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    Aspect of Divinity

    Saraphina
    Saraphina

    Alt Account- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Guild Master- A-Rank- Christian Minecraft Server- Teaming Up!- Limited Edition- Unknown Powerhouse- Guild Creator- Achiever- Character Application Approved! - Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage! - Join A Faction!- X-Mas Event Participant- Player 
    Lineage : Blizzard's Frostburn
    Position : None
    Posts : 357
    Guild : Errings Rising - GM
    Cosmic Coins : 30
    Dungeon Tokens : 0
    Experience : 12,512.5

    Character Sheet
    First Magic: Aspect of Divinity
    Second Magic:
    Third Magic:

    Aspect of Divinity Empty Aspect of Divinity

    Post by Saraphina on Mon 17 Dec 2018 - 4:47

    Saraphina Rose Zima
    Aspect of Divinity

    Magic Name: Aspect of Divinity
    Magic Type: Caster (Primary)/ReQuip (Auxiliary)
    Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.

    When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together

    Unique Abilities:
    ~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
    ~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
    ~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
    Plot Ability:
    ~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.

    Lineage – Blizzard's Frostburn:

    Name:Blizzard's Frostburn

    Lore:
    Once in the far north of the Silent Glaciers there was a kingdom that was said to have been blessed by a Snow Angel. It was said that this Angel  wanted nothing but the best for the fledgling people that tried to call the harsh terrain home, they often died of exposure, starvation or by the animals that called the glaciers home. They showed the people where to settle and how to take care of themselves, protecting them with a blizzard that kept any invaders and animals that would wish to do them harm. The fate of this kingdom and its protector isn't known.

    Going through one of the many libraries innocently in Era, the wielder of this lineage felt something cold and unnaturally unsettling though the curiosity of the person got the better of them. They decided to follow the feeling and found a door they hadn't seen when they entered. Touching the wooden door runes and protections appear for a moment and they find themselves body frozen all over and a sharp warmth following. For some odd reason the protections and runes cease functioning and the wielder finds themselves anxiously entering wondering why the door opened for them.

    Heading into the room the wielder finds a barren room except for a small pillar in the middle of the room covered in ice snow all around it, on top a small frost covered icy blue satin pillow would be seen twinkling with frost. The thing that really catches the wielders eye however is the scroll on top with a seal not known or seen in any book they have found while studying kingdoms and their nobility. Opening it the wielder finds hidden secrets of a lost kingdom and decides to take it as their own.

    Abilities:
    Name: Enlightened Frost
    Description: As the new owner of this ancient scroll you find that you have found five new spells. These spells must be frost, snow or ice related. These spells will also be classed as ancient magic and should follow those rules instead of what the owner has chosen for themselves. The ancient magic benefits do not stack with the chosen magic benefits.



    Name: Blizzard's Rage
    Description: Blizzards are known to be terrifying regardless of if you are trapped in them or just hearing about them. The reach of them is vast and the speeds they can get to can be deadly due to the bitter cold air, due to this any ice, frost or snow based spell ability the owner of this lineage has is 25% more powerful, not only this they gain 50% to additional range and speed.



    Name: Frozen Assets
    Description: It's common knowledge if it's cold enough things freeze and swell as they do so, this ability not only gives an additional 10% to your mp and hp pools but also gives a 40% mp reduction to spells.



    Name: Bitter Conversion
    Description: Hell hath no fury so they say, neither do raging storms regardless of type as they can bring out the very worst in people, but then it can also bring out the very best in them too. By paying the price of the original spell this allows the owner of this lineage to change any buff into a debuff or vice-versa within their rank AOE range. This ability caps at S rank.



    Name: Chilling Benefits
    Description: Reading through the scroll the new owner of this lineage has found a few secrets only known to those within the kingdom that this scroll came from; as such they are able to move through snow and frost without leaving any trace and even walk on thin ice as if it was solid and see perfectly in a blizzard. (This goes down to 50% if used outside of pve or plot purposes.)



    Name: Frozen Stiff
    Description: As everyone knows you stay out in cold weather too long your muscles start to become tense and it's harder to move due to the aching. The owner of this lineage has found a secret in their newly acquired scroll that allows them to used this to their advantage. Every ice /snow/frost spell or ability used by the owner freezes their opponent(s) in place for one round for the first turn, if a second spell hits them right afterwards then they are unable to move at all; it then takes two rounds before the effects will work on the same target(s) once more allowing them to thaw. This only works on those the same rank or lower, if it is an instant ice/snow/frost based spell or ability then it lowers the opponents speed by 50%  This ability caps at S rank.

