Magic
Primary Magic: Re-equip: Sacred Armoury
Secondary Magic:
Caster or Holder: Holder
Description: Re-equip magic is a form of magic based on summoning weapons and armours imbued with energy of the caster, mostly for battle purposes. Items are pulled from and stored in a magical space which allows wielders to quickly change from one set to another without having to waste time or energy for carrying them all the time.
Sacred Armoury is a unique branch of Re-equip magic in the sense that Reisha's entire armoury is based on foundings from her or her aunt's expeditions to long forgotten places of worship.
It's been proved that most of the items in the Sacred Armoury react to Reisha's magic level, therefore their power will increase as she gains experience (justification for moving the spells up the rank ladder).
Strengths:
- Versatility - Arms that Reisha commands provide her with all kinds of unique abilities she would not normally have access to, and she is able to change between them in the blink of an eye.
- Physical prowess - It is expected from Reisha to be as physically fit as humanly possible in order to fully utilize her weapons and armours, and she meets that requirement just fine. She is strong, agile and has great endurance which allows her to use all capabilities of her sets, which are usually very heavy and physically limiting in some other ways.
Weaknesses:
- Unpredictable - Reisha's weapons and armours utilize blessings that may very well be able to hurt her allies. No companions are absolutely safe when sacred weaponry comes to play and young Mitou is well aware of that.
- Close range - A majority of Reisha's arms depend on her being able to get close to her enemies, thus leaving her completely vulnerable to stronger close range combatants and making her an easy target. Reducing the range between herself and the target also makes it much easier to hit her.
- Item-dependant - All magical abilities of Reisha come from her unique weaponry. If they get destroyed or if for some reason Reisha will not be able to access her magical pocket - for example due to doings of a spacial magic user - she will be left completely vulnerable.
- Physical limitations - Depending on which set she is using, Reisha is limited by physical properties of her weapons and armours, which usually weight quite a lot and in some cases even limit her range of movements. This results in huge drawbacks and debuffs specific for a set in question.
ARMOURS AND WEAPONS
Primary Magic: Re-equip: Sacred Armoury
Secondary Magic:
Caster or Holder: Holder
Description: Re-equip magic is a form of magic based on summoning weapons and armours imbued with energy of the caster, mostly for battle purposes. Items are pulled from and stored in a magical space which allows wielders to quickly change from one set to another without having to waste time or energy for carrying them all the time.
Sacred Armoury is a unique branch of Re-equip magic in the sense that Reisha's entire armoury is based on foundings from her or her aunt's expeditions to long forgotten places of worship.
It's been proved that most of the items in the Sacred Armoury react to Reisha's magic level, therefore their power will increase as she gains experience (justification for moving the spells up the rank ladder).
Strengths:
- Versatility - Arms that Reisha commands provide her with all kinds of unique abilities she would not normally have access to, and she is able to change between them in the blink of an eye.
- Physical prowess - It is expected from Reisha to be as physically fit as humanly possible in order to fully utilize her weapons and armours, and she meets that requirement just fine. She is strong, agile and has great endurance which allows her to use all capabilities of her sets, which are usually very heavy and physically limiting in some other ways.
Weaknesses:
- Unpredictable - Reisha's weapons and armours utilize blessings that may very well be able to hurt her allies. No companions are absolutely safe when sacred weaponry comes to play and young Mitou is well aware of that.
- Close range - A majority of Reisha's arms depend on her being able to get close to her enemies, thus leaving her completely vulnerable to stronger close range combatants and making her an easy target. Reducing the range between herself and the target also makes it much easier to hit her.
- Item-dependant - All magical abilities of Reisha come from her unique weaponry. If they get destroyed or if for some reason Reisha will not be able to access her magical pocket - for example due to doings of a spacial magic user - she will be left completely vulnerable.
- Physical limitations - Depending on which set she is using, Reisha is limited by physical properties of her weapons and armours, which usually weight quite a lot and in some cases even limit her range of movements. This results in huge drawbacks and debuffs specific for a set in question.
- Lineage:
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:
Unique Abilities:
I. Spacial Sword Rack - Once every 4 posts Reisha may choose for one her regular blades to appear next to her. They do damage and have durability based on her current rank and carry many different names and appearances, although they are not magically enhanced in any way.
The weapon lasts for 4 posts and user can choose to keep the weapon by losing the chance to summon another one (from this ability) for next 4 posts.
II. Telekinesis - An ability that most of re-equip mages posses. It allows Reisha to telekinetically control weapons around her (20 meters radius and grows by 5 meters with each rank higher than D). Although she loses control over the blades once the 20 meters limit is reached, she can still send them away with enough power to choose the targets from miles away. [/b]
III. to be discovered yet
ARMOURS AND WEAPONS
- The God of Youth's set:
Name: The God of Youth's Armour
Rank: D
Type: Defense, Utility
Duration: 5
Cooldown: 6
Description: A piece of armour imbued with magical power to drastically increase its owner's speed. To achieve the full effect it was made out of small, very light pieces of magically enhanced plates that would cover the entirety of arms and legs, and most of its wielder's upper-chest. There's a white fabric hanging from the armour's hips mainly for aesthetic reasons.
Passive ability of the armour makes its user much lighter than they actually are, boosting their speed and agility (both +35%) but, in exchange, taking away strength that comes mostly from its wielder's muscle mass.
Active ability of The God of Youth's Armour is also utility/defense-oriented and offers its user power to create small white magic circles beneath their feet to allow for controlling wielder's movements while in the air. The effect of activated ability lasts one post, but its cooldown is 2 posts. This activated ability also allows to cancel out any damage that could possible come from falling or getting knocked back, as it stops user mid-air.
Strengths:
- Immense mobility - Armour hides a spell that greatly enhances wielder's speed as well as agility. Armour consist of multiple light segments that allow freedom of movement.
Weaknesses:
- Reduced weight - As the armour is based on the spell that cuts of some of wielder's weight, it deems any physical attacks almost pointless (strength cut in half). Also, any knockback effects are twice as strong against Reisha.
- Defense - As ironic as it may seem, this armour was not designed to withstand a lot of damage. In fact, it is much weaker (50 hit points) than normal armours of its rank, further underlining the purpose of this set. There is also no damage dissipation coming from this armour.
____________________________
Name: The God of Youth's Glaive
Rank: D
Type: Offense, Utility
Duration: 5
Cooldown: 6
Description: The God of Youth's Glaive consists of a single-edged golden blade attached to an end of a wooden pole. It bears no marks of usage whatsover, despite being said to have been thousands years old. The blade itself has mysterious symbols engraved on it that shine brightly when the active ability of the glaive is being used. Glaive is really light and goes well with the armour from the same set, as it doesn't slow the user down at all.
Passive ability is a basic speed boosting (+35%) spell aiding its user in battle, to make up for low durabilty.
Active ability - The moment this ability is triggered is also when the engravings start shining brightly. Glaive then strongly pulls its user towards the location its currently pointing at. (range of 15 meteres, speed of 15 meters per second, if used once can be activated again in the following turn, also only once).
Strengths:
- Mobility - Both passive and active abilities are mobility-oriented, and such provide the wielder with the ability to relocate themselves rather easily.
Weaknesses:
- Durability - Wooden pole that blade is attached to is easily broken (if that happens, the weapon will disappear and will be put on cooldown of 6 seconds as per information above).
- Close range - To make use of weapon's offensive capabilities the wielder needs to get dangerously close to its target, thus putting their life at great risk.
- THE GOD OF MOUNTAIN'S SET:
Name: The God of Mountain's Armour
Rank: D
Type: Defensive
Duration: 3
Cooldown: 8
Description: This armour consists of thousands of diamond shards of various sized, randomly attached to gigantic black plates forming a two meters tall silhouette that Reisha can easily fit into. There's also a black cape loosely hanging from one the armour's left shoulder. Just the look of it indicates that it's extremely heavy and that it limits movements of its owner.
Passive ability of this armour allows its owner to attach themselves to the ground while standing still, so that nothing is able to move them unless the armour gets destroyed. A small magic circle underneath mage's feet appears to indicate the passive effect was just used.
Active ability summons a great shield made out of diamond shards, just like the ones attached to the armour itself. Once summoned, it creates a white magic circle (radius of 2 meters) right in front of the shield (a barrier). It absorbs as much magic energy as possible during one post duration. At the end of the post, the damage is calculated and dealt at once to the mage that put up the magic circle. (The shield lasts only that one single turn and can be summoned only once per thread. It doesn't add to armour's durability in any way, it can be used only to change the position of the magic circle.
Note: Shield can absorb up to 1 C rank spell (or 2 D rank spells), but stays up until the end of the post, delaying all the damage. At the end of the turn, all the damage not absorbed by the shield will be dealt to the user.
Strengths:
Blocking capabilities - The armour was designed to take on the entirety of incoming damage, quite possibly sacrificing the user if the damage is much bigger than what the set can handle. Both active and passive abilities focus on making sure the wielder can stand still and try to withstand all magical or physical objects thrown in their general direction.
Weaknesses:
Knockback effects - Passive ability cannot stop knockback effects coming from spells 2 ranks higher than the spell.
One-sided barrier - The active ability can only block damage from the direction shield is pointing in, therefore it is more like an extension of the actual shield.
- THE SAND EMPEROR'S SET:
Name: The Sand Emperor's Scimitar
Rank: D
Type: Offensive, Sand
Duration: 5
Cooldown: 6
Description: A short sabre with a curved, sandstone-based blade that was once imbued with magic. There isn't much that is known about its origins, other than it was found by Reisha's aunt among ruins of an ancient civilization that worshipped their emperor like a true god.
Passive ability - When the weapon touches the surface of a liquid, it slowly causes it to mineralize into sandstone (Spreads in all ways at the speed of 5 meters per post. Therefore, if users sacrifices it by leaving it in for all 5 posts of duration, it will spread to a radius of 25 meters).
It can affect liquids, but magic two ranks higher than the spell will ignore mineralization.
Effect can be cancelled out at user's will, and it does affect allies (and their spells).
Active ability - Wielder of the scimitar raises the weapon to conjure a sandstorm (radius of 30 meters) around their body that lasts two turns. It doesn't cause any damage but reduces the vision of any character that steps into it to one meter, while also making it very hard for them to keep their eyes open. The only person unaffected by this sandstorm is Reisha (though her allies are still affected). She is able to see through the sandstorm, but she cannot manipulate it any way. The sandstorm stays in the place where it was created.
Sandstorms' effects will be completely ignored by mages two ranks higher than the rank of the spell.
Strengths:
- Tactical advantage that comes with reducing enemies' vision.
- Close-range - User gets advantage over regular blade fighters, as the passive ability may make their weapons go heavier.
Weaknesses:
- Control - Reisha maintains no control over the sandstorm created by active ability, which not only limits her allies' vision but also opens up possibilities for sand mages to use the storm against her.
- Length - Scimitar in question is a rather short weapon (sabre-version of it), which means Reisha needs to get really close to an enemy in order to properly use the blade, thus putting her at body at great risk of getting hurt.
- Risk for the allies - Passive ability can also accidently get in the way of allies' spells, and is also capable of stopping them for a second if they stand on a ground that has just been converted to sandstone.
Last edited by Reisha on 29th May 2016, 3:26 pm; edited 4 times in total