Primary Magic: Re-Equip: The Hieratic Hunter
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Holder
Description:
Re-Equip magic is the art of storing items, weapons and armors in a pocket dimension. These things may be summoned by the mage that owns them to aid on the field of battle. These items have various skills and abilities that aid that warrior on their path in life.
The Hieratic Hunter is a type of RQ that is made for the purpose of hunting mages and magical creatures. It is weapons, items, and armor that exploits the weaknesses of mages and magic in general in order for their master to slice through these beings. It does this by utilizing Alex's own magical wavelength to target and destroy the magic core and circuits found in any being that utilizes magic. The magic's weapons are not all straight forward and plan swords and bows, they can use throwing knives, guns, whips, scythes, among others. The armor that it uses are traditional armor as well as simple clothing that has magical defensive properties. The items found in this magic also have more than one or even two abilities allowing them to have more roles than one.
Strengths: 9 Total
- Very versatile in the weapons and armors that are produced by this magic
- An antimage utility that gives the owner a deadly edge
- Able to have multiple items out at a given time boosting his possible threat on the field.
- Able to lend allies items found in his magic that can aid them as well.
- Able to mimic elemental effects (Freezes, burns, stuns, poison)
- The magic allows the user to utilize time/space base abilities
- Armors protect the owner from damage
- Active abilities of the items do not cost the owner of this magic mana to use.
- Has a powerful ability to turn a mage’s attack against them
Weaknesses: 13 Total
- Lex while mimicking elemental style effects (burns/stuns/freeze) it has no elemental advantage.
- Metal slayers can eat his weapons and armor unless they are made from cloth or wood at which point a nature slayer could eat it.
- Weapons are rather obvious in use making it very difficult to trick or fool a person on battle style without guile.
- Multiple items summoned must have room or the ability to wield/ wear them for a logic standpoint
- Items given to others must physically be given. Cannot just summon that item onto an ally.
- Allies are only given the item’s passive abilities, physical offensive/defensive but not the active ones
- To utilize the teleportation abilities of this magic Lex must have sight of where the teleportation is taking place.
- If teleportation is used he/his weapon must emerge from said teleportation at least 1/2 a meter from any player.
- Certain items and armor will heavily slow down Lex’s speed due to their bulkiness
- While having no elemental affinity the spells produced will deal 25% less damage to holy beings since its origins is to end the lives of magical beings, something that history normally tied to evil or dark
- Only his weapons can cause the anti healing factor, not spells produced by them or the armor
- Weapons when broken will take time to restore leaving the possibility that Lex may be weaponless for a period of time.
- Armor when broken will take time to restore leaving the possibility that Lex may be armorless for a period of time
Lineage:
KNIGHT KING'S DESCENDANT:
Lineage: Knight King’s Descendant
Wielder: Alexander Easton
Description: Long ago before the world was brought into order ruled a single man. This man ruled over the country that is now known as Bellum. This man was known as one of the strongest warriors of all times, his physical strength could rival a demigod or so they say. This man was such a skilled warrior that no weapon was a stranger to him, all weapons touched by the man became an extension of the man. One story accounted that while in a duel with another skilled knight the Knight King broke 5 swords from the strength of his blows alone. The Knight King was so powerful that even mages feared him. It is said that through years of him training under a powerful mage that he was blessed with the ability to shrug off magical attacks and effects. This caused him and his family to be often targeted by mages.
He ruled over the region for ten years before having his child, once his son was born the attacks from mages and rival kingdoms grew to the point that he feared the safety of his family. He, his wife, and his child fled the country as his rivals were about to raid the capitol city. After they fled they would go from country to country until his great great great grandson ended up in the country of Fiore. There have been five generations since they came to Fiore. The family’s money is all gone, the knowledge of this great ancestor is but just a silly myth to them though they all have some sort of incredible skills that cannot be explained other than believing who their ancestor was.
Abilities:
Honed Body: Due to the Knight King’s blood running through the user’s veins they naturally have their physical strength boost by 50%. This causes this natural ability seems to cause the muscles on the descendant to be much larger and refined looking. Due to the stress having this much strength stresses Lex’s body out causing healing spells to only do 75% the normal amount of healing on him.