    Spells:

    D Rank Spells:

    Brunnhilde:

    Name: Brunnhilde
    Rank: D
    Type: Fire, Defensive, Requip (Aux)
    Damage Reduction: 3 HP, 1HP with water spells
    Requip HP: 60
    Range: N/A
    Speed: N/A
    Duration: 3 posts
    Downside: N/A
    Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.

    Armor (minus helmet):
    Aspect of Divinity Valkyrie_armor_for_skyrim_2__wip__by_zerofrust-d9a6rw0

    Abilities:
    ~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% D rank damage in burns for one post.
    ~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Aegir:

    Name: Aegir
    Rank: D
    Type: Multiple Target, Water, Offensive, Caster (Prim)
    Damage: 30 HP
    Range: 50 meters
    Speed: 35 meters per sec
    Duration: 3 posts
    Downside: Fire spells can warm up the water and evaporate it before it can do anything.
    Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing D rank multi-target damage, or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.

    Thrud:

    Name: Thrud (Throoth)
    Rank: D
    Type: Area of Effect, Light, Offensive, ReQuip (Aux)
    Damage: 7 HP
    Requip: 50 HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
    Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.

    sword:
    Aspect of Divinity DNH6LiC

    Abilities:
    ~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
    ~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Jord – D+:

    Name: Jord (Yord)
    Rank: D+
    Type: Multiple Target, Offensive, Earth, Caster (Prim)
    Damage: 45 HP
    Range: 67.5 meters
    Speed: 45 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.




    Last edited by Saraphina on Fri 26 Apr 2019 - 21:17; edited 3 times in total


    _____________________________________________________________________________________

    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- 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- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3731
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Aspect of Divinity Empty Re: Aspect of Divinity

    Post by Johann on Thu 20 Dec 2018 - 14:45

    Heyo Saraphina, you know who I am and what I do. Edits in THIS colour

    Spoiler:
    @Saraphina wrote:
    Saraphina Rose Zima
    Aspect of Divinity

    Magic Name: Aspect of Divinity
    Magic Type: Caster (Primary)/ReQuip (Auxiliary)
    Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.

    When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together

    Unique Abilities:
    ~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
    ~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
    ~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
    Plot Ability:
    ~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.

    Lineage – Glory of the Slayer:

    Name: Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.

    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)

    Spells:

    Brunnhilde:

    Name: Brunnhilde
    Rank: D
    Type: Fire, Defensive, Requip (Aux)
    Damage Reduction: 3 HP, 1HP with water spells
    Requip HP: 60
    Range: N/A
    Speed: N/A
    Duration: 3 posts
    Downside: N/A
    Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.

    Armor (minus helmet):
    Aspect of Divinity Valkyrie_armor_for_skyrim_2__wip__by_zerofrust-d9a6rw0

    Abilities:
    ~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% rank damage in burns for one post. (Change rank damage to D rank damage)
    ~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Aegir:

    Name: Aegir
    Rank: D
    Type: Multiple Target, Water, Offensive, Caster (Prim)
    Damage: 40 HP (Please lower this to 30 HP since this is a Multi Target spell)
    Range: 50 meters
    Speed: 35 meters per sec
    Duration: 3 posts
    Downside: Fire spells can warm up the water and evaporate it before it can do anything.
    Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing rank damage (Change this to D rank Multi Target damage), or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.

    Thrud:

    Name: Thrud (Throoth)
    Rank: D
    Type: Area of Effect, Light, Offensive, ReQuip (Aux)
    Damage: 7 HP
    Requip: 50 HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
    Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.

    sword:
    Aspect of Divinity WRHB02G_1_

    Abilities:
    ~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
    ~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Jord – D+:

    Name: Jord (Yord)
    Rank: D+
    Type: Area of Effect, Offensive, Earth, Caster (Prim) (From the way this spell is worded it sounds like a Multi Target Spell. If this is indeed the case please change Area of Effect to Multi Target)
    Damage: 45 HP
    Range: 67.5 meters
    Speed: 45 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.




    _____________________________________________________________________________________

    Aspect of Divinity Johannsiggies
    Saraphina
    Saraphina

    Alt Account- Quality Badge Level 1 - Quality Badge Level 2 - Quality Badge Level 3 - Guild Master- A-Rank- Christian Minecraft Server- Teaming Up!- Limited Edition- Unknown Powerhouse- Guild Creator- Achiever- Character Application Approved! - Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage! - Join A Faction!- X-Mas Event Participant- Player 
    Lineage : Blizzard's Frostburn
    Position : None
    Posts : 357
    Guild : Errings Rising - GM
    Cosmic Coins : 30
    Dungeon Tokens : 0
    Experience : 12,512.5

    Character Sheet
    First Magic: Aspect of Divinity
    Second Magic:
    Third Magic:

    Aspect of Divinity Empty Re: Aspect of Divinity

    Post by Saraphina on Thu 20 Dec 2018 - 16:08

    bumpetty, bump, bump, bumpety, bump, bump ^^


    _____________________________________________________________________________________

    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- 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- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 3731
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,182,524
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Aspect of Divinity Empty Re: Aspect of Divinity

    Post by Johann on Thu 20 Dec 2018 - 17:01

    Aspect of Divinity UMoQCiK

    Spoiler:
    @Saraphina wrote:
    Saraphina Rose Zima
    Aspect of Divinity

    Magic Name: Aspect of Divinity
    Magic Type: Caster (Primary)/ReQuip (Auxiliary)
    Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.

    When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together

    Unique Abilities:
    ~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
    ~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
    ~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
    Plot Ability:
    ~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.

    Lineage – Glory of the Slayer:

    Name: Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.

    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)

    Spells:

    Brunnhilde:

    Name: Brunnhilde
    Rank: D
    Type: Fire, Defensive, Requip (Aux)
    Damage Reduction: 3 HP, 1HP with water spells
    Requip HP: 60
    Range: N/A
    Speed: N/A
    Duration: 3 posts
    Downside: N/A
    Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.

    Armor (minus helmet):
    Aspect of Divinity Valkyrie_armor_for_skyrim_2__wip__by_zerofrust-d9a6rw0

    Abilities:
    ~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% D rank damage in burns for one post.
    ~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Aegir:

    Name: Aegir
    Rank: D
    Type: Multiple Target, Water, Offensive, Caster (Prim)
    Damage: 30 HP
    Range: 50 meters
    Speed: 35 meters per sec
    Duration: 3 posts
    Downside: Fire spells can warm up the water and evaporate it before it can do anything.
    Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing D rank multi-target damage, or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.

    Thrud:

    Name: Thrud (Throoth)
    Rank: D
    Type: Area of Effect, Light, Offensive, ReQuip (Aux)
    Damage: 7 HP
    Requip: 50 HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
    Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.

    sword:
    Aspect of Divinity WRHB02G_1_

    Abilities:
    ~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
    ~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Jord – D+:

    Name: Jord (Yord)
    Rank: D+
    Type: Multiple Target, Offensive, Earth, Caster (Prim)
    Damage: 45 HP
    Range: 67.5 meters
    Speed: 45 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.




    _____________________________________________________________________________________

    Aspect of Divinity Johannsiggies
    Nessa Cordelia Lux
    Nessa Cordelia Lux

    Administrator- Moderator- Developer/GFX Artist- Main Account- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- Rising Star- Custom Slayer- Neutral Guild Ace- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Obligatory Beach Episode- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Rich- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- Have aeluri On Your Friend's List- Player 
    Lineage : Vassal of the Cosmos
    Position : Saint of Purity
    Posts : 2152
    Guild : Fairy Tail
    Cosmic Coins : 10
    Dungeon Tokens : 0
    Experience : 1,313,166.25

    Character Sheet
    First Magic: Starlight Maiden
    Second Magic: Valkyrie Summoner
    Third Magic: Moon Goddess Slayer

    Aspect of Divinity Empty Re: Aspect of Divinity

    Post by Nessa Cordelia Lux on Sun 20 Jan 2019 - 15:05

    Unlocked and Moved at the User's Request

    Spoiler:

    @Saraphina wrote:
    Saraphina Rose Zima
    Aspect of Divinity

    Magic Name: Aspect of Divinity
    Magic Type: Caster (Primary)/ReQuip (Auxiliary)
    Description:Aspect of Divinity is a magic in which one could call upon their gods powers as a way to use their magic, regardless if it’s Caster or ReQuip. They channel the majority of the magic through their body, by saying the name, or making a motion to call their magic forth. Motions themselves could range from a flick of the wrist, a snap, or even a small dance to activate the magic. For the most part, the magic is mainly elemental, items, armor, and things similar. The magic’s main objective is to protect the wielder, by means of the elements, or equipment that has been learned in the form of defense, or even offense. It has a variety of tools in the arsenal with it being both elemental and ReQuip.

