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:
- Element Ring (Signature C):
- Name: Element Ring (Signature)
Rank: C
Type: Light, Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: On the user’s non-dominate hand rests an iron ring with various symbols engraved at even intervals in the metal and a single line of quartz that runs through them. Speaking in a clear voice he says “Weapon ARM, Element Ring”. The quartz springs to life and takes on a bright white glow, giving off the same light as a candle. He can then create a white baseball sized orb of magic energy in his non-dominate hand and fire it by holding his palm out towards the target. It travels up to 120 meters in 2 seconds before disappearing if it doesn't strike something/someone. The orb deals light magic damage equal to spell rank (C).
Strengths:- Ranged Attack
Weaknesses:- Dark based magic deals double damage to the ring
Passive: Candle Light- While the ring is glowing it creates a radius of translucent light around the user that dissolves sight based illusions. The radius is up to 60 meters from the user, and looks like the light is carving a way into the illusion.
Magic Channel- The radius of the light doubles for 1 post. - Ranged Attack
- Element Boots (Signature D):
- Name: Element Boots (Signature)
Rank: D
Type: Varies, Defensive
Duration: 3 posts
Cooldown: 4 posts
Description: Little pins shaped like iron grey boots are attached to the shoes or pants of the user. By speaking in a clear voice he says “Weapon ARM, Element Boots” the pins shatter in multicolored light. They then reform into iron grey boots that cover the user’s feet and/or current footwear. A single wide strip of white starts at the tip of the boots, and then moves up to the ankle before splitting up and circling to the soles. It offers protection as normal armor of equal rank.
Strengths:- Normal damage reduction
Weaknesses:- Non-elemental (meaning all other elements beat it)
- Limited function by itself
Passive: Element Dash- The user can cast an element spell into the boots (must be both boots) allowing them to gain a specific ability and element strength and weakness depending on the element. The element remains until the boots are dispelled and recast.
Wind- The user falls at 1/10 the normal speed on any height greater than 4 meters. This does not change his weight however.
Fire- The user has absolute traction on slick surfaces (ice, metal, marble, etc).
Water- The user has absolute buoyance on liquid, meaning he can essentially walk on water or any other liquid. However this does not negate damage (like heat from lava or acid).
Lightning- The user gains a 10% increase to both his speed and evasion.
Earth- The user is steady on the ground regardless of outside influences (earthquake, bulls crashing into him, etc).
Magic Channel- The user can release a burst of elemental energy for 1 post, allowing them to dash 1 meter in any direction regardless of the user’s position (in the air, under water, etc). - Normal damage reduction
- Element Spell:
- Name: Element Spell: Wind
Rank: D
Type: Wind, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Holding out an empty hand the user says in a clear voice “Nature ARM, Breeze”. The user can then cast a simple wind element spell into his equipment; changing the element of said equipment and allowing additional abilities related to the wind.
Strengths:- Strong against fire (x1.5 as effective)
Weaknesses:- Weak against earth (half as effective)
- No offensive/defensive capabilities
- Strong against fire (x1.5 as effective)
- Element Spell:
- Name: Element Spell: Fire
Rank: D
Type: Fire, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Holding out an empty hand the user says in a clear voice “Nature ARM, Flame”. The user can then cast a simple fire element spell into his equipment; changing the element of said equipment and allowing additional abilities related to the fire.
Strengths:- Strong against wind (x1.5 as effective)
Weaknesses:- Weak against water (half as effective)
- No offensive/defensive capabilities
- Strong against wind (x1.5 as effective)
- Element Spell:
- Name: Element Spell: Water
Rank: D
Type: Water, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Holding out an empty hand the user says in a clear voice “Nature ARM, Mist”. The user can then cast a simple water element spell into his equipment; changing the element of said equipment and allowing additional abilities related to the water.
Strengths:- Strong against fire (x1.5 as effective)
Weaknesses:- Weak against lightning (half as effective)
- No offensive/defensive capabilities
- Strong against fire (x1.5 as effective)
- Element Spell:
- Name: Element Spell: Lightning
Rank: D
Type: Lightning, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Holding out an empty hand the user says in a clear voice “Nature ARM, Spark”. The user can then cast a simple lightning element spell into his equipment; changing the element of said equipment and allowing additional abilities related to the lightning.
Strengths:- Strong against water (x1.5 as effective)
Weaknesses:- Weak against earth (half as effective)
- No offensive/defensive capabilities
- Strong against water (x1.5 as effective)
- Element Spell:
- Name: Element Spell: Earth
Rank: D
Type: Earth, Supportive
Duration: Instant
Cooldown: 2 posts
Description: Holding out an empty hand the user says in a clear voice “Nature ARM, Earth”. The user can then cast a simple earth element spell into his equipment; changing the element of said equipment and allowing additional abilities related to the earth.
