Magic
Primary Magic: Greek God ReQuip
Secondary Magic: -
Caster or Holder: Caster
Description: ReQuip is a type of magic that utilizes pocket dimensions to access a variety of different tools. Such tools could be either clothes, armors, weapons, or even basic household appliances. This allows the user to save time and space by not physically carrying the items around, and, in the case of armors and clothes, saves a lot of time from changing. Items and other things relating ReQuip do not break, permanently, that is. Instead, when an armor or weapon or item "breaks" it is returned to the pocket dimension of its origin, only to be mended by the user's magic power. As such the user is never without utility, allowing them to not worry of the generally thought of items breaking in battle.
In the case of this magic, the user ReQuips into the various different items and personas of the ancient gods of a foreign land called "Greece." These "Greek" gods each control an element or aspect of everyday life, working in harmony to control the world. This can range from controlling lightning, in the case of Zeus, death, in the case of Thanatos, or water, in the case of Poseidon. All of these abilities are captured into the items and armors that this magic utilizes, essentially making the user able to control every aspect of the world, albeit not at the same time.
Strengths:
*Multi-Elemental, allowing the user to better fit themselves to the situation
*Utility, as the items in the magic can each hold either offense, support, or defense, and in most cases 2/3 at the same time
*This type of magic dominates in melee-combat, as most spells are melee-based
Weaknesses:
*Breaking the ReQuip always sends it straight to cooldown
*Doesn't fare as well against ranged combatants
*ReQuips suffer double damage from God Slayers (the user does not, however)
*Unless the spell specifically states so, the user is not allowed to use multiple ReQuips at once (does not limit spells designed to buff ReQuips)
Lineage:
*Ares' Arsenal: The user is allowed to keep any Magic Item, Armor, or Weapon in a pocket dimension, and can ReQuip into and out of any of them without expending mana. The problem is, unlike the Spell Items, if these real items break, they still break PERMANENTLY like normal, and don't simply return to the pocket dimension.
*Athena's Sight: The user can "size up" an enemy at first glance. This allows the user to see the enemy's weapon / armor / item ranks, type of magic, and rank. The only thing they can not see is the enemy's spells, abilities, etc. The user can not also see what guild, affiliation, or anything else of the like the enemy is from / apart of.
*Tyche's Luck: When the user casts a spell, they can roll two Normal Dice. If the user scores 2 sixes, the spell they cast costs half the normal mana cost. Does not do anything else for the user other than reduce mana costs, and can be used whenever the user casts a spell.
Spells:
Credit to Seven for the creation of this spell set.
Primary Magic: Greek God ReQuip
Secondary Magic: -
Caster or Holder: Caster
Description: ReQuip is a type of magic that utilizes pocket dimensions to access a variety of different tools. Such tools could be either clothes, armors, weapons, or even basic household appliances. This allows the user to save time and space by not physically carrying the items around, and, in the case of armors and clothes, saves a lot of time from changing. Items and other things relating ReQuip do not break, permanently, that is. Instead, when an armor or weapon or item "breaks" it is returned to the pocket dimension of its origin, only to be mended by the user's magic power. As such the user is never without utility, allowing them to not worry of the generally thought of items breaking in battle.
In the case of this magic, the user ReQuips into the various different items and personas of the ancient gods of a foreign land called "Greece." These "Greek" gods each control an element or aspect of everyday life, working in harmony to control the world. This can range from controlling lightning, in the case of Zeus, death, in the case of Thanatos, or water, in the case of Poseidon. All of these abilities are captured into the items and armors that this magic utilizes, essentially making the user able to control every aspect of the world, albeit not at the same time.
Strengths:
*Multi-Elemental, allowing the user to better fit themselves to the situation
*Utility, as the items in the magic can each hold either offense, support, or defense, and in most cases 2/3 at the same time
*This type of magic dominates in melee-combat, as most spells are melee-based
Weaknesses:
*Breaking the ReQuip always sends it straight to cooldown
*Doesn't fare as well against ranged combatants
*ReQuips suffer double damage from God Slayers (the user does not, however)
*Unless the spell specifically states so, the user is not allowed to use multiple ReQuips at once (does not limit spells designed to buff ReQuips)
Lineage:
- Curse of the White Witch:
Description: There was once a village north beyond the snowy mountain pass that lived peacefully and abundantly. It was lead by a kind and just ruler, Margery the White. She was nicknamed as such because she was a caster, a powerful one at that. It is because of her that the village can sleep peacefully at night and plant crops without having to worry of them freezing or dying due to lack of basic nutrients. You see, she had placed a powerful incantation around the land which prevents would be wrong doers from entering their domain. It also keeps the weather and land in check, making their land an idealistic hideaway.
However, their happiness did not last long for a powerful dark Magus heard of their place, the paradise in the frozen wasteland they called it. He wanted that for his own as well, so with an army of shades and demons, he invaded the village. He had a hard time breaking through the barrier but broke through he did. The powerful white witch tried her best to defend their land but because of the sheer number of enemies and with too many to protect her effort were rendered useless. With no hope left, she did something forbidden to all white casters, and that is to use dark magic. With her new found power, she was able to turn the tides, she was able to obliterate the dark Magi and his evil horde. But it was after when she got a second glance that she realized the error of her ways. Not only did she destroy her enemies, but she also wiped out half the land and its inhabitants. Ashamed of her deed, she fled town and was never to be seen again.
