Primary Magic: Valkyrja
Secondary Magic: N/A
Caster or Holder: Holder
Description:
The magic from within the bow “Valkyrja” is powerful in the realm of stealth and utility; in open combat, it does excellently as long as the target is at range—any closer than about ten meters, and the spells become ineffective or awkward to wield due to the nature of the weapon. (As such, any and all range values are presumed to be after the 10 meter mark.) The arrows themselves are made from crystallized magical energy, and are receptive to a wide variety of enchantments or effects if the user chooses to have one applied; since the bow creates them when the user has their hands in position to draw, there is no drain on the user to create the arrows, and no need for a quiver. The enchantments available are near limitless in possibility, but in practicality are cut down to a few categories:
Combat enchantments are fairly obvious in their purpose: they are designed to aid the bow’s wielder in combat by raising the damage output of an arrow, or by creating a status that directly changes the situation in a battle. Second only to utility spells in number and flexibility, these are going to be one of the most common variants of spells listed here.
Utility enchantments are going to be used to aid the user in navigating the battlefield or terrain, and indirectly manipulating the battle in a way that may or may not cause damage. These are the most common spells in Karin’s repertoire, and can range from things like a zipline, to a distracting ping, to something else entirely that might help her get an edge with her surroundings and the situation at hand.
Support enchantments are fairly low in number. These are things like healing, buffs/debuffs, and other small effects that don’t do much in terms of visible effect. The reason these spells are low in number is, quite frankly, a bow and arrows are not the best vehicles to be dealing these kinds of spells out. Defensive spells are nonexistent in this magic.
Strengths:
Weaknesses:
Lineage: Zeus’s Descendant
Unique Abilities:
**Extra UA slot won here.
Spells:
Secondary Magic: N/A
Caster or Holder: Holder
Description:
The magic from within the bow “Valkyrja” is powerful in the realm of stealth and utility; in open combat, it does excellently as long as the target is at range—any closer than about ten meters, and the spells become ineffective or awkward to wield due to the nature of the weapon. (As such, any and all range values are presumed to be after the 10 meter mark.) The arrows themselves are made from crystallized magical energy, and are receptive to a wide variety of enchantments or effects if the user chooses to have one applied; since the bow creates them when the user has their hands in position to draw, there is no drain on the user to create the arrows, and no need for a quiver. The enchantments available are near limitless in possibility, but in practicality are cut down to a few categories:
- Combat
- Utility
- Support
Combat enchantments are fairly obvious in their purpose: they are designed to aid the bow’s wielder in combat by raising the damage output of an arrow, or by creating a status that directly changes the situation in a battle. Second only to utility spells in number and flexibility, these are going to be one of the most common variants of spells listed here.
Utility enchantments are going to be used to aid the user in navigating the battlefield or terrain, and indirectly manipulating the battle in a way that may or may not cause damage. These are the most common spells in Karin’s repertoire, and can range from things like a zipline, to a distracting ping, to something else entirely that might help her get an edge with her surroundings and the situation at hand.
Support enchantments are fairly low in number. These are things like healing, buffs/debuffs, and other small effects that don’t do much in terms of visible effect. The reason these spells are low in number is, quite frankly, a bow and arrows are not the best vehicles to be dealing these kinds of spells out. Defensive spells are nonexistent in this magic.
Strengths:
- Great magic for utilitarian and stealth purposes.
- Okay at open combat when at range.
Weaknesses:
- Low number of buffs and defensive techniques outside of UA’s.
- Poor close combat ability.
- Arrows are easily deflected and/or dodged when the opponent is alerted of the user’s presence.
Lineage: Zeus’s Descendant
Unique Abilities:
- Crystalline Arrows- As stated above, the arrows for the bow are solidified magical energy in the form of a crystalline material. They are generated without cost to the user, and can be used as regular arrows would be if the user finds themselves unable to pull from the MP. (Arrows deal user ranked melee damage + the damage afforded by the quality of Valkyrja when fired without a spell; when a spell is bound to an arrow, only user-ranked melee damage is added to the spell's damage, if applicable.)
- Elemental Manipulation- Use of Valkyrja grants the user basic control over the elements (fire, water, ice, etc) so that they may cast various effects on their arrows.
- Ranger’s Pride- While in possession of the bow (regardless of whether it is drawn or in use), the user has a 20% buff to their health and a 25% buff to their speed.
- Huntress’ Tool- The user has a 50% increase in the range of their senses (normal and magical) while in possession of Valkyrja (regardless of whether it is drawn or in use).
- Up Close and Personal**- Whenever an opponent is within 10 meters of the user, arrows that are not enchanted with a spell deal 50% damage and ignore armor of the user's rank and below; the user may not enchant arrows when an opponent is within 10 meters, and armor above the user's rank is not affected.
**Extra UA slot won here.
Spells:
- Signature Spells:
Name: Zipline
Rank: D
Type: Supportive
Duration: No set duration
Cooldown: No set cooldown
Description: This spell is used for the sole purpose of allowing the user options in mobility. The arrow enchanted with this spell is shot at a distant building, tower, or other obstacle; when it hits, the the spell creates a magical line from the tip of the arrow to wherever the user is standing. Once in place, the line is stationary and acts as a rope pulled taut would: the user (or others) may either use it as a zipline, or as a tightrope until it dissipates. (Max range of 15 meters, arrow deals no damage to NPCs or player characters).
