Magic
Primary Magic: Re-Equip ARM
Secondary Magic:
Caster or Holder: Holder
Description: Artifact Reinforced Magic (ARM) is a special re-equip magic that is handed down a specific family line. From ancient times when magic users were considered all powerful; it was created as a method of providing the common people with a way to defend themselves against the turmoil wrought by the ancient mages. It wasn’t as strong as those mages, but a little protection was better than none.
The creation of these special items is a process called ARM Forge. This takes an item or force and attaches it to a piece of jewelry. When an ARM is in a dormant state (it has no magic coursing through it) it takes on the appearance of the jewelry and can be worn as normal. However once it is activated (voice activation followed by a surge of magic) it takes on its true form. These can be anything from a simple dagger to a huge guardian to defend the user. Different ARM types have different effects, but they all fall under one of nine categories:
Simple ARMs- These ARMs are nothing more than tools. They take a small amount of magic to activate and have no special abilities attached to them.
Holy ARMs- These ARMs have the ability to heal and can remove curses.
Weapon ARMs- These turn into a weapon that the user can use. Some have additional abilities.
Darkness ARMs- These ARMs places a curse on their target, but also give a handicap to the person who uses it. Example: Stop an opponent’s movement but deal 5 damage to the user per post it is used.
Dimension ARMs- These ARMs can create pocket dimensions, teleport or transport a person, or even see at a distance.
Guardian ARMs- These ARMs transform into a semi-sentient summon creature that fights to protect its user.
Nature ARMs- These ARMs either grant their user increased stats or create a magical elemental effect when used.
Ghost ARMs- These ARMs attach to the user’s body and allows them to become a living weapon.
Unique ARMs- These ARMs are ones that don’t fall under any of the previous categories.
Only one family knows the secret of creating these magic devices, and over the years have learned how to improve them without taking away their use. One such improvement is the ability to infuse more magic into the ARM to bring out a secret ability known only to the family.
Strengths:
Weaknesses:
Lineage: Kuroryu: The Void Dragon
Description: King Kuroryu was said to be a mage who lost his ability to use magic in return he was able to use the powers of the very powerful dragon Muko, a void dragon. Kuroryu had killed Muko, but the dragon's soul had no where to go and latched itself onto Kuroryu - leeching Kuroryu's magical abilities but converting it to something else... something far stronger. Kuroryu never had a real name instead he dubbed himself "Black Dragon." King Kuroryu sought out to establish his own kingdom and adventured to foreign lands where he lead a revolution to stop a wicked necromancer that caused destruction. Kuroryu soon became King, and 7 warriors that fought with him in the epic war that struggled for decades had become knights of Kuroryu. Each Knight was powerful and served Kuroryu, until Shinokishi killed 5 of the knights by challenging each one to a due - leaving his brother the Knight of Black Ice free alive. Kuroryu was furious that his brethren had died and an epic battle between Shinokishi and Kuroryu started. The battle lasted 7 days - but in the end neither one could win. Kuroryu used a forbidden void dragon technique sealing himself and Shinokishi into the void. Parts of the king's soul managed to escape the void and latched itself onto chosen ones that would carry out his will. Granting the chosen ones power of the one great, void dragon.
Ability: The user is able to use the magic energy of an incoming spell to create a void on that spell itself, negating it by trapping it in the void. The spells that are trapped into the void transfer half of what the MP would have cost for this lineage’s user to cast.(So a A-rank user of this ability would receive 10% MP from an A-rank spell being absorbed seeing as it would cost them 20% to cast it)
Usage: This ability can be used on spells equal to or lower than the user’s own rank(Max S-rank) and once per 10 posts.
Unique Abilities:
Spells:
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:
Primary Magic: Re-Equip ARM
Secondary Magic:
Caster or Holder: Holder
Description: Artifact Reinforced Magic (ARM) is a special re-equip magic that is handed down a specific family line. From ancient times when magic users were considered all powerful; it was created as a method of providing the common people with a way to defend themselves against the turmoil wrought by the ancient mages. It wasn’t as strong as those mages, but a little protection was better than none.