Strengths:- Strong against lightning (x1.5 as effective)
Weaknesses:- Weak against wind (half as effective)
- No offensive/defensive capabilities
- Strong against lightning (x1.5 as effective)
- Element Sword (C):
- Name: Element Sword
Rank: C
Type: Varies, Offensive
Duration: 4 posts
Cooldown: 5 posts
Description: A ring on the dominate hand looks like it’s an iron band with a white metal sword charm welded onto the top. By speaking in a clear voice he says “Weapon ARM, Element Sword”. The ring shatters into multicolored light and reforms into the user’s hand as a short sword. The blade is made of normal steel about 2’ in length with a single line of white quartz running along the crease on both sides. It has a simple cross guard with a clear quartz gem imbedded in the pommel that changes color if the sword has an element cast into it. It deals rank weapon damage.
Strengths:- Strong Melee
Weaknesses:- Limited Range
- Limited function by itself
Passive: Element Blade- The user can cast an element spell into the sword allowing it to gain a specific ability and elemental strength and weakness depending on the element. The element remains until the sword is dispelled and recast.
Wind- It gains a knockback ability that allows the user to throw his opponent back 1 meter with every swing that connects. Does not deal extra damage.
Fire- The blade catches fire and deals half spell rank damage as burns to the opponent in addition to normal weapon damage.
Water- The blade trails wisps of freezing cold air that chills the target and reduces the target’s speed and evasion by 10%.
Lightning- The blade sparks with electricity. The user can strike past armor and shields, reducing target’s damage reduction by 50%.
Earth- The blade increases in size and sharpness, dealing double rank weapon damage.
Magic Channel- The blade glows with elemental energy, dealing rank spell damage of that element as weapon damage.
Active: Duration (Instant), Cooldown (2 Posts) Element Slice- Depending on the element cast into the sword determines this ability. With no element it can release a ranged melee attack up to 60 meters away that deals normal weapon damage.
Wind- The user points his blade at a target and releases a burst of wind elemental energy at the target. The energy looks like a translucent green blade, and travels up to 120 meters in two seconds before disappearing. Deals half rank spell wind damage and knocks the target 2 meters away from the user.
Fire- The user swings his blade at a target; creating 8 ping pong sized fireballs that fly towards the target. Each fireball deals 5 fire damage and are considered separate attacks.
Water- The user holds the sword point up, and then swings down at the ground. Once it strikes the earth a wave of water rushes towards the target, traveling up to 60 meters away and able to reach up to 5 meters into the sky and around the target within 2 seconds. It then sinks into the ground. Deals half rank water spell damage to anything within the 5 meter radius cone.
Lightning- The user holds the blade up with the tip pointing to the sky. A lightning bolt arcs up into the air from the blade about 5 meters and strikes an intended target within 110 meters, dealing rank spell lighting damage.
Earth- The blade shatters into 20 separate pieces that fall into the ground and sinks below the surface. The user can call those pieces to attack anything around the user in a 30 meter radius, but the longer they wait the stronger they get. They start out dealing 2 damage each, but each user post doubles the damage to a maximum of 32 earth damage after 4 posts. The pieces then return and reform the blade.
Magic Surge- All effects of Element Slice increase by 50% for 1 round. - Strong Melee
- Element Shield (C):
- Name: Element Shield
Rank: C
Type: Varies, Defensive
Duration: 4 posts
Cooldown: 5 posts
Description: An iron charm bracelet with a single charm shaped like a circular small silver shield with a small cross in the center. It’s worn on the user’s off hand wrist. In a clear voice the user says “Weapon ARM, Element Shield”. The charm shatters into multicolored light, and then appears on the user’s off hand arm as a medium sized shield. It looks to be a simple iron shield accented with quartz around the edges and a single quartz in the center. To the user it’s lightweight, and straps to the user’s forearm comfortably. It functions like a normal medium sized shield of the same level unless infused with an element. The quartz gives off the glow of a candle in the color of whatever element is infused into the shield.
Strengths:- Added Defense
Weaknesses:- Dependent on element spells
- Limited function by itself
Passive: Element Protection- The user can cast an element spell into the shield allowing it to gain a specific ability and elemental strength and weakness depending on the element. The element remains until the shield is dispelled and recast.
Wind- A barrier of wind surrounds the user; making it hard for projectile spells/weapons to hit him. While the barrier is up the user has a 20% chance to avoid said weapons/magic of equal rank or less.
Fire- The shield is coated in flames, and deals damage to anyone striking the user with a melee weapon/spell. The damage done is 10 per strike, and has no effect on spells or attacks done from a distance.
Water- A mist of glowing water surrounds the user. It doesn’t reduce visibility of the user, but instead gives the user a healing effect. The user heals 2% of his max health every round. Lightning attacks can disrupt this effect for 1 round.
Lightning- Sparks fly across the shield, allowing it to draw metal weapons/spells aimed towards the user to hit the shield. This keeps the user from taking damage from metal weapons/spells, but reduces the shield health by the full amount.
Earth- The shield generates a barrier of dust that continuously rotates around the user. This dust shield absorbs 50% of all damage directed at the user, reducing the barrier accordingly. The barrier has HP equal to 3x spell level damage (C Rank= 120). Once the barrier is destroyed it can’t be used by the user until the shield is once again re-summoned and have earth element cast into it again.
Magic Channel- Creates a burst of magical energy that pushes everything surrounding the user up to 2 meters away (friend and foe alike).
Active: Duration (2 Posts), Cooldown (3 Posts) Element Barrier- Depending on the element cast into the shield determines this ability. With no element it can create a form fitting barrier of energy that surrounds the user. This barrier has a HP of three times spell level (C-Rank 120), before disappearing. Elemental attacks are twice as effective (deal double damage). If an element is cast into the shield; then the barrier takes on the strength/weakness of said element. Example: Fire- The barrier takes half damage from wind, and double damage from water. All other element deal normal damage instead of double damage.
Magic Surge- The barrier doubles in strength. - Added Defense
- Element Armor (C):
- Name: Element Armor
Rank: C
Type: Varies, Defensive
Duration: 4 posts
Cooldown: 5 posts
Description: A simple iron pin that looks like a breastplate with a quartz gem in the center. The pin is 1” in width, and the quartz is 1/8th”. It’s worn on the user’s shirt over the heart. Speaking in a clear voice the user says “Weapon ARM, Element Armor” to activate the pin. It shatters into multicolored light before reforming on the user’s body. It turns into a simple iron cuirass to protect the chest, and appears on the arms and legs in additional pieces of armor. A quartz gem is on the center of the breastplate, on the arm bracers, and the legs. Normally dormant these gems glow with a colored light similar to that of a candle in the color of whatever element is cast into the armor.
Strengths:- Added Defense
Weaknesses:- Dependent on element spells
- Limited function by itself
Passive: Element Boost- By itself the armor only grants normal protection. When an element is cast into the armor the user gains a boost to his abilities depending on the element.
Wind- The user is able to move on the wind almost swimming. Grants the user the ability to levitate and walk on air at a rate of 1 meters per second.
Fire- The user’s strength increases by 20%.
Water- A duplicate that looks exactly like the user appears seamlessly from the armor and moves independently of the user up to 3 meters away. An additional duplicate appears every 2 posts and moves independently, up to a maximum of 2 copies at a time. If a copy is destroyed it turns into water and splashes to the ground. The duplicates can’t attack or affect anything in the world.
Lightning- The user is able to move faster than normal, gaining a 20% increase in his speed and movements.
Earth- The user becomes tougher, able to shrug off attacks that would normally cripple someone. The user’s endurance increases by 20% (+10% HP).
Magic Channel- The user’s strength and speed increase by 20% for 1 post.
Active: Duration Instant, Cooldown (2 Posts) Element Weapon- Depending on the element cast into the armor determines this ability. The armor creates in the user’s freehand a weapon. Without an element it creates a dagger made of non-elemental energy. It deals damage equal to melee + rank weapon damage.
Wind- Creates a gun made of air that shoots bullets of air. These bullets travel up to 120 meters in 2 seconds before dispersing, and deals weapon damage (air). The user can shoot up to 5 bullets per use.
Fire- Creates a spear of flames that the user can use in melee or throw up to 20 meters away. Deals melee + rank weapon damage (fire).
Water- Creates a ball and chain made of ice. Deals melee and rank weapon damage (ice). Has a reach of 2 meters.
Lightning- Creates a giant double sided axe that the user has trouble swinging. Deals double melee + weapon damage (lightning).
Earth- Encases the user’s hands in a 2” layer of stone. This allows the user’s punches to deal melee + weapon damage (earth) with each strike.
Magic Surge- The weapons remain for an additional post without increasing the cooldown. - Added Defense
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:
Last edited by Seenter on 29th August 2017, 9:19 am; edited 14 times in total