Strengths:- Easy transportation.
- Long range.
Weaknesses:- Deals absolutely no damage.
- Situational.
- The line can be severed with damage equivalent to D-rank melee + a weak weapon.
Name: Valkyrja’s Seal
Rank: User-ranked
Type: Support(?)
Duration: 4 posts (+1 for every rank above C)
Cooldown: 5 posts (+1 for every rank above C)
Description: When the arrow enchanted with Valkyrja’s Seal makes contact with an opponent, they are unable to cast spells of the spell’s rank or below for the duration of the effect. (30m range, +15m for every rank above C).
Strengths:- Puts mages of equal or lower rank to Valkrja's Seal in a bind by disallowing them the use of their spells.
Weaknesses:- Is not as useful on mages of a higher rank, causing it to be a situational spell as opposed to one for general use.
- Still allows mages higher ranked than Valkyrja's Seal to cast any spells above her rank.
Name: Lyn Pil*
Rank: User-ranked minus 1 (Max A-Rank)
Type: Instant
Duration 1 post
Cooldown: 3 posts (+1 for every rank above C)
Description: This arrow is charged with lightning; when it hits an opponent, it deals full ranked damage to them, ignoring armor. (15 m, +15m for every rank above D).
Strengths:- Great for almost any opponent.
Weaknesses- Enemies made of stone/earth/clay/etc are unaffected by the spell (they still take damage from the arrow itself).
- Does not short circuit cyborgs, robots, or other automatons (PCs).
*Granted by lineage, Zeus’s Descendant.- Easy transportation.
- D-Rank Spells:
Name: “Ping”
Rank: D
Type: Supportive
Duration: Instant
Cooldown: 2 post
Description: The arrow is enchanted with a simple spell that makes a noticeable sound (crystalline “ping”). It is guaranteed to catch the attention of Weak and Normal NPCs in jobs; whether or not it has a similar effect for a player character is dependent on the player controlling them. (20m range, no damage dealt).
Strengths:- Serves as a distraction for lower ranked enemies.
Weaknesses:- May or may not distract player characters.
- Requires that Karin remain undetected to be effective.
Name: Short Circuit
Rank: D
Type: Supportive, DoT
Duration: 3 posts
Cooldown: 4 posts
Description: The arrow is imbued with lightning magic. When it hits something (the wall, the floor, etc.) other than a living being, electrical fixtures, appliances, and electronic devices short out whenever they enter radius area around the arrow. If it hits a living being (NPC, PC, etc), it deals D-rank damage over the course of the spell’s duration. (10m AoE, 15m range)
Strengths:- Both utilitarian and offensive.
Weaknesses: - Enemies made of stone/earth/clay/etc are unaffected by the spell (they still take damage from the arrow itself).
- Does not short circuit cyborgs, robots, or other automatons (PCs).
Name: Flaming Arrow
Rank: D
Type: Instant
Duration: 1 post
Cooldown: 2 posts
Description: A cliché of archers everywhere, the flaming arrow is a timeless classic that is both utilitarian and effective against anyone wearing cloth or light armor. (Deals D-rank damage on impact; guaranteed to set NPC clothes and flammable objects on fire; 15m range).
Strengths:- Sets things on fire.
Weaknesses:- Water mages.
- Does not set armor on fire.
Name: Pierce, I
Rank: D
Type: Instant
Duration: 1 post
Cooldown: 2 posts
Description: Despite the name, Pierce actually doesn’t have any armor piercing capability beyond what a normal spell would. Instead, it just adds D-rank damage to the arrow with no additional effects; 15m range.
Strengths:- Moar damage.
Weaknesses:- Armor.
- No additional effects.
- Serves as a distraction for lower ranked enemies.
- C-rank Spells:
Name: Fireworks!
Rank: C
Type: Instant, AOE
Duration: 1 post
Cooldown: 3 posts
Description: The arrow is enchanted so that it explodes on impact. (Full C-rank damage on point of impact, 75% C-rank damage for anyone within five meters, D-rank damage for anyone within 10 meters; max range of 30m.)
Strengths:- Able to hit multiple people.
Weaknesses:- Hiding behind an object will cut the damage in half.
- Could accidentally hit an ally.
Name: Pierce, II
Rank: C
Type: Instant
Duration: 1 post
Cooldown: 3 posts
Description: An upgrade of “Pierce, I”. Adds C-rank damage to the arrow with no additional effects; max range of 30m.
Strengths:- Moar damage.
Weaknesses:- Armor.
- No additional effects.
Name: Two! Two Arrows!
Rank: C
Type: Instant
Duration: 1 post
Cooldown: 3 posts
Description: The user fires two arrows; each arrow deals D-rank damage on their own, and may be aimed at separate opponents if desired; max range of 30m.
Strengths:- Possibility to hit more than one enemy.
Weaknesses:- Damage is divided between arrows.
- If one of the arrows misses or is blocked/deflected, then it effectively becomes a more expensive D-rank spell.
- Able to hit multiple people.
Last edited by Karin Sørensen on 8th November 2016, 11:54 am; edited 4 times in total