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    Chris Seenter's Re-Equip Magic (ARM)

    Seenter
    Seenter

    Player 
    Lineage : Gold Rush
    Position : None
    Posts : 194
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 62

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Chris Seenter's Re-Equip Magic (ARM)

    Post by Seenter 23rd January 2017, 8:31 pm

    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:

    • 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):
    Element Boots (Signature D):
    Element Spell:
    Element Spell:
    Element Spell:
    Element Spell:
    Element Spell:
    Element Sword (C):
    Element Shield (C):
    Element Armor (C):
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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


    _____________________________________________________________________________________

    Christopher Seenter | Chris's Bank
    First Magic | Second Magic | Third Magic
    Undecided | Undecided | Undecided
    Anastasia Isayev
    Anastasia Isayev

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Valkyrian
    Position : None
    Posts : 2446
    Guild : Black Sails GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116

    Character Sheet
    First Skill: Mechanized REquip
    Second Skill: Dragons' Champion
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Anastasia Isayev 24th January 2017, 6:29 pm

    Hello Seenter! You know who I am..
    So let's get to it.
    So I see you have Requip eh? *insert evil laugh here*
    Anything you see in this color are my requested edits.
    Seenter wrote: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:
    [*]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.
    [*]If the ARM is destroyed in a post it returns to a shattered version of its dormant state and can’t be used for the rest of the topic unless repaired.
    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. Any restrictions to use this or can you spend 5% MP every time you want to use the additional effect? I'd personally only allow this once per item while it is activated. ((You can use it once it goes on cooldown and comes back up anyway -- basically, once per summon of the ARM
    [*]

    Spells:

    Name: Blade of Flames
    Rank: D
    Type: Fire, Weapon ARM
    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 5 points of fire damage when striking or simply touching the blade.
    I'd rather this be changed to a percentage, with the bonus percentage being fire damage. I'd probably allow +20% damage
    Magic Channel
    The flames turn a brilliant white color and deal an additional 5 damage per strike for 1 round.
    Same as above. But I wouldn't have this percentage be as large. I'll allow +10% (on top of the +20% in the passive)

    Name: Little Angel
    Rank: D
    Type: Light, Holy ARM
    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- 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.
    Duration, Cooldown, Range for healing
    Magic Surge
    The user can include another person in the light, allowing both to receive the healing.
    Since this becomes an AoE healing, I need the healing radius

    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.

    Name: Repair ARM
    Rank: D
    Type: Non-Elemental, Support
    Duration: Instant
    Cooldown: 7 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 a broken ARM, the user is able to repair it over time. The length of time it takes to repair said ARM varies depending on strength of the ARM itself. It takes 1 post for every rank of the ARM in order for it to be repaired (1 post=D-Rank, 2 post=C-Rank, 3 post=B-Rank, etc). Unfortunately, once a requip equipment breaks, it is immediately put into cooldown. You can, however, make this spell be a Healing over time specifically for your ARM, which works just like all other DoT. But as it is now, I cannot approve this.
    Strengths:
    [*]Cast it once and it continues to work
    Weaknesses:
    [*]No combat capabilities
    [*]No active support capabilities

    Name: Earthen Armor
    Rank: D
    Type: Earth, Nature ARM
    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.

    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:
    [*]Reduces the damage to the user by 10%.
    Not a strength. This would be more along the lines of a passive instead of a strength. Change this.
    Weaknesses:
    [*]Takes double damage from ice
    [*]Reduces the user’s speed by 20%.

    Active: Earthen Shield- 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. It stops up to 20 points of damage. Can change this to 60
    Duration, Cooldown needed. And if this is large enough, I need an area that it covers.
    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.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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:



    _____________________________________________________________________________________

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    Seenter
    Seenter

    Player 
    Lineage : Gold Rush
    Position : None
    Posts : 194
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 62

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Seenter 25th January 2017, 10:01 am

    Ok, I made alterations to the blue areas. I hope this works.


    _____________________________________________________________________________________

    Christopher Seenter | Chris's Bank
    First Magic | Second Magic | Third Magic
    Undecided | Undecided | Undecided
    Anastasia Isayev
    Anastasia Isayev

    Moderator- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Guild Master- S-Rank- A-Rank- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Player 
    Lineage : Valkyrian
    Position : None
    Posts : 2446
    Guild : Black Sails GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : [Primary] Ivan Isayev [Secondary] Fafnir, the World Dragon
    Experience : 321116

    Character Sheet
    First Skill: Mechanized REquip
    Second Skill: Dragons' Champion
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Anastasia Isayev 25th January 2017, 3:21 pm

    Earthen Armor just needs 1 strength.
    Can change it to say "Protects the user"
    And that'll be it.
    Seenter wrote: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:
    [*]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.

    Spells:

    Name: Blade of Flames
    Rank: D
    Type: Fire, Weapon ARM
    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.

    Name: Little Angel
    Rank: D
    Type: Light, Holy ARM
    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.

    Name: Repair ARM
    Rank: D
    Type: Non-Elemental, Support
    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

    Name: Earthen Armor
    Rank: D
    Type: Earth, Nature ARM
    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.

    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:
    [*](no clue)
    Weaknesses:
    [*]Takes double damage from ice
    [*]Reduces the user’s speed by 20%.