The creation of these special items is a process called ARM Forge. This takes an item or force and attaches it to a piece of jewelry. When an ARM is in a dormant state (it has no magic coursing through it) it takes on the appearance of the jewelry and can be worn as normal. However once it is activated (voice activation followed by a surge of magic) it takes on its true form. These can be anything from a simple dagger to a huge guardian to defend the user. Different ARM types have different effects, but they all fall under one of nine categories:
Simple ARMs- These ARMs are nothing more than tools. They take a small amount of magic to activate and have no special abilities attached to them.
Holy ARMs- These ARMs have the ability to heal and can remove curses.
Weapon ARMs- These turn into a weapon that the user can use. Some have additional abilities.
Darkness ARMs- These ARMs places a curse on their target, but also give a handicap to the person who uses it. Example: Stop an opponent’s movement but deal 5 damage to the user per post it is used.
Dimension ARMs- These ARMs can create pocket dimensions, teleport or transport a person, or even see at a distance.
Guardian ARMs- These ARMs transform into a semi-sentient summon creature that fights to protect its user.
Nature ARMs- These ARMs either grant their user increased stats or create a magical elemental effect when used.
Ghost ARMs- These ARMs attach to the user’s body and allows them to become a living weapon.
Unique ARMs- These ARMs are ones that don’t fall under any of the previous categories.
Only one family knows the secret of creating these magic devices, and over the years have learned how to improve them without taking away their use. One such improvement is the ability to infuse more magic into the ARM to bring out a secret ability known only to the family.
Strengths:
- Large diversity
Weaknesses:
- Because all ARMs are voice activated someone can tell what the user is doing if they heard the activation before. Also if the user is silenced in any way he can’t activate the ARMs.
- If the ARM is removed from the user (taking a ring off his finger, knocking the sword from his hand) then the user can’t use it until it is retrieved. If knocked from his hand the ARM returns to its dormant state.
Lineage: Kuroryu: The Void Dragon
Description: King Kuroryu was said to be a mage who lost his ability to use magic in return he was able to use the powers of the very powerful dragon Muko, a void dragon. Kuroryu had killed Muko, but the dragon's soul had no where to go and latched itself onto Kuroryu - leeching Kuroryu's magical abilities but converting it to something else... something far stronger. Kuroryu never had a real name instead he dubbed himself "Black Dragon." King Kuroryu sought out to establish his own kingdom and adventured to foreign lands where he lead a revolution to stop a wicked necromancer that caused destruction. Kuroryu soon became King, and 7 warriors that fought with him in the epic war that struggled for decades had become knights of Kuroryu. Each Knight was powerful and served Kuroryu, until Shinokishi killed 5 of the knights by challenging each one to a due - leaving his brother the Knight of Black Ice free alive. Kuroryu was furious that his brethren had died and an epic battle between Shinokishi and Kuroryu started. The battle lasted 7 days - but in the end neither one could win. Kuroryu used a forbidden void dragon technique sealing himself and Shinokishi into the void. Parts of the king's soul managed to escape the void and latched itself onto chosen ones that would carry out his will. Granting the chosen ones power of the one great, void dragon.
Ability: The user is able to use the magic energy of an incoming spell to create a void on that spell itself, negating it by trapping it in the void. The spells that are trapped into the void transfer half of what the MP would have cost for this lineage’s user to cast.(So a A-rank user of this ability would receive 10% MP from an A-rank spell being absorbed seeing as it would cost them 20% to cast it)
Usage: This ability can be used on spells equal to or lower than the user’s own rank(Max S-rank) and once per 10 posts.
Unique Abilities:
- Magic Surge- The user can spend 5% of his total magic to activate the additional ability of one of his ARMs when using its active ability. See spells.
