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Last edited by Saraphina on 26th April 2019, 1:17 pm; edited 3 times in total
The White Queen
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Saraphina wrote:
Saraphina Rose Zima
Aspect of Divinity
Magic Name: Aspect of Divinity
Magic Type: Caster (Primary)/ReQuip (Auxiliary)
Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.
When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together
Unique Abilities:
~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
Plot Ability:
~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.
- Lineage – Glory of the Slayer:
Name: Glory of the Slayer
Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)
- Spells:
- Brunnhilde:
Name: Brunnhilde
Rank: D
Type: Fire, Defensive, Requip (Aux)
Damage Reduction: 3 HP, 1HP with water spells
Requip HP: 60
Range: N/A
Speed: N/A
Duration: 3 posts
Downside: N/A
Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.
- Armor (minus helmet):
Abilities:
~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% rank damage in burns for one post. (Change rank damage to D rank damage)
~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.
Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.
- Aegir:
Name: Aegir
Rank: D
Type: Multiple Target, Water, Offensive, Caster (Prim)
Damage: 40 HP (Please lower this to 30 HP since this is a Multi Target spell)
Range: 50 meters
Speed: 35 meters per sec
Duration: 3 posts
Downside: Fire spells can warm up the water and evaporate it before it can do anything.
Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing rank damage (Change this to D rank Multi Target damage), or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.
Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.
- Thrud:
Name: Thrud (Throoth)
Rank: D
Type: Area of Effect, Light, Offensive, ReQuip (Aux)
Damage: 7 HP
Requip: 50 HP
Range: 30 meters
Speed: 15 meters per second
Duration: 3 posts
Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.
- sword:
Abilities:
~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.
Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.
- Jord – D+:
Name: Jord (Yord)
Rank: D+
Type: Area of Effect, Offensive, Earth, Caster (Prim) (From the way this spell is worded it sounds like a Multi Target Spell. If this is indeed the case please change Area of Effect to Multi Target)
Damage: 45 HP
Range: 67.5 meters
Speed: 45 meters per second
Duration: 5 posts
Downside: N/A
Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.
Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.
The White Queen
Saraphina wrote:
Saraphina Rose Zima
Aspect of Divinity
Magic Name: Aspect of Divinity
Magic Type: Caster (Primary)/ReQuip (Auxiliary)
Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.
When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together
Unique Abilities:
~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
Plot Ability:
~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.
- Lineage – Glory of the Slayer:
Name: Glory of the Slayer
Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)
- Spells:
- Brunnhilde:
Name: Brunnhilde
Rank: D
Type: Fire, Defensive, Requip (Aux)
Damage Reduction: 3 HP, 1HP with water spells
Requip HP: 60
Range: N/A
Speed: N/A
Duration: 3 posts
Downside: N/A
Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.
- Armor (minus helmet):
Abilities:
~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% D rank damage in burns for one post.
~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.
Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.
- Aegir:
Name: Aegir
Rank: D
Type: Multiple Target, Water, Offensive, Caster (Prim)
Damage: 30 HP
Range: 50 meters
Speed: 35 meters per sec
Duration: 3 posts
Downside: Fire spells can warm up the water and evaporate it before it can do anything.
Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing D rank multi-target damage, or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.
Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.
- Thrud:
Name: Thrud (Throoth)
Rank: D
Type: Area of Effect, Light, Offensive, ReQuip (Aux)
Damage: 7 HP
Requip: 50 HP
Range: 30 meters
Speed: 15 meters per second
Duration: 3 posts
Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.
- sword:
Abilities:
~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.
Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.
- Jord – D+:
Name: Jord (Yord)
Rank: D+
Type: Multiple Target, Offensive, Earth, Caster (Prim)
Damage: 45 HP
Range: 67.5 meters
Speed: 45 meters per second
Duration: 5 posts
Downside: N/A
Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.
Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.
Starlight Maiden
Saraphina wrote:
Saraphina Rose Zima
Aspect of Divinity
Magic Name: Aspect of Divinity
Magic Type: Caster (Primary)/ReQuip (Auxiliary)
Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.
When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together
Unique Abilities:
~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
Plot Ability:
~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.
- Lineage – Glory of the Slayer:
Name: Glory of the Slayer
Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.
Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%, reducing by 5% per post (0% increase minimum)
- Spells:
- Brunnhilde:
Name: Brunnhilde
Rank: D
Type: Fire, Defensive, Requip (Aux)
Damage Reduction: 3 HP, 1HP with water spells
Requip HP: 60
Range: N/A
Speed: N/A
Duration: 3 posts
Downside: N/A
Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.
- Armor (minus helmet):
Abilities:
~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% D rank damage in burns for one post.
~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.
Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.
- Aegir:
Name: Aegir
Rank: D
Type: Multiple Target, Water, Offensive, Caster (Prim)
Damage: 30 HP
Range: 50 meters
Speed: 35 meters per sec
Duration: 3 posts
Downside: Fire spells can warm up the water and evaporate it before it can do anything.
Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing D rank multi-target damage, or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.
Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.
- Thrud:
Name: Thrud (Throoth)
Rank: D
Type: Area of Effect, Light, Offensive, ReQuip (Aux)
Damage: 7 HP
Requip: 50 HP
Range: 30 meters
Speed: 15 meters per second
Duration: 3 posts
Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.
- sword:
Abilities:
~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.
Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.
- Jord – D+:
Name: Jord (Yord)
Rank: D+
Type: Multiple Target, Offensive, Earth, Caster (Prim)
Damage: 45 HP
Range: 67.5 meters
Speed: 45 meters per second
Duration: 5 posts
Downside: N/A
Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.
Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.