Master of the Battlefield: The one that has this blood flowing through their veins seems to be at home when in the midst of battle. This causes them to have their speed and strength boosted by 5% every post that they are in a thread. This causes them to become much deadlier as the thread goes on. This will cap out at 50% for each stat though it will take 10 post to get to this level of strength, making any smart mage to attack all out during the start of the thread before Lex gains momentum.
Armament Master: The Knight King was known as having the skill to use nearly any weapon at a mastery rate, even those weapons that he had never used before. While this mystical ability has been watered down throughout the years the Knight King’s descendants naturally deal 75% more damage with any weapon that they use though it is said that due to how much they push a weapon that the weapon would naturally take 10 points of damage, plus 2 every rank they are past D, every time they are used to attack or defend.
King’s Treasury:At the end of a mission Lex may roll an enemy dice to see what extra loot him might be able to rack in. While there is a chance for some nice rewards there is also the chance of a small reward, it is all up to fate.
D Rank: Weak
C Rank: Strong
B Rank: Strong +
A Rank: Strong +
S rank: Legendary
SS Rank: Legendary +
10 Y: Legendary +
100 Y: Artifact
Killing Blow: Every 5 post the user can make a single blow that ignores all forms of defense, buffs, or abilities cutting right into the health of the enemy. This is limited to physical attacks only so that it is rather limited in its range so that it is not overpowered. This will only work against defense/armors/buffs that's his rank or lower, those a rank higher will only take half damage directly while the other half hits the shield, 2 ranks or higher will ignore this skill.
Usage:
Honed Body is passive
Master of the Battlefield is passive
King’s Treasury is only used at the end of the job
Armament Master is passive
Killing Blow is only able to be used on physical attacks once every 5 post.
Unique Abilities:
Walking Barrics: Lex may summon as many of his weapons or armors as he desires as long as he has the mana to draw them out from the pocket dimension. These items can be used for himself or others, though they cannot be directly summoned onto allies but given via by hand. It is also not physically possible to have multiple suits of armor on at once unless it logically makes sense (Ex: Having a pair of shoes that are classified as armor as one spell and a shirt as the other)
Arcane Folly The nature of weapons found in Lex's arsenal are to incapacitate mages. The items give off a deadly curse when they come in contact with Lex's enemies. They use the magical wavelength of Lex and forcibly inject it into those struck causing a misfire of magical signals in that mages body. These misfires cause the mage to have their ability to mold mana to be greatly hindered for the following 2 post, this is a stackable duration, meaning every time the person is struck that is an additional 2 post added to the duration of the effect capping out at 6 post at once. Those struck by these weapons will be “silenced” so to speak from using spells that are Lex’s rank or below. The effects of passive abilities will still work only active ones are silenced. To utilize this skill Lex must pour in 2% of his mana whenever he wishes his attack to have this effect. Those that have been influenced by this skill will become immune to it after the duration is finished, the length that they become immune is equal to the total number of post that they were under its effects +3.
War Machine: The Hieratic Hunter aims to be the apex in melee style combat. They are a type of fighter that’s goal is to completely obliterate witches and wizards. Due to this it seems that all of their items are blessed with the natural ability to increase the wearer’s strength, speed, and reaction timing by 15% each whenever they are equipped. The Hieratic Hunter preys on the average mage’s weakness to physical style combat. Of course this still makes their range style fighting their weak point but few can match them in close quarters combat. These boost also arnt applied to Lex if he gives the item to one of his allies to use, they too will not get this boost. The boost will disappear the moment the item from this magic is destroyed or placed on cooldown.
Finely Forged The items produced by this magic seem to be more well crafted than your average re-equip magic. This causes them to be 1.5x as durable as a normal re-equip item of their same rank as well as being 1.5x as more damaging when struck by weapons from this magic. This will though not work when it comes to defensive or offensive spells produced by this items, they will still be normal. This also causes all the items from this magic to have an extra post added to their cooldown from what is shown on the spell since it takes added time for these weapons to mend and sharpen.
- D Rank Abilities:
- The Vexing Blade Morta:
Name: Morta
Rank: D Rank
Type: Spell Weapon
Duration: 3 Post
Cooldown: 4 Post
Description: Lex will requip a simple sword into one of his free hands. The blade is 3.5 feet long and has a silver celtic like pattern on its hilt. The blade is the most basic weapon in his entire armory though it does have some rather interesting abilities tied to it that can cripple an enemy if struck. The blade follows the rules for spell weapons in re-equip. It does have a passive features based on the nature of this magic giving it an edge in combat.
Strengths:- Sword can deal piercing or slashing attacks based on the style Lex decides to attack
- The sword’s active function cost no mana to activate.
Weaknesses:- Sword is made out of metal therefore a metal slayer could potentially eat it.
- Sword’s range is limited causing it to be hard to use in long range combat
- Sword will take up one or multiple of Lex’s hands while out restricting his use of other weapons.
- Sensing abilities can see right through the weapon’s hidden ability.
- Passive Effect:
Phantom Reach: The blade has an unseen bladed aura that pour an extra foot off the blade’s normal 3.5 foot range. This extra bladed area will act as an extension of the sword and will carry out the same functions the sword normally carries out. This extra extension can be seen through by a D rank sensing skill.
- Active Ability:
Hieratic Hunting: The weapon will become for a short amount of time able to bypass any armor or defensive skill/ability that is equal or lower than the sword. While in this form the weapon retains all of its original functions and abilities. This skill last for 2 post with a 3 post cooldown
- Sword can deal piercing or slashing attacks based on the style Lex decides to attack
- The Mystical Ring Jinx:
Name: Jink
Rank: D Rank
Type: Spell Armor
Duration: 3 Post
Cooldown: 4 Post
Description: Lex will requip an odd ring onto his left hand. The ring is an ancient tool used to hunt witches down, particularly more crafty witches. The ring is used to ward off other magic as well as casting its own, these functions stem from time-space abilities. The ring will naturally absorb magical damage directed at Lex and will follow the guidlines for re-equip items and those of this particular magic.
Strengths:- Absorbs magical damage automatically
- Ring is lightweight and takes up almost no room
- Access to time-space abilities
Weaknesses:- Ring cannot block physical attacks
- To use time space abilities Lex must have visual
- Ring is made of metal and could be easily eaten by a slayer
- The Active ability has a long cooldown compared to the instant effect that it produces
- Passive Effects:
Space Aware: Lex is aware of all that goes on in a limited space of 20 meters around him at all times. Those that are using a hiding skill or ability above D rank will of course slip through this skill
- Active Ability:
Flicker Warp: Lex may teleport anywhere within 20 meters. This ability can only be used once and has a cooldown of 3 post
- Absorbs magical damage automatically
- The Rather Average Armor Kite:
Name: Kite
Rank: D Rank
Type: Spell Armor
Duration: 3 Post
Cooldown: 4 Post
Description: Lex will requip a blue long sleeved tunic and dark grey pants. On the tunic will be a grey cross. This armor almost looks like regular clothing but has some passive abilities that are life saving in certain situations. While it’s defensive properties are not as strong as most armors it does do the trick. The armor will follow to Re-equip rules for spell armor as well as this magic’s rules/aspects.
Strengths:- Absorbs damage from harming Lex
- Clothing is lightweight making it nice for Lex to maneuver in
Weaknesses:- The armor is rather weak, breaking easy
- Armor is made of cloth and will take 25% more damage from fire
- Passive ability of his skill to manipulate weapons relies on his sense of sight of the weapon and the surrounding area
- Passive Effects:
Quick Movements: The tunic being light weight promotes movement and flexibility for it’s master. This allows the one that wears it to move at an increased speed of 25% while wearing it.
- Active Ability:
Masked Presence: Lex will become undetectable for 3 post. This skill can be seen through by those that use a sensing spell or ability that is D rank or higher. This skill will have a 4 post cooldown.
- Absorbs damage from harming Lex
- Shutter Blink:
Name: Shutter Blink
Rank: D Rank
Type: Supplementary: Tied to the ring Jinx
Duration: 3 Post
Cooldown: 4 Post
Description: But utilizing Jinx Lex is able to teleport once per post up to 15 meters away per teleport. He will have to have visual on where he is teleporting and cannot teleport any closer than ½ a meter to another person due to their magical auras interfering with the magic.
Strengths:- Quick movement over short distances
Weaknesses:- Hard to escape AoE damage with this skill
- Cannot get within ½ a meter of a person
- Must have visual of where he is going
- Quick movement over short distances
- Phantom Reach:
- D-Rank Spell Name:Phantom Reach
Rank: D Rank
Duration: 3 Post
Cooldown: 4 Post
Type: Supplementary
Description: Lex causes the phantom like extension on his Sword of Morta to be able to extend up to 15 meters away. The phantom aspect retains the invisibility like the normal sword. This extended part is considered part of the weapon, gaining all of the weapon’s abilities and skills.
Strengths:- Increases Lex’s striking range
Weaknesses:- If this is damaged the sword in damaged
- This extension can be seen if using a sensing skill of a D rank or higher
- Increases Lex’s striking range
- Anti Magic Zone:
- D-Rank Spell Name: Anti Magic Zone
Rank: D Rank
Duration: 1 post
Cooldown: 2 Post
Type: Defensive
Description: Lex causes an area to radiate over his body and that of his weapons. This causes up to 3 D rank spells to be negated, physical based ones will still deal damage.
Strengths:- Can block Alex from magical attacks.
Weaknesses:- Requires Nox to be equipped
- Can only withstand spells not physical blows.
- Can block Alex from magical attacks.
- Item Concealment:
- D-Rank Spell Name: Item Concealment
Rank: D Rank
Duration: 4 Post
Cooldown: 5 Post
Type: Supplementary
Description: While Berta’s charm is active Lex can use its skill to cause any of his weapons, armors, or items to become undetectable for the duration of the skill. This can only work on up to two items that can only be up to 15 meters away from Lex. A D rank sensing skill/spell can see through this.
Strengths:- Gives Lex an assassin like approach to fighting
Weaknesses:- Berta must be equipped
- Can only be used in a fixed range
- D rank skills can see through this
- C ranks will see a semi opaque like blur
- B ranks or higher will see through this ability
- Gives Lex an assassin like approach to fighting
- Berta’s Charm:
- D-Rank Spell Name: Berta’s Charm
Rank: D Rank
Duration: 4 Post
Cooldown: 5 Post
Type: Spell Armor
Description: A simple charm that will attach itself to whatever type of shirt/armor Lex is wearing. The charm will be a deep purple color and look like a bird in mid flight. The charm seems to grant Lex with some odd abilities that can confuse the mind’s of others.
Strengths:- Odd abilities that can be rather beneficial to Lex
Weaknesses:- Will only protect from spell attacks that target Lex, useless against physical ones
- Abilities can easily be seen through by D rank sensing abilities
- Passive Ability:
Mirage:Lex appears to be 3 meters further back than he really is, this will not work on those that are higher rank than Lex or are using a D rank sensing ability
- Active Ability:
Snake in the Grass:Lex can cause himself and his weapons multiple by three. This is only an illusion meant to confuse and trick the enemies. Can only be used once every three post, last for a single post.
- Odd abilities that can be rather beneficial to Lex
- C Rank Spells:
- Twin Throwing Daggers:
- D-Rank Spell Name:Twin Throwing Daggers: Dox and Para
Rank: C Rank
Duration: 4 Post
Cooldown: 5 Post
Type: Spell Weapon
Description: Lex summons from his pocket dimension two throwing knives. These knives are jet black with a green gem placed in their hilt that is filled with their hieratic magic. Each dagger only deals ½ of what a C rank Spell weapon would deal, 7 points of damage. Though the daggers may not be in Lex’s hands when factoring damage it still acts as if he is physically wielding them.
Strengths:- Passive ability allows for remote manipulation
- Active Ability allows them to bend space
Weaknesses:- Daggers are weaker than a normal weapon when it comes to damage, this is due to the power of the weapon split between two.
- Lex must have some sort of awareness of where and where they are going the daggers are to utilize their passive and active skill
- The daggers take up a bit of Lex's concentrations lowering his reflexes by 15%
- Passive Ability:
Remote Manipulation: Daggers can be controlled by Lex’s mind allowing them to fly around as he pleases. When factoring damage they act as if Lex is holding them. They go the speed of a C rank spell and can go up to 25 meters away from Lex at max.
- Active Ability:
Portal Popping:Each dagger can instantly teleport once every 3 post to anywhere within 15 meters of Lex, they can teleport within a meter of a target/enemy.
- Passive ability allows for remote manipulation
- Geb’s Worn Gloves:
- C-Rank Spell Name:Geb’s Worn Gloves
Rank: C Rank
Duration: 4 Post
Cooldown: 5 Post
Type: Spell Armor
Description: Lex summons from his pocket dimension a pair of large leather gloves that cover his hands. These gloves are clearly rather worn down and look like they’re pretty old. They hold a secret ability though that will make those that mock them reconsider.
Strengths:- Passive and active ability causes Lex’s strength to grow even larger than it already is.
- Gloves can hide the rings and bracelets that Lex may have equipped.
Weaknesses:- Gloves only protect his hands no other part of his body
- Gloves ability cannot work on weapons that are not directly in his hand even if the weapon states it acts as it is when damage is calculated
- Gloves don’t really help Lex’s shortcoming to range fighters.
- Passive Ability:
Titan’s Strength: The Gloves seem to cause his strength to increase by 30% from what it was. This allows him to swim heavy weapons as if they were normal, normal weapons as if they were light, and light weapons as if they were half as heavy increasing their speed of attack by 50%.
- Active Ability:
Skull Smash:Once every three post Lex can swing a weapon dealing more damage than it would normally deal. This deals an added damage of a C rank spell to the strike’s damage.
- Passive and active ability causes Lex’s strength to grow even larger than it already is.
- Amulet of Nox:
- C-Rank Spell Name:Amulet of Nox
Rank: C Rank
Duration: 4 Post
Cooldown: 5 Post
Type: Spell Armor
Description: Lex summons from his pocket dimension a rather plain looking amulet that has a small amethyst gem in the center. If one were to look closer they would see that this gem in fact has a magical seal written in the inside of it. This gem naturally draws magic to its owner, giving them a nice constant stream of it.
Strengths:- Gives the user a steady stream of magical energy to utilize
- Can drain mana from those around him to add to his own supply
Weaknesses:- Does not offer much in real protection
- Active ability will harm allies as well
- Earth and Metal slayer could eat this item due to it having gems and metal in it
- Active ability will not work on those lower ranked than Lex
- Passive Ability:
Natural Energy: The amulet naturally draws on the magical energy from the world around them. This causes the mage to naturally recover 3% of the mage’s mana every post that it is out This aura radiates up to 15 meters away from Lex.
- Active Ability:
Vampirical Presence: The amulet will glow a bright purple color that will envelop an area of 20 meters. Those in this area will have 8% of their total mana drained away. Lex will absorb 50% of all the mana that is drained instantly. If used on non-mages or just on the environment around him it will drain their life force causing them to become slightly fatigued. This will only yield him 8% of his magic pool to be returned. This cannot go over 25% mana for him though due to the rules. This skill has a 5 post cool down.
- Gives the user a steady stream of magical energy to utilize
- Signature Spells:
Signature Spells:
D-Rank Signature Spell Name: Master's Call
Rank: D rank
Duration: Instant
Cooldown: Once per post
Type: Supplementary
Description: Lex can instantly teleport any item that belongs to his Hieratic Hunter magic right to him as long as it is within 15 meters. This is extremely useful if he is disarmed in combat. The time it takes for the weapon to appear in his hand depends on how far away it is. It can teleport at the speed of 15 meters per second.
Strengths:- Can retrieve a weapon real quick
Weaknesses:- Cannot work on items outside its range
- Must have a free hand to retrieve that item to
Scaling Rank Signature Spell Name: Killing Blow
Rank: Scales
Duration: 1 per post
Cooldown: Once per post
Type: Offensive
Description: Lex's muscles will expand causing a single blow of his to have the added damage equal to that of a spell of his rank. This damage will be considered physical though since that is how it will be delivered.
Strengths:- Can give Lex that slight boost he may need to take down a foe
Weaknesses:- Will only work on physical skills
- Will not last but for a single strike during a post
- When making the strike it must clearly be stated that this strike is the one that is increased in raw strength
- Can retrieve a weapon real quick
Last edited by Alexander Easton on Thu 16 Feb - 12:06; edited 19 times in total