- Magic Channel- By spending 5% of his total magic on one of his ARMs the user can activate the additional ability of the ARM’s passive ability for 1 post. Can only be used once per ARM when activated.
- Magic Speed- Because of the nature of the ARMs and the flow of magic through them the user gains a bonus to his speed and reaction time (20%) naturally as his magic flows through all of his body.
- Magic Strength- Because of the nature of Holy ARMs and Darkness ARMs; the flow of magic through the user creates a buildup of added strength in the body as the two clash and combine. The user gains an additional 20% damage to unarmed and Weapon ARMs.
Spells:
- Nature ARM, Grand Shield (Signature C):
- Name: Nature ARM, Grand Shield
Rank: C
Type: Light, Nature ARM (defensive)
Duration: Instant
Cooldown: 1 Post
Description: In its dormant state it appears as a color shifting ring that hangs from the user's right ear. A small white ball hangs from the earring that changes color according to the magic the opponent is using. Saying in a clear voice "Nature ARM, Grand Shield" the user activates it.
When activated the ring flashes in a bright light and forms a protective shield that surrounds the user. The shield is a sphere that emanates from the user and pushes all physical objects not touching the user at the time the spell is cast. It grows to a dome barrier of 3 meters in height and 3 meter radius. It's able to protect the user from damage equal to the user's rank during the post it is created before disappearing.
Strengths:- Strong defensive capabilities
Weaknesses:- Takes double damage from dark spells
- Can't be moved once created
- Blocks spells from both directions
- Strong defensive capabilities
- Dimension ARM, Air Dash (Signature D):
- Name: Air Dash
Rank: D
Type: Wind, Dimension ARM (supportive)
Duration: Instant
Cooldown: 1 Post
Description: In its dormant state it appears as light blue ankle bracelets on both legs. Little patterns of wind seem to be painted onto the metal, but can't be scratched off. The user activates it by saying in a clear voice "Dimension ARM, Air Dash".
The bracelets glow in a light blue color and grants the user a burst of speed that propels the user 6 meters in any direction the user chooses in 2 seconds. It also provides a cushion of air to provide a safe stop upon the intended landing.
Strengths:- Quick movement
Weaknesses:- Takes double damage from earth and stone spells
- Can only move in one direction once activated
- Quick movement
- Weapon ARM, Blade of Flames (D):
- Name: Blade of Flames
Rank: D
Type: Fire, Weapon ARM (offensive/weapon)
Duration: 3 Posts
Cooldown: 4 Posts
Description: In its dormant state it appears as a silver ring. On the top a carving of a sword encased in flames is seen, slightly raised off the normal metal. Holding his hand aloft and focusing on the ring the user calls in a clear voice “Weapon ARM, Blade of Flames”.
The ring transforms into a short sword in the hand that the ring was on. The blade is then engulfed in flames; not harming the hand that wields it. The cross guard has small flames that are carved into the brass metal, and the grip is a solid red color.
Strengths:- Strong Melee
Weaknesses:- Takes double damage from water spells
- Ranged capabilities limited
Active: Fireball: (D)Instant; (C)2 Posts- The flames surrounding the blade gather to the point of the sword and coalesces into a ball of flames. The user then points the tip where he wants the ball to go, and it travels in a straight line until it hits a target or ends at 60ft. It travels 10ft a second, and deals D-Rank damage.
Magic Surge
The user splits the fireball in midflight into 10 smaller fireballs that each deal 2 points of fire damage, changing it from a single target into an aoe with a radius of 10ft. Each ball of flame is a separate attack.
Passive: Sheath of Flames- The red fire that surrounds the blades deal burn damage on contact. It deals an additional 20% points of fire damage when striking or simply touching the blade.