    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.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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:



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    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Anastasia Isayev 25th January 2017, 4:23 pm

    Chris Seenter's Re-Equip Magic (ARM) BTSjguv
    Seenter wrote: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:
    [*]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.

    Spells:

    Name: Blade of Flames
    Rank: D
    Type: Fire, Weapon ARM
    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.

    Name: Little Angel
    Rank: D
    Type: Light, Holy ARM
    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.

    Name: Repair ARM
    Rank: D
    Type: Non-Elemental, Support
    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

    Name: Earthen Armor
    Rank: D
    Type: Earth, Nature ARM
    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.

    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 20%.

    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.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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:



    _____________________________________________________________________________________

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    Character Sheet
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    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Julius Seas 27th February 2017, 7:30 pm

    Seenter wrote: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:
    [*]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.

    Spells:

    Name: Blade of Flames
    Rank: D
    Type: Fire, Weapon ARM
    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.

    Name: Little Angel
    Rank: D
    Type: Light, Holy ARM
    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.

    Name: Repair ARM
    Rank: D
    Type: Non-Elemental, Support
    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

    Name: Earthen Armor
    Rank: D
    Type: Earth, Nature ARM
    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.

    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 20%.

    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.

    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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:


    Unlocked by user's request, please put this in the magic approval thread when you've made the adaptions.


    _____________________________________________________________________________________

    Squable:


    Chris Seenter's Re-Equip Magic (ARM) X9tEBuc
    Seenter
    Seenter

    Player 
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    Posts : 194
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    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Seenter 16th March 2017, 10:28 am

    Alright, I finally was able to finish by C-rank magic. Ready for judgement.


    _____________________________________________________________________________________

    Christopher Seenter | Chris's Bank
    First Magic | Second Magic | Third Magic
    Undecided | Undecided | Undecided
    avatar
    Guest
    Guest

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Guest 16th March 2017, 12:03 pm

    Hi Seenter! This magic looks great so far, but there are a few corrections I listed in this lovely color. (: Please edit and bump, and PM me if you have any questions! Thanks!

    Spoiler:
    Seenter
    Seenter

    Player 
    Lineage : Gold Rush
    Position : None
    Posts : 194
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 62

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Seenter 16th March 2017, 12:44 pm

    Edited Bump


    _____________________________________________________________________________________

    Christopher Seenter | Chris's Bank
    First Magic | Second Magic | Third Magic
    Undecided | Undecided | Undecided
    avatar
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    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Guest 17th March 2017, 12:45 pm

    Seenter wrote: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:

    • 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):
    Dimension ARM, Air Dash (Signature D):
    Weapon ARM, Blade of Flames (D):
    Holy ARM, Little Angel (D):
    Repair ARM (D):
    Earthen Armor (D):
    Weapon ARM, Electric Lance (C):
    Dimension ARM, Instant Portal (C):
    Darkness ARM, Nightmare Skull (C):
    List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)

    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:
    Seenter
    Seenter

    Player 
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    Dungeon Tokens : 0
    Experience : 62

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Seenter 17th March 2017, 7:16 pm

    Edit bump.


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    Christopher Seenter | Chris's Bank
    First Magic | Second Magic | Third Magic
    Undecided | Undecided | Undecided
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    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Guest 17th March 2017, 7:30 pm

    Chris Seenter's Re-Equip Magic (ARM) AESz729
    Aura
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Dragon Slayer- Legal Guild Ace- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character History!- Magic Application Approved!- Get A Pet!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Player 
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    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Aura 28th August 2017, 12:06 pm

    Unlocked and moved upon the user's request:


    _____________________________________________________________________________________




    And be she but Small,
    she is Fierce


    Chris Seenter's Re-Equip Magic (ARM) GWsGXSQ

    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


    D~4 ||C~4 ||B~2 ||A~ ||S~

    Slots: 4/6



    Seenter
    Seenter

    Player 
    Lineage : Gold Rush
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    Experience : 62

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Seenter 28th August 2017, 4:26 pm

    I made changes to the spells to better work with his style of combat.


    _____________________________________________________________________________________

    Christopher Seenter | Chris's Bank
    First Magic | Second Magic | Third Magic
    Undecided | Undecided | Undecided
    Hania
    Hania

    Demonically Bound


    Demonically Bound

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    First Skill: Requiem
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    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by Hania 28th August 2017, 5:54 pm

    Hi Seenter, my name is Tamashi and I'll be your grader this time around. Any requests or suggestions I make will me made in this wonderful shade of purple. Don't hesitate to pm me if you have any questions, concerns or worries about the grading.

    with that being said, lets begin...

    The grading:

    Please give proof of purchase or award for your fifth D-Rank spell or remove one of them.


    _____________________________________________________________________________________

    Chris Seenter's Re-Equip Magic (ARM) 59875_s


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    desirée
    desirée

    Crystals


    Crystals

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    First Skill: ☽ blooms of chrysalis: crystal rose demon slayer ☾
    Second Skill: ☽ pink dominion ☾
    Third Skill: ☽ gemstone serpentine ☾

    Chris Seenter's Re-Equip Magic (ARM) Empty Re: Chris Seenter's Re-Equip Magic (ARM)

    Post by desirée 16th December 2017, 7:07 pm

    Chris Seenter's Re-Equip Magic (ARM) XEibTrW


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    Chris Seenter's Re-Equip Magic (ARM) IY2eFxu


      Current date/time is 27th April 2024, 11:07 pm