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    Chess Magic Redux

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    Nora Kuroki

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    Lineage : Oblivion's Might
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    Posts : 23
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    Experience : 350

    Chess Magic Redux

    Post by Nora Kuroki on Thu 2 Feb - 23:24

    Magic

    Primary Magic: Chess Magic
    Secondary Magic: n/a
    Caster or Holder: Caster - Lost
    Description: Chess Magic is simply the name for a series of unorthodox spells created by Nora Kuroki which utilizes the same logic as the game Chess, most likely an outwards manifestation of her own imagination and inherit magical power. This magic was first awakened when Nora visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.

    Chess magic is utilized by Nora using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to N13" as she was using the Knight spell on someone named Nora. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Nora always plays black.
    Strengths:

    • Chess magic is unorthodox and surprising to one who hasn't seen it before, they won't know what to expect of it.
    • The caster's allies become more powerful from the magic in most cases, and can become power-houses.

    Weaknesses:

    • Chess Magic, while somewhat versatile, must follow the idea and logic of the game chess in some way, restricting it's creativity.
    • Most if-not-all spells of Chess Magic cannot effect or buff Nora herself, which weakens her as a physical fighter.
    • Chess magic is restricted from spells with elemental effects, effectively removing most ranged attack options.


    Lineage:

    Spoiler:

    Power Of Apocalypse:
    Description: Long ago, an ancient king in search of the ultimate power seized the outer lands of the kingdom, only to fail.  He sent his armies to the ends of the Earth, still, it was not found.  His frustration was sent out to all the lands; armies would kill families, animals, and each other for "crimes" they had done.  The devil took notice of this and one night contacted the king.  He gave the king two choices - the ability to manipulate others, or the ability to turn himself into a malicious demon, giving him the power of Hell's Flames.  The king foolishly picked to turn himself into a demon.  The devil granted him the request, giving the king total and absolute power, however, the price to it was the king's consciousness, making him the devil's slave, sending all into chaos. The name that was later given to the demon was Oblivion, and those who are his descendants are said to have Oblivion's Might.
    Ability: Oblivion's Might has both a passive and active effect.  The passive ability gives the user the strength of Oblivion (50% strength boost), while as the active form turns the user into a demon, capable of mass destruction.  The user in their "demon state" also have access to 3 fire spells (One of which is user-rank and two of which are a rank lower. S-rank max and D-rank minimum). While transformed the 50% strength increases to 100% and they will attack literally any and everything they can, starting with the living. Any post in which they kill something they gain 15% of their total HP back.
    Usage: The user passively gains a 50% strength boost.  The transformation lasts for 3 posts with a 8 post cool-down and increases the user’s strength boost to 100%. While transformed the user gain the use of 3 fire spells (one of the user’s rank and two of a rank lower, S-rank max and D-rank minimum). These spells must be made in addition to the user’s own magic and must be stated that they can only be used while transformed. They cannot have two or more spells of the same rank either meaning that at D-rank they only receive one spell from this, at C-rank they will have a C-rank spell and a D-rank spell from this and at B-rank rank they will have a B-rank spell, a C-rank spell and a D-rank spell from this lineage.




    Name: ?
    Rank: C
    Type: ?/Fire
    Duration: ?
    Cooldown: ?
    Description: ?
    Strengths:
    Weaknesses:

    Name: ?
    Rank: D
    Type: ?/Fire
    Duration: ?
    Cooldown: ?
    Description: ?
    Strengths:
    Weaknesses:

    Name: ?
    Rank: D
    Type: ?/Fire
    Duration: ?
    Cooldown: ?
    Description: ?
    Strengths:
    Weaknesses:

    Unique Abilities:

    Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Nora can end a spell by touching it so long as the spell would effect her in some way, and the spell is of Nora's rank or lower. Doing this costs her the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.

    Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Nora casts a spell with the same name as a chess piece, she gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a maximum of two motes per spell. Once used, it requires a three post cool-down.

    Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by affecting up to two allies within 15m, increasing one outgoing buff of choice by 35%, so long as it buffs physical attributes such as strength, speed, or reflexes - it cannot buff an abstract quality such as Damage Resistance.

    Elevated Breakthrough: Strangely, it seems that support magic isn't very malleable to the will of the strategist, they seem to taper off and falter quickly when attempting to invigorate wizards of higher rank and so some strategists have sought a way for their support spells to carry more oomph. As such, Nor has had a breakthrough on how to elevate her spells, so that any spell with the Supportive/Buff type acts as if two ranks higher for the purpose of buff effectiveness loss.

    C-rank Spells:

    Spoiler:

    Name: Forced Move
    Rank: C
    Type: Offensive/AoE
    Duration: Instant
    Cooldown: 2
    Description: Forced Move, a word which is used to describe a regulation in tournament versions of the game. In tournament versions of the game of chess, when your piece can take another of the enemy's, they must take that opportunity or receive a violation. This is similarly reflected within the spell. When the spell is cast, enemies within an area of 20 meters will be dragged up to 10 meters towards the caster - from where the aura originates. Those caught within the area of effect feel themselves being dragged by gravity itself, and take 75% of C-rank spell damage.
    Strengths:

    • One of few offensive spells of this magic, Forced Move is an AoE damaging spell.