Magic Channel
The flames turn a brilliant white color and deal an additional 10% damage per strike for 1 round. - Strong Melee
- Holy ARM, Little Angel (D):
- Name: Little Angel
Rank: D
Type: Light, Holy ARM (healing)
Duration: 3 Posts
Cooldown: 4 Posts
Description: The dormant form of this ARM is a small silver grail (1/2” in size) with a heart fused to the metal. It’s attached to the user’s belt by a small silver chain that looks to be made of links in a heart pattern. By touching the ARM with a free hand the user focuses on the charm and says in a clear voice “Holy ARM, Little Angel”.
The charm changes into a larger version of itself (2” in size), with gold metal instead of silver and the heart is a bright red color. The chain also thickens to make up for the added weight, but it still remains attached to the user.
Strengths:- Constant Healing
Weaknesses:- Takes double damage from dark spells
- No combat, and limited defensive abilities
Active: Healing Light: (D) Instant (C) 2 Posts- The heart on the grail lights up brightly and creates a surge of healing on whoever the light is focused on. It heals the target by 30 health in a burst of healing light energy, with a range of 5ft.
Magic Surge
The user can include another person in the light, allowing both to receive the healing as long as both are within 5ft of the grail.
Passive: Healing Aura- This Holy ARM grants a healing effect on the user through the chain attached to him. It heals the user 2 health every round as long as the ARM is active.
Magic Channel
Creates a barrier of light that’s able to absorb 20 points of damage for 1 round. - Constant Healing
- Repair ARM (D):
- Name: Repair Arm
Rank: D
Type: Non-elemental, Supportive
Duration: 3 Posts
Cooldown: 4 Posts
Description: One of the few spells known by the family, this is a must for anyone who deals with ARMs. By casting this spell on an ARM the user can restore 10 health to the ARM every post for 3 posts.
Strengths:- Repairs ARMs
Weaknesses:- No combat or defensive capabilities
- No active support capabilities, except ARMs
- Repairs ARMs
- Earthen Armor (D):
- Name: Earthen Armor
Rank: D
Type: Earth, Nature ARM (defensive/armor)
Duration: 3 Posts
Cooldown: 4 Posts
Description: In the dormant state the ARM looks like a silver pin in the shape of a large stone (about 1” in diameter). The user can hang it on their chest over their heart. The user activates by speaking in a clear voice, “Nature ARM, Earthen Armor”.
When activated the pin gathers the nearby earth and stone to cover the user in a solid looking suit of armor. On the chest is a solid block of stone, and along the arms and legs similar pieces of stone fuse together as well. The joints are made of dirt, but hold together like actual armor. It makes the user a little slower than normal, but can reduce the damage a bit more.
Strengths:- Protects the user
Weaknesses:- Takes double damage from ice
- Reduces the user’s speed by 10%.
Active: Earthen Shield: (D) Instant (C) 2 Posts- The user strikes the ground in front of them, infusing the earth with a burst of magical energy. The energy creates a dome of earth and stone to protect the user from harm, measuring 6ft radius. It stops up to 60 points of damage.
Magic Surge
The shield increases in strength, able to block an additional 10 damage.
Passive: Earthen Strength- The user gains the strength of the earth itself, increasing all melee damage by 10% when using fist or weapon.
Magic Channel
For 1 round stone and dirt gathers around the user’s hands, turning his unarmed damage into D-Rank weapon damage. - Protects the user
- Nature ARM, Electric Eye (C):
- Name: Electric Eye
Rank: C
Type: Lightning, Nature ARM (offensive/weapon)
Duration: 5 Posts
Cooldown: 6 Posts
Description: In its dormant state it appears as a silver ring with a silver eye welded on top. Little jagged lightning bolts make up the eye’s eyelashes. It can be worn on any hand or finger the user chooses. The user activates it by holding the hand with the ring before him and speaks in a clear voice “Nature ARM, Electric Eye”.
When activated the ring shatters into pieces of light that reform into a glowing sphere the size of a baseball. A light blue pupil appears on the surface, and the ‘eye’ itself floats 2” off the user’s right shoulder. The eyes can look around and shoots little bolts of electricity at whatever the user is attacking, or attacking the user within 3 meters.