Some say she took her life as punishment of her sin, others say she regressed and turned into an old and evil crone who lives in a spooky dark forest, while others say she lived the rest of her days as a simple and normal human with her husband and children.
Ability: Those who were descended from her line are gifted with great magic regeneration. It also allows them to use Chaos blast. The melding of light and dark magic creating pure raw power which is formless and non-elemental. Chaos magic is effective against any type of magic and inedible to all forms of slayers. However it is weaker against steel or any form of metal. Making it less effective against physical attacks or defensive attacks made with any metal weapon or armour.
Usage:
Passive: 5% MP regeneration.
Gains an offensive "Chaos" elemental blast attack as a signature spell(max A-rank) OR normal spell of user-rank (S-rank Max) that must be made in addition to the user’s spells in their magic.
*Ares' Arsenal: The user is allowed to keep any Magic Item, Armor, or Weapon in a pocket dimension, and can ReQuip into and out of any of them without expending mana. The problem is, unlike the Spell Items, if these real items break, they still break PERMANENTLY like normal, and don't simply return to the pocket dimension.
*Athena's Sight: The user can "size up" an enemy at first glance. This allows the user to see the enemy's weapon / armor / item ranks, type of magic, and rank. The only thing they can not see is the enemy's spells, abilities, etc. The user can not also see what guild, affiliation, or anything else of the like the enemy is from / apart of.
*Tyche's Luck: When the user casts a spell, they can roll two Normal Dice. If the user scores 2 sixes, the spell they cast costs half the normal mana cost. Does not do anything else for the user other than reduce mana costs, and can be used whenever the user casts a spell.
Spells:
- Weaker Gods (D Rank):
- Hermes Armor:
- Name: Hermes Armor
Rank: D Rank
Type: Spell Armor / Defensive / Supportive
Duration: 3 posts
Cooldown: 4 posts
Description:- Image:
Passive Ability - Thieve's Speed - The user gains a 50% speed boost for the duration of the spell
Active Ability - Messenger - If an ally is using a support spell or a healing spell on the user, the user can also share that ability to one other ally within 1 post of the effect being active on the user. However, it must be done through physical contact. For example, if player A uses a healing spell on the user, the user must get to player B the post directly after AND make physical contact to pass the effects.
Strengths:
*Allows for bonus support to allies
*Bonus speed allows for easier dodging abilities
Weaknesses:
*Has no offensive abilities
*Must make physical contact to pass effects
*Unlike other armors, the damage mitigation from this armor doesn't count towards melee / physical damage. Any physical attack isn't mitigated
- Apollo's Bow:
- Name: Apollo's Bow
Rank: D
Type: Fire / Spell Weapon / Offensive / Supportive
Duration: 3 posts
Cooldown: 4 posts
Description:- Image:
Passive Ability - Sun's Flame - Every arrow this bow shoots is flaming, and deals 1.5x damage towards beings weak to fire such as plants, wood, or anyone that says explicitly in their magic that they are weak to fire.
Active Ability - Medicine Arrow - The user can fire an arrow at an ally, which will heal them equal to one full spell of D rank HP. This can only be done once during the spell's duration.
Strengths:
*Can be used for offense or support
*Medicine Arrow only works on those the user has deemed an ally
Weaknesses:
*Offers no defensive abilities
*Slayers or others resistant to fire takes less damage
*Arrows fly in a straight line
- Nemesis Armor:
- Name: Nemesis Armor and Dagger
Rank: D
Type: Defensive / Offensive / Special ReQuip
Duration: 2 posts
Cooldown: 3 posts
Description:- Image:
Passive Ability - Balance - 1/2 of all spell damage dealt to the user while in this armor from D rank spells are dealt back to the enemy. This does not account for Pet spells, Weapon /Armor / Item spells, or physical attacks.
Active Ability - Vengeance - When activated, the user adds on half of the damage they've accumulated total to the knife, and the very next attack with the knife deals that amount extra damage. This additional damage may not add on more than 50% D rank spell damage, and must be used with the knife, nothing else.
Strengths:
*Reflects damage back on opponents
*Useful for plain defense, offense, or both
*Good use when low-HP
Weaknesses:
*The user still takes the full force of all attacks
*High risk, high reward spell
*Restricted to melee range for active ability
*Active can't exceed 50% spell damage
- Kratus Armor:
- Name: Kratus Armor
Rank: D
Type: Supplemental / Spell Armor
Duration: 3 posts
Cooldown: 4 posts
Description:- Image:
(Sword isn't included)
Passive - Kratus' Strength - The user has double physical strength, which includes force of physical attacks, lifting power, etc. In terms of actual damage, the user gains a 50% passive damage boost for every physical attack that doesn't involve a weapon.
Active - Blow of Power - The user can, once during the duration, surround one of their limbs with magic, and perform a single attack that has the force to completely shatter stone. This blow has a damage equal to 1 spell rank damage, and doesn't activate when the user is using a weapon.
Strengths:
*Physical strength boost
*Higher physical melee damage
Weaknesses:
*Can't use weapons during the duration, lest you want the effects
*Limited to direct physical melee range
*Armor actually DOESN'T mitigate damage in this specific spell, and is moreso there for aesthetics
- List of Spell Fusions (B rank):
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Credit to Seven for the creation of this spell set.