    Weaknesses:

    • The damage is part of the dragging action, so if you can't be moved you suffer no damage.
    • The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.


    Name: The Bishop
    Rank: C
    Type: Supportive/Buff
    Duration: 4
    Cooldown: 5
    Description: Upon the field of chess, the Bishop is the masterful wizard who deals with his foes by channeling the very power of magic, so modeling the spell after these aspects results in a spell which imbues the power of 'The Bishop' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'bishop' chess piece at a location of their choosing. Those targeted will receive a 40% increase to spell strength/damage.
    Strengths:

    • The spell target is endowed with the power of 'The Bishop', becoming a greater wizard.
    • The Bishop is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 20m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: Summon Pawn - Apprentice
    Rank: C
    Type: Summon
    Duration: 4
    Cooldown: 5
    Description: ?
    Strengths:
    Weaknesses:

    Name: King
    Rank: C
    Type: Requip
    Duration: 4
    Cooldown: 5
    Description: King was born from the spark of several celestial spirits who were pitted against each other in the 'finality game'; and was one of eleven weapons which were constructed by the celestial spirit 'Nivek the King of Games' with the intention of being given to the Spirit King but was never delivered. The sword can be summoned forth by the chosen of Nivek as a requip spell, and contains some of the powers of Nivek himself. King is a long and slender sword wrapped with blue silk at the hilt with a rounded silver pommel - black and gold 'King' crown sitting atop. The guard of the sword is filled with an ornate feathered design over a glowing sapphire gem, and leads to the sword's thin blade that tapers at a straight point. King has a durability of 90 HP and deals 14 HP damage.
    Strengths:

    • This sword is not as easily breakable, having a heightened durability

    Weaknesses:

    • The sword is not as powerful in terms of damage as other Requips of it's rank.
    • The guard of the sword tends to restrict arm movement at times.

    Abilities:

    • The Knighting (Active): For the next two posts, this ability may be triggered when King touches an ally; King's Gambit is a unique ability which copies the buffs of an ally to the sword's wielder, so long as they are of equal or lower rank. Though they may copy 50% of a buff one rank higher, they cannot copy a buff of two ranks or more higher. This may not be used for another three posts.
    • Subservience (Passive): The touch of King brings subservience to it's victims, causing them to bend low with the weight of their sins. As such, when a foe is struck with the sword they lose -5% speed to a maximum of-35%. The weight of the struck object or location will increase by 25%, causing the debuff to speed.



    D-rank Spells:

    Spoiler:

    Name: The Knight
    Rank: D
    Type: Supportive/Buff
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Knight is the skilled warrior who charges in when you least expect to claim victory, so modeling the spell after these aspects results in a spell which imbues the power of 'The Knight' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 30% increase to speed and a 30% increase to base melee damage.
    Strengths:

    • The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
    • The Knight is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: The Rook
    Rank: D
    Type: Supportive/Buff
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Rook is the skilled defender who watches over his charges carefully, so modeling the spell after these aspects results in a spell which imbues the power of 'The Rook' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive a 30% resistance against all damage, which cannot exceed the cap of 75%.
    Strengths:

    • The spell target is endowed with the power of 'The Rook', becoming a greater guardian.
    • The Rook is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: Summon Pawn - Neohpyte
    Rank: D
    Type: Summon
    Duration: 3
    Cooldown: 4
    Description: ?
    Strengths:
    Weaknesses:

    Name: The Hanging
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: Two
    Description: The Hanging, a word which is used to describe the movement of a piece in the game. In the game of chess, the knight piece has a peculiar movement that somewhat resembles a hanging post when completed. This is similarly reflected within the spell, 'moving' the caster to the right or left first and then down to a spot within two meters so long as a foe is at the ending point - though it is closer to teleport than movement - and deals D-rank spell damage to the targeted foe.
    Strengths:

    • One of few offensive spells of this magic, The Hanging deals heavy damage to a targeted foe.

    Weaknesses:

    • The movement of The Hanging is confined to certain patterns and easier to discern after being observed at-least once.
    • The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.



    Last edited by Nora Kuroki on Fri 9 Jun - 2:19; edited 23 times in total


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    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- The Sacred- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Ninja- Fire Badge- Have Seijin On Your Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player -
    Lineage : Tanuki Yōkai
    Position : God of Ishval, The amazing, The goddess of all, Wizard Saint #1
    Posts : 2106
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    Age : 19
    Mentor : Alice
    Experience : 617,372.75
    Brownie Points : 444

    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Re: Chess Magic Redux

    Post by Izayuki on Fri 3 Feb - 5:23

    Hello Nora! This magic looks great so far, but there are a few things that need corrections that I listed in this lovely color. Please edit and bump! ^.^ If you have any questions, please PM me.