Strengths:- Auto-targets without the user’s control
Weaknesses:- Free floating makes it an easy target
- Takes double damage from earth and stone spells
Active: Electric Strike: (D) Instant (C) 2 Posts- The eye charges for 2 seconds, glowing brighter before releasing a lightning bolt 20 meters into the sky. It then strikes down swift on a target the user selects within 10 meters. Deals C-rank lightning magic damage.
Magic Surge
The lightning bolt splits after reaching 20 meters into 5 separate bolts that can strike at 5 different targets for D-Rank lightning magic damage.
Passive: Minibolt- The eye constantly shoots little bolts of lightning at targets within 3 meters of the user. Each one deals the user’s unarmed plus 5 in lightning damage.
Magic Channel
The orb releases a pulse of low grade electric static that stuns every living creature in a 5 meter radius for 1 round. Creatures and people of equal rank or less than the user are the only one affected. - Auto-targets without the user’s control
- Dimension ARM, Instant Portal (C):
- Name: Instant Portal
Rank: C
Type: Non-Elemental, Dimension ARM (support)
Duration: 5 Posts
Cooldown: 6 Posts
Description: When this ARM is in the dormant state it appears as a pair of silver bracers with five circle designs engraved upon the metal. To activate this ARM the user focuses his magic into the bracers and speaks in a clear voice, “Dimension ARM, Instant Portal”.
Upon activation all the circles light up on the pair of bracers. The right are a dark blue color, and the ones on the left are dark red. The user can then throw their arm, either or, in a direction and cause a colored ring to appear in the air with a radius of 1 meter. Depending on how hard they throw their arm in that direction determines how far the ring travels before fixating in place, up to 20 meters away. In the same post they can fling their other hand to create a sister ring of the other color that is linked to the first. The angle of the circle is determined by the user upon ‘throwing’ their arm.
The two rings are portals that are linked to each other. Anything passing through them from the side designated by the user is instantly transported through time and space to the other portal, and visa versa. The portals themselves only last for 1 post, and instantly disappear if nothing is in them. If something is ‘stuck’ the spell cancels and returns the obstruction to the portal location it entered from. Each use causes a circle to disappear on the armbands.
Strengths:- Instant portal
Weaknesses:- Easy to see the two points in mid-air
- Can be used by friend and foe alike
- Instant portal
- Darkness ARM, Nightmare Skull (C):
- Name: Darkness ARM, Nightmare Skull
Rank: C
Type: Dark, Darkness ARM (debuff)
Duration: 5 Posts
Cooldown: 6 Posts
Description: In its dormant state this ARM looks like it’s made of a dark reflective metal. It is a 6” chain that attaches a 1” skull to the user on their belt. The user activates it by speaking in a clear voice "Darkness ARM, Nightmare Skull".
When activated the ARM flashes with a bright light, and the skull turns into a large hand (2 meters across) made of smoke that moves according to the user’s will. The hand moves at a rate of 7 meters in 6 seconds, and can only move up to 7 meters away with a smoke stream leading back to the user. If it touches a living creature it instantly engulfs it in a fog of smoke.
While engulfed the target can’t move in any way as long as the ARM is in effect. Normal functions such as breathing, brain activity, and heart beats are unaffected. Spells that don’t require speaking or movement are also unaffected if cast from the target. While the ARM is active the user takes 10% of their overall health in damage. Targets that are of a higher rank than the user can use 1 post to break free from the curse.
If the ARM is defeated by the chain being broken or a spell that breaks curses specifically, then the user takes 25% of their total health as damage as backlash.
Strengths:- Target is completely paralyzed (can’t move or speak)
Weaknesses:- Takes double damage from light spells
- Spell can easily be traced to the user
- Target is completely paralyzed (can’t move or speak)
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: