allowing matching attire and never needing to buy clothing again.
Strengths:
• Increases overall effectiveness of Eris and her minions, based on the number of minions active.
Weaknesses:
• Killing minions lowers the effect as a direct result.
• AoEs would be capable of killing large numbers of potential minions at a time, taking chunks out of this item's benefits at once.
Abilities:
• Necromancer's Boon (A)-Every undead PC, active summon or minion that takes mana to cast or sustain, increases Eris's MP and HP regeneration by 1%. This decreases by .15% per summon, and if this effect would make a summon effectively cost 0MP to maintain, it does not grant the MP boon. And grants 5% to her magical power (Which effects the strength of summons).
• Reign of the Lich (S)- Eris's range for using her Essence Rip is increased by +20% for each active summon or mana-draining minion, or undead PC in the topic, from an increased default range of +60 meters. The range of any spell is increased by 1/2 the range of her essence rip, not including AoEs which are instead increased by 1/4th. Essence Rip can now be used on any undead creature to instead of taking Essence, implant it. Taking anywhere from 1% to 15% of her own HP and/or MP and giving *2 that amount to the creature in question. (*2 to make it worth it, as if Eris is downed then it's kinda game over, at least for that topic.) If she -takes- that percentage, she instead gains half the % taken. If taken from herself to someone/something else, this can "Overheal" them, adding to their total as to not waste anything (Balanced by the fact that she weakens herself to do so).
Eyes of the Inferno:
- Spoiler:
Name: Eye of the Inferno
Rank: Legendary+
Type: Embedded gems.
Description: Two red rune-carved rubies placed in the back of her eyesockets. Somewhat visible when Eris's Hellfire eyes are shown.
Strengths:
- Augments her perception, enhancing her Hellfire Eyes capabilities through these gems.
Weaknesses:
- Visions of Purgatory's "Prophesies" aren't written in stone. And unless Eris herself makes sure it happens through her own action and/or with player cooperation, they probably wont happen.
- The Far-Seeing Flame can't enter holy grounds, neither see through holy walls. This is independent of the hellfire eyes themselves, as the Far-Seeing flame isn't at full effectiveness compared to seeing in person.
Abilities:
-Visions of Purgatory (S): Eris's Hellfire eyes now see in complete detail out to maximum range, then in fading detail out to an extra 500 meters. She can see through double the material before her vision is blocked. When looking at something directly, she can see as far as normal vision could see. However, she cannot see through anything past her normal range.
Occasionally, Eris can see prophesies within flames. Within the flames of individuals she can see visions on their futures. This can help her prepare or evacuate an area before a battle, or give her good fortunes in her endeavors. These visions can help her in combat, giving her a boost to reflexes/evasion as she sees things -slightly- before they happen, and/or she has a general understanding of how a fight may go down that gives her a sort of "Insight bonus".
I'm also going to point it out here; she can "Hear" things through her hellfire perception. The information that the hellfire sees and collects can translate directly into understanding the sounds it picks up and converting them within her mind. Like a machine registering soundwaves.
Eris's ability to create Hellgates can synchronize with this ability to open gates in the air that serve as windows into something Eris can see. She can show someone their own prophesies, those of someone else, or things that happened in the past in Eris's memory, or even just show them something Eris can literally see, somewhere else.
-Far-Seeing Flame (A): Eris can "Scry" or "Remote View", casting out the sphere of vision her Hellfire eyes provide to send it shooting away from her, roving around at her will. It moves at 666m/s, and can move through Hellgates/Hellrifts. It's important to note that this is Eris's "Normal" vision, and is no more detectable than sensing someone looking at you normally, especially since Eris does not radiate a sense of presence if she does not wish it.
Eris can make individuals aware that she is looking, in which case it is as though the sky catches fire to them and they see great burning eyes on the horizon, even through walls they still see it fixed in place like two moons. Alternatively it can just appear as two casually floating points of flame, burning around two rubies.
Individuals with spiritual forms of detection could use a soul-based detection method to see the sphere of vision as it moves, even if it's not yet arrived and cannot see them yet. It looks like a dome of distorted glass-like flames. If within the dome, they could see the world as Eris does: On fire. (And not clear glass-like as it looked from the outside). If the rubies are visible, Eris can talk (and hear as normal) through them as though she were present. The rubies could be attacked however, making them shatter and reappear wherever Eris is, ending the scry.