    Spoiler:
    Nora Kuroki wrote:Magic

    Primary Magic: Requip Make: Astra Regalium
    Secondary Magic: n/a
    Caster or Holder: Lost Holder
    Description: In an ancient era there existed an old kingdom which was known for the forging of legendary arms and armors known as noble phantasms, the regalia of heroes and legendary warriors alike. These armaments, known as the Astra Regalium, were more than just weapons and armor to be wielded by the warrior - they became part of that warrior's legend and bound to it inexorably. Each armament was instilled with special abilities and powers, and through the soul-forged link the warrior could use the magic of Astra Regalium to perform impossible feats. This magic harkens back to the old kingdom and the royal family which could forge the noble phantasms with their magic power.

    Astra Regalium is utlized via either the forging or controlling/wielding of a noble phantasm, creating a weapon which can be either summoned onto the field of battle for a short duration or bound to become a permanent requip arm, a noble phantasm. Controlling or wielding the weapon via the soul bond can either be through strong mental focus or through precise aim - to move about as if held in an invisible appendage as if an extension of themselves or to be shot forth as a projectile. These spells do not require verbal chanting or material components, allowing for it's casting to be highly versatile.
    Strengths:

    • Spells of Requip Make: Astra Regalium are easy to cast in the middle of battle.
    • Requip Make: Astra Regalium can be used to forge new armaments from magic power and save them as noble phantasm requips.

    Weaknesses:

    • Requip Make: Astra Regalium lacks in magic type versatility, dealing entirely with the armaments in one way or the other.
    • Should the caster be knocked out or otherwise indisposed, all requips/summons will end their duration and go to cooldown.
    • Wizards of Requip Make: Astra Regalium can only control a limited number of noble phantasms at one time.

    Lineage:

    Power Of Apocalypse:
    Description: Acnologia fought a brave mage that caused Acnologia to bleed. Although Acnologia survived and had killed the mage, his blood got poured over an unfortunate witness who survived, but immediately started to mutate uncontrollably. The mutation remained invisible on the outside, but the blood of the man had changed. The man gained the ability to enter magical adrenaline rushes that would allow him to perform superhuman actions.
    Ability: Upon activation of this lineage the user becomes physically adept at any obstacles ahead. The adrenaline rush adapts to the situation. Whatever the user needs most, whether it is speed, strength or agility, is boosted at that moment by the rush. That one attribute is boosted by 100%.
    Usage: Upon activation the ability lasts 1 post with a cooldown of 6 posts.
    Unique Abilities:
    Spoiler:

    Name:
    Description:


    Do you plan to have any Unique Abilities? I do not see anything that creates your phantasms. That should be one UA, I would think, as you cannot create them without registering them as a spell or ability.

    Spells:

    Name: Weapon Make: Novice
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Weapon Make is the foundation from which all spells of Requip Make: Astra Regalium flow from, in the immaculate art of creating arcanic metal from the overflow and rigorous hardening of magic energy into physical shape. The ability to create weapons and armor is limited by the rank of the spell, the novice version able to create light weapos such as daggers, shortswords, hatchets, kukri, katar, and shortspears; shields such a bucklers, small square shields, round shields, and targes; armor such as a chainshirt or leather. As such, they must follow one of the following archetypes for their stats and abilities.
    Spoiler:

    Weapons:
    Durability 50 HP, 2 Melee Damage; Passive ignores 10% of damage resistance, Active enhances melee damage by 1/4th of rank's spell damage for three posts followed by four posts of cooldown.
    Shields:
    Durability 50 HP, 2 Melee Damage; Passive grants 10% damage reduction, Active is a shield bash once per post for 1/2 of rank's spell damage.
    Armor:
    Durability 50 HP, 3 Damage Resistance; Passive grants 10% damage reduction; Active is a barrier that absorbs 1/2 of rank's spell damage.
    Strengths:

    • Weapon Make can be used to create a new weapon for the duration of the spell, which may be memorized into empty spell slots as a new Requip.

    Weaknesses:

    • Armaments made by the weapon make spell will only last for the spell's duration before crumpling to dust.
    • Armaments made with this spell are limited to the archetype which is given unless memorized.





    Name: Armiger: Novice
    Rank: D
    Type: Offensive
    Duration: 3
    Cooldown: 4
    Description: Armiger is a basic spell which constructs the core of Requip Make: Astra Regalium and may be utilized in one of two specific ways; first and foremost by releasing the requip noble phantasms towards one target - allowing up to one armament per turn to be launched in such a way to move up to 15m from the point of origin at speeds of 40m per second (The same as an iron crossbow's bolt) Even if this is a realistic speed, we have to go by spell standards, not real life standards. No more than 9 m/s please. and hitting with the concussive force of a musket shot, dealing rank's spell damage as if it was an instant spell + the damage of a melee attack with the weapon; and second by controlling up to two armaments that they have created without touching it. No extra melee damage. You may not deal spell rank damage per turn- make this an instant spell perhaps. If you want to allow it to shoot per turn, try forming this spell to fit the Weapon Spell rules, or make it deal no more than 20HP damage/D rank spell damage total on the first shot, and any other shots deal basic unarmed melee damage. This spell can be only used upon a small group of noble phantasms at a time and can not move more then 10m from the holder. There is nothing on these phantasms. Details? You can't have multiple clones/summons, if that is what these are, use this spell consecutively or at the same time. Only one could use it, or just the user use it themselves.
    Strengths:

    • Weapons controlled by the Armiger spell may be shot forth like a projectile or may be controlled like a puppet

    Weaknesses:

    • The weapons have specified limits on their distance, whether being controlled or being shot like a projectile, they can be avoided by moving out of range.
    • Armiger may only manipulate noble phantasms, armaments which have been memorized as requip items.





    Image:
    Name: Noble Phantasm: Hrunting
    Rank: D
    Type: Requip
    Duration: 3
    Cooldown: 4
    Description: All of the Noble Phantasms have a story, and Hrunting follows the tale of a danish monster slayer known as Beowulf, who rendered his services to Lord Hrothgar and then became the realm's lord until his death at the hands of a monster, and the sword hrunting was an heirloom of the king's line granted to Beowolf for slaying the monster Grendel. Hrunting is a magical sword which was said to have never failed anyone who used it. Hrunting is an arming sword with a hilt and guard of blue leather and steel, with a shining steel blade and magically keened edge. Hrunting has a durability of 50 HP and deals 7 damage with melee.
    Abilities:

    Unerring (Active): For three posts, the sword Hrunting's magical properties come to life, allowing it to pierce through the first spell or unique ability which would otherwise avoid the blade. Of equal or lower rank only, and only once total please, not for three posts.
    Magic Keening (Passive): Hrunting is naturally sharper than any normal blade through magic enhancements, it can cut through armor and skin easily, reducing any damage resistance/reduction against it by 25% for opponents of equal or lower rank.
    Strengths:

    • Hrunting is a noble phantasm from the legend of Beowulf, a sword that is said to have never failed anyone who used it.

    Weaknesses:

    • Hrunting is a shorter arming sword, which means it will always be most effective in close range, providing a weakness against weapons/spells with longer ranges.
    • Hrunting's guard is in a shape which makes it harder for outright stopping attacks, making it less sturdy in blocking weapons.





    Image:
    Name: Noble Phantasm: Aeneas
    Rank: D
    Type: Requip
    Duration: 3
    Cooldown: 4
    Description: All of the Noble Phantasms have a story, and Aeneas follows the tale of the greek mercenary Achilles, a warrior said to be undefeatable who joined with the greek armies in attacking the island of Troy. Aeneas is unique among the other gear wielded by Achilled due to being forged by the god Hephaestus, granting the shield magical properties far beyond any shield crafted by the hands of a mortal. Aeneas is a round shield 1m x 1m in diameter, crafted from silvery mithral so it keeps it's hardness but is very light-weight. The shield carries a magical motif which tells of all of Achilles' battles, past and present. Aeneas has a durability of 50 HP and resists up to 3 damage.
    Abilities:

    Shield Slam (Active): Once per post, the wielder of Aeneas can make a powerful bash with the shield. This does 50% of rank's spell damage and pierces through 10% of damage resistance.
    Untearing (Passive): Attacks against Aeneas are magically blunted so that the sharp point of a spear or the razor blade of an axe cannot tear into it so easily. This means that attacks of equal or lower rank which would normally pierce damage resistance are only half-effective on Aeneas.
    Strengths:

    • Aeneas is a shield which is very light-weighted yet retains the same hardness as if it was made of three inches of steel.

    Weaknesses:

    • Aeneas has a limited profile of defense, it will not fully protect the body only a large section of it.
    • Despite it's light weight, Aeneas's size makes it unwieldy as that it cannot be as quickly moved to another section of the body.


    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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    avatar
    Nora Kuroki

    Player -
    Lineage : Oblivion's Might
    Position : None
    Posts : 23
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 350

    Re: Chess Magic Redux

    Post by Nora Kuroki on Tue 28 Mar - 17:42

    Le Bump, changed my magic.


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    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- The Sacred- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Ninja- Fire Badge- Have Seijin On Your Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player -
    Lineage : Tanuki Yōkai
    Position : God of Ishval, The amazing, The goddess of all, Wizard Saint #1
    Posts : 2106
    Guild : Black Rose [GM]
    Cosmic Coins : 63
    Dungeon Tokens : 0
    Age : 19
    Mentor : Alice
    Experience : 617,372.75
    Brownie Points : 444

    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Re: Chess Magic Redux

    Post by Izayuki on Mon 3 Apr - 22:24

    Hey there Silver! This magic is extremely creative, and looks great so far, though I listed a few needed corrections in this lovely color. ^o^ Please make the edits and bump once you have finished! Should you have any questions, please PM me onsite. (:

    Spoiler:
    Nora Kuroki wrote:Magic

    Primary Magic: Chess Magic
    Secondary Magic: n/a
    Caster or Holder: Caster - Lost
    Description: Chess Magic is simply the name for a series of unorthodox spells created by Nora Kuroki which utilizes the same logic as the game Chess, most likely an outwards manifestation of her own imagination and inherit magical power. This magic was first awakened when Nora visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.

    Chess magic is utilized by Nora using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to N13" as she was using the Knight spell on someone named Nora. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Nora always plays black.
    Strengths:

    • Chess magic is unorthodox and surprising to one who hasn't seen it before, they won't know what to expect of it.
    • The caster's allies become more powerful from the magic in most cases, and can become power-houses.

    Weaknesses:

    • Chess Magic, while somewhat versatile, must follow the idea and logic of the game chess in some way, restricting it's creativity.
    • Most if-not-all spells of Chess Magic cannot effect or buff Nora herself, which weakens her as a physical fighter.
    • Chess magic is restricted from spells with elemental effects, effectively removing most ranged attack options.


    Lineage:

    Spoiler:

    Power Of Apocalypse:
    Description: Acnologia fought a brave mage that caused Acnologia to bleed. Although Acnologia survived and had killed the mage, his blood got poured over an unfortunate witness who survived, but immediately started to mutate uncontrollably. The mutation remained invisible on the outside, but the blood of the man had changed. The man gained the ability to enter magical adrenaline rushes that would allow him to perform superhuman actions.
    Ability: Upon activation of this lineage the user becomes physically adept at any obstacles ahead. The adrenaline rush adapts to the situation. Whatever the user needs most, whether it is speed, strength or agility, is boosted at that moment by the rush. That one attribute is boosted by 100%.
    Usage: Upon activation the ability lasts 1 post with a cooldown of 6 posts


    Unique Abilities:

    Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Nora can end a spell by touching it so long as the spell would effect him in some way, and the spell is of Bora's rank or lower. Doing this costs her the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.

    Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Nora casts a spell with the same name as a chess piece, she gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a minimum of 1/3rd the spell's mana cost. Once used, it requires a three post cool-down.

    Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by increasing any outgoing buffs by 25% and cannot raise a single spell above 100% as normal. This cannot be used on self-buffs on Nora. Please pick ONE stat to buff for allies-- not all outgoing buffs. You may pick two for 25%, or one for 50%.

    Spell List:

    Spoiler:

    Name: The Knight
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Knight is the skilled warrior who charges in when you least expect to claim victory, so modeling the spell after these aspects results in a spell which imbues the power of 'The Knight' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 40% increase to speed and a 50% increase to base melee damage. Make the numbers 30% for both, as this is a D rank spell.
    Strengths:

    • The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
    • The Knight is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Emerick.
    • Those targeted by the spell must maintain within 15m of Emerick or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 3% for the spells duration.


    Name: The Rook
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Rook is the skilled defender who watches over his charges carefully, so modeling the spell after these aspects results in a spell which imbues the power of 'The Rook' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 40% increase to endurance and a 25% resistance against all damage. 30% to both, please.
    Strengths:

    • The spell target is endowed with the power of 'The Rook', becoming a greater guardian.
    • The Rook is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Emerick.
    • Those targeted by the spell must maintain within 15m of Emerick or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 3% for the spells duration.


    Name: King
    Rank: D
    Type: Requip
    Duration: 3
    Cooldown: 4
    Description: King was born from the spark of several celestial spirits who were pitted against each other in the 'finality game'; and was one of eleven weapons which were constructed by the celestial spirit 'Nivek the King of Games' with the intention of being given to the Spirit King but was never delivered. The sword can be summoned forth by the chosen of Nivek as a requip spell, and contains some of the powers of Nivek himself. King is a long and slender sword wrapped with blue silk at the hilt with a rounded silver pommel - black and gold 'King' crown sitting atop. The guard of the sword is filled with an ornate feathered design over a glowing sapphire gem, and leads to the sword's thin blade that tapers at a straight point. King has a durability of 75 HP and deals 6 HP damage. Lower HP to 50, and damage to 5.
    Strengths:

    • This sword is not as easily breakable, having a heightened durability

    Weaknesses:

    • The sword is not as powerful in terms of damage as other Requips of it's rank.
    • The guard of the sword tends to restrict arm movement at times.

    Abilities:

    • King's Gambit (Active): For the next two posts, this ability may be triggered; King's Gabmit is a unique ability which copies the buffs of up to three allies to the sword's wielder. This may not be used for another three posts. This is an autohit. You must touch or have hit the ally with a ranged attack. Also, you may only copy 1 the buffs of ONE ally of equal or lower rank. For rank higher, you only get half of their buffs. You cannot copy the buffs of someone two ranks higher.
    • Master and Commander (Passive): A commanding aura spreads from the blade of king, forcing any that would oppose to back down. Reduces all sources of buffs by -25% to those within the 10m aura unless they are considered allies. Again, this is autohit. You must touch or hit someone of equal or lower rank to reduce a single buff by 25%, but not all buffs.





    Name: The Hanging
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: Two
    Description: The Hanging, a word which is used to describe the movement of a piece in the game. In the game of chess, the knight piece has a peculiar movement that somewhat resembles a hanging post when completed. This is similarly reflected within the spell, 'moving' the caster to the right or left first and then down to a spot within two meters so long as a foe is at the ending point - though it is closer to teleport than movement - and deals D-rank spell damage to the targeted foe.
    Strengths:

    • One of few offensive spells of this magic, The Hanging deals heavy damage to a targeted foe.

    Weaknesses:

    • The movement of The Hanging is confined to certain patterns and easier to discern after being observed at-least once.
    • The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.



    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Ishval ]
    avatar
    Nora Kuroki

    Player -
    Lineage : Oblivion's Might
    Position : None
    Posts : 23
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 350

    Re: Chess Magic Redux

    Post by Nora Kuroki on Mon 3 Apr - 22:53

    Bumped


    ___________________________________________________________________
    x [url=-bank-]Bank[/url]
    avatar
    Izayuki

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- God Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Complete Your First Job!- Join A Faction!- Obtain A Lineage!- Get A Pet!- The Being- The Sacred- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Ninja- Fire Badge- Have Seijin On Your Friends List- Be on Venir's Friend List- Be on Elyx's friends list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- 1 Year Anniversary- Player -
    Lineage : Tanuki Yōkai
    Position : God of Ishval, The amazing, The goddess of all, Wizard Saint #1
    Posts : 2106
    Guild : Black Rose [GM]
    Cosmic Coins : 63
    Dungeon Tokens : 0
    Age : 19
    Mentor : Alice
    Experience : 617,372.75
    Brownie Points : 444

    Character Sheet
    Character Name: Izayuki Hyoujin
    Primary Magic: Glacier God Slayer
    Secondary Magic: Wonderland

    Re: Chess Magic Redux

    Post by Izayuki on Wed 5 Apr - 4:57

    Spoiler:
    Nora Kuroki wrote:Magic

    Primary Magic: Chess Magic
    Secondary Magic: n/a
    Caster or Holder: Caster - Lost
    Description: Chess Magic is simply the name for a series of unorthodox spells created by Nora Kuroki which utilizes the same logic as the game Chess, most likely an outwards manifestation of her own imagination and inherit magical power. This magic was first awakened when Nora visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.

    Chess magic is utilized by Nora using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to N13" as she was using the Knight spell on someone named Nora. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Nora always plays black.
    Strengths:

    • Chess magic is unorthodox and surprising to one who hasn't seen it before, they won't know what to expect of it.
    • The caster's allies become more powerful from the magic in most cases, and can become power-houses.

    Weaknesses:

    • Chess Magic, while somewhat versatile, must follow the idea and logic of the game chess in some way, restricting it's creativity.
    • Most if-not-all spells of Chess Magic cannot effect or buff Nora herself, which weakens her as a physical fighter.
    • Chess magic is restricted from spells with elemental effects, effectively removing most ranged attack options.


    Lineage:

    Spoiler:

    Power Of Apocalypse:
    Description: Acnologia fought a brave mage that caused Acnologia to bleed. Although Acnologia survived and had killed the mage, his blood got poured over an unfortunate witness who survived, but immediately started to mutate uncontrollably. The mutation remained invisible on the outside, but the blood of the man had changed. The man gained the ability to enter magical adrenaline rushes that would allow him to perform superhuman actions.
    Ability: Upon activation of this lineage the user becomes physically adept at any obstacles ahead. The adrenaline rush adapts to the situation. Whatever the user needs most, whether it is speed, strength or agility, is boosted at that moment by the rush. That one attribute is boosted by 100%.
    Usage: Upon activation the ability lasts 1 post with a cooldown of 6 posts


    Unique Abilities:

    Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Nora can end a spell by touching it so long as the spell would effect her in some way, and the spell is of Nora's rank or lower. Doing this costs her the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.

    Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Nora casts a spell with the same name as a chess piece, she gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a maximum of one mote per spell. Once used, it requires a three post cool-down.

    Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by affecting up to two allies within 7m, increasing one outgoing buff of choice by 25%, so long as it buffs physical attributes such as strength, speed, or reflexes - it cannot buff an abstract quality such as Damage Resistance.

    Spell List:

    Spoiler:

    Name: The Knight
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Knight is the skilled warrior who charges in when you least expect to claim victory, so modeling the spell after these aspects results in a spell which imbues the power of 'The Knight' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 30% increase to speed and a 30% increase to base melee damage.
    Strengths:

    • The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
    • The Knight is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: The Rook
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Rook is the skilled defender who watches over his charges carefully, so modeling the spell after these aspects results in a spell which imbues the power of 'The Rook' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive a 30% resistance against all damage, which cannot exceed the cap of 75%.
    Strengths:

    • The spell target is endowed with the power of 'The Rook', becoming a greater guardian.
    • The Rook is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: King
    Rank: D
    Type: Requip
    Duration: 3
    Cooldown: 4
    Description: King was born from the spark of several celestial spirits who were pitted against each other in the 'finality game'; and was one of eleven weapons which were constructed by the celestial spirit 'Nivek the King of Games' with the intention of being given to the Spirit King but was never delivered. The sword can be summoned forth by the chosen of Nivek as a requip spell, and contains some of the powers of Nivek himself. King is a long and slender sword wrapped with blue silk at the hilt with a rounded silver pommel - black and gold 'King' crown sitting atop. The guard of the sword is filled with an ornate feathered design over a glowing sapphire gem, and leads to the sword's thin blade that tapers at a straight point. King has a durability of 50 HP and deals 5 HP damage.
    Strengths:

    • This sword is not as easily breakable, having a heightened durability

    Weaknesses:

    • The sword is not as powerful in terms of damage as other Requips of it's rank.
    • The guard of the sword tends to restrict arm movement at times.

    Abilities:

    • The Knighting (Active): For the next two posts, this ability may be triggered when King touches an ally; King's Gambit is a unique ability which copies the buffs of an ally to the sword's wielder, so long as they are of equal or lower rank. Though they may copy 50% of a buff one rank higher, they cannot copy a buff of two ranks or more higher. This may not be used for another three posts.
    • Subservience (Passive): The touch of King brings subservience to it's victims, causing them to bend low with the weight of their sins. As such, when a foe is struck with the sword they lose -5% speed to a maximum of-25%. The weight of the struck object or location will increase by 25%, causing the debuff to speed.



    Name: The Hanging
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: Two
    Description: The Hanging, a word which is used to describe the movement of a piece in the game. In the game of chess, the knight piece has a peculiar movement that somewhat resembles a hanging post when completed. This is similarly reflected within the spell, 'moving' the caster to the right or left first and then down to a spot within two meters so long as a foe is at the ending point - though it is closer to teleport than movement - and deals D-rank spell damage to the targeted foe.
    Strengths:

    • One of few offensive spells of this magic, The Hanging deals heavy damage to a targeted foe.

    Weaknesses:

    • The movement of The Hanging is confined to certain patterns and easier to discern after being observed at-least once.
    • The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.


    Approved~!


    ___________________________________________________________________


    [ Glacier God Slayer ] ♦ [ Bakedanuki ] ♦ [ Goddess of Ishval ]
    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Player -
    Lineage : Inugami
    Position : Rising Star # 6
    Posts : 1271
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 36,090

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Chess Magic Redux

    Post by Jiyu Kazehime on Thu 8 Jun - 17:14

    Unlocked and Moved at user's request.

    Spoiler:
    Benezia Anicetus wrote:Magic

    Primary Magic: Chess Magic
    Secondary Magic: n/a
    Caster or Holder: Caster - Lost
    Description: Chess Magic is simply the name for a series of unorthodox spells created by Nora Kuroki which utilizes the same logic as the game Chess, most likely an outwards manifestation of her own imagination and inherit magical power. This magic was first awakened when Nora visited the celestial spirit 'Nivek the King of Games' and is primarily composes of support magic taking properties from certain chess pieces, summoning magic used to create more pawns, and the ReQuip weapon which forms the center of the magic along with a small group of offensive spells. It has no elemental theme to it, the theme itself is simply chess.

    Chess magic is utilized by Nora using vocalized commands that must follow a logical array and must resemble a movement in chess, such as calling out "Knight to N13" as she was using the Knight spell on someone named Nora. He is not required to follow the same naming convention to his commands, so long as he follows the two aforementioned rules. Support spells have another particular rule to them, whether cast the user will gain a mark of that chess piece somewhere on them which will be of their choice. How the mark is displayed is entirely their choice so long as it is the chess piece, and Nora always plays black.
    Strengths:

    • Chess magic is unorthodox and surprising to one who hasn't seen it before, they won't know what to expect of it.
    • The caster's allies become more powerful from the magic in most cases, and can become power-houses.

    Weaknesses:

    • Chess Magic, while somewhat versatile, must follow the idea and logic of the game chess in some way, restricting it's creativity.
    • Most if-not-all spells of Chess Magic cannot effect or buff Nora herself, which weakens her as a physical fighter.
    • Chess magic is restricted from spells with elemental effects, effectively removing most ranged attack options.


    Lineage:

    Spoiler:

    Power Of Apocalypse:
    Description: Acnologia fought a brave mage that caused Acnologia to bleed. Although Acnologia survived and had killed the mage, his blood got poured over an unfortunate witness who survived, but immediately started to mutate uncontrollably. The mutation remained invisible on the outside, but the blood of the man had changed. The man gained the ability to enter magical adrenaline rushes that would allow him to perform superhuman actions.
    Ability: Upon activation of this lineage the user becomes physically adept at any obstacles ahead. The adrenaline rush adapts to the situation. Whatever the user needs most, whether it is speed, strength or agility, is boosted at that moment by the rush. That one attribute is boosted by 100%.
    Usage: Upon activation the ability lasts 1 post with a cooldown of 6 posts


    Unique Abilities:

    Checkmate: The finality of this word echoes with the ability to become victorious in the end, no matter the personal cost, while ensuring that someone cannot 'cheat' to win the game. Nora can end a spell by touching it so long as the spell would effect her in some way, and the spell is of Nora's rank or lower. Doing this costs her the same mana cost it took to cast the spell in the first place and requires a cool down of four posts in-between uses.

    Practiced Move: Pieces are always changing on the board, whether moving, taking an enemy piece, or being taken by an enemy piece - the board is in a constant flux, as players plan out and practice their turns within their minds, rewarding the player who can think further ahead. This is also true with Chess Magi, so when Nora casts a spell with the same name as a chess piece, she gains one mote which may then be discharged to reduce the cost of a spell by two mana per mote, to a maximum of one mote per spell. Once used, it requires a three post cool-down.

    Battlefield Strategist: In history there has always been one side lead by the greatest of mind that think outside of the box and bring their allies to victory... this is not that skill but rather something entirely different. While still leading, the Battlefield Strategist makes their allies the stars by affecting up to two allies within 7m, increasing one outgoing buff of choice by 25%, so long as it buffs physical attributes such as strength, speed, or reflexes - it cannot buff an abstract quality such as Damage Resistance.

    Spell List:

    Spoiler:

    Name: The Knight
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Knight is the skilled warrior who charges in when you least expect to claim victory, so modeling the spell after these aspects results in a spell which imbues the power of 'The Knight' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive both a 30% increase to speed and a 30% increase to base melee damage.
    Strengths:

    • The spell target is endowed with the power of 'The Knight', becoming a greater warrior.
    • The Knight is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: The Rook
    Rank: D
    Type: Supportive
    Duration: 3
    Cooldown: 4
    Description: Upon the field of chess, the Rook is the skilled defender who watches over his charges carefully, so modeling the spell after these aspects results in a spell which imbues the power of 'The Rook' into another by creating an esoteric link between caster and host and bound upon them as a mark of the 'knight' chess piece at a location of their choosing. Those targeted will receive a 30% resistance against all damage, which cannot exceed the cap of 75%.
    Strengths:

    • The spell target is endowed with the power of 'The Rook', becoming a greater guardian.
    • The Rook is a high augmentation spell that was created to empower allies.

    Weaknesses:

    • The spell cannot, under any circumstances, be used as a self-buff to Nora.
    • Those targeted by the spell must maintain within 15m of Nora or it will end and cooldown will begin.
    • When cast the spell expends a mana drain per post of 2% for the spells duration.


    Name: King
    Rank: D
    Type: Requip
    Duration: 3
    Cooldown: 4
    Description: King was born from the spark of several celestial spirits who were pitted against each other in the 'finality game'; and was one of eleven weapons which were constructed by the celestial spirit 'Nivek the King of Games' with the intention of being given to the Spirit King but was never delivered. The sword can be summoned forth by the chosen of Nivek as a requip spell, and contains some of the powers of Nivek himself. King is a long and slender sword wrapped with blue silk at the hilt with a rounded silver pommel - black and gold 'King' crown sitting atop. The guard of the sword is filled with an ornate feathered design over a glowing sapphire gem, and leads to the sword's thin blade that tapers at a straight point. King has a durability of 50 HP and deals 5 HP damage.
    Strengths:

    • This sword is not as easily breakable, having a heightened durability

    Weaknesses:

    • The sword is not as powerful in terms of damage as other Requips of it's rank.
    • The guard of the sword tends to restrict arm movement at times.

    Abilities:

    • The Knighting (Active): For the next two posts, this ability may be triggered when King touches an ally; King's Gambit is a unique ability which copies the buffs of an ally to the sword's wielder, so long as they are of equal or lower rank. Though they may copy 50% of a buff one rank higher, they cannot copy a buff of two ranks or more higher. This may not be used for another three posts.
    • Subservience (Passive): The touch of King brings subservience to it's victims, causing them to bend low with the weight of their sins. As such, when a foe is struck with the sword they lose -5% speed to a maximum of-25%. The weight of the struck object or location will increase by 25%, causing the debuff to speed.



    Name: The Hanging
    Rank: D
    Type: Offensive
    Duration: Instant
    Cooldown: Two
    Description: The Hanging, a word which is used to describe the movement of a piece in the game. In the game of chess, the knight piece has a peculiar movement that somewhat resembles a hanging post when completed. This is similarly reflected within the spell, 'moving' the caster to the right or left first and then down to a spot within two meters so long as a foe is at the ending point - though it is closer to teleport than movement - and deals D-rank spell damage to the targeted foe.
    Strengths:

    • One of few offensive spells of this magic, The Hanging deals heavy damage to a targeted foe.

    Weaknesses:

    • The movement of The Hanging is confined to certain patterns and easier to discern after being observed at-least once.
    • The spell has a confined area that cannot be broached, to avoid the spell stay outside of that area.



    ___________________________________________________________________



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