    When it comes to using the magic itself, Saraphina will use it to protect herself and her allies if needed, and in some instances, she may even use it out of boredom to entertain herself. She full on intends to use her two magic types together

    Unique Abilities:
    ~ (D) Charm of Baldur: As Baldur is known for his immunity, Charm of Baldur passively grants an invisible shield of protection that protects the caster for a post per thread for 50% of magical damage and can only be used without armor on.
    ~ (B) Blessing of the Valkyries: Valkyries are typically revered as battle maidens, and with such a blessing, ReQuip weapons grant 30% more rank damage to their opponent than they would typically without. This Blessing can only be used twice per thread for a post each.
    ~ (S) Sight of Heimdall: Heimdall was the guardian of Bifrost, and was able to see for a hundred leagues day and night. The Sight of Heimdall grants the user the ability to see up to 200 meters, day or night, for two posts, with temporary blindness for a post after.
    Plot Ability:
    ~ Illusions of Loki: Loki, the god of illusions and trickery. With the Illusions of Loki, the caster is able to make themselves change into anyone that their enemy would desire, be it family, or a lover, alive or not, and try to pass as them for three posts with ooc permission with the knowledge of people and how they look.

    Lineage – Glory of the Slayer:

    Name: Glory of the Slayer
    Description: Countless eras ago there was a maniacal warrior who bathed in the blood of his victims. As he did this his powers grew, until eventually he grew to be able to control blood in order to decimate his foes. He could use either his blood or the blood of his foes to empower his already devastating techniques, and even heal himself. Many years passed before 12 of the strongest mages in the land would be able to seal this insane berserker away for eternity in another realm. All he could do was laugh because he knew that his descendants would possess the same abilities he had. It was in their blood.

    Ability: Allows the user to enter a berserk state, allowing for their abilities to be empowered by and meant to draw blood. The more blood drawn in a battle, the more devastating the abilities become.
    Usage: Lasts for 6 posts and may be used once per battle. Damage increased by 50%. Any time an enemy is hit, damage is further increased by 10%. Passively regardless of berserker state drawing blood will increase damage by 10%,  reducing by 5% per post (0% increase minimum)

    Spells:

    Brunnhilde:

    Name: Brunnhilde
    Rank: D
    Type: Fire, Defensive, Requip (Aux)
    Damage Reduction: 3 HP, 1HP with water spells
    Requip HP: 60
    Range: N/A
    Speed: N/A
    Duration: 3 posts
    Downside: N/A
    Description: Brunnhilde is one of the Valkyrie who had been imprisoned within a ring of fire. As she is a Valkyrie, Brunnhilde grants the caster a suit of armor they can instantly wear once the caster raises their left arm into the air and says the name. Once the name is spoken, armor will seem to slip on down from a little portal around their arm, and then over the rest of the body. Once fully on the body, the armor protects the wearer from up to 3 times rank damage from other spells, and when physically touched, where it’s touched flairs up in a ring of fire that causes burns. The armor still protects from water spells, but there is more damage done to the armor compared to other spells done to the wearer.

    Armor (minus helmet):
    Aspect of Divinity Valkyrie_armor_for_skyrim_2__wip__by_zerofrust-d9a6rw0

    Abilities:
    ~ (Active) Ring of Fire: When the armor is physically touched, the place one touches deals 50% D rank damage in burns for one post.
    ~ (Passive) Brunnhilde’s Blessing: When used in a hot area (like a desert), the armor may permit 50% more HP damage reduction on top the original reduction.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Aegir:

    Name: Aegir
    Rank: D
    Type: Multiple Target, Water, Offensive, Caster (Prim)
    Damage: 30 HP
    Range: 50 meters
    Speed: 35 meters per sec
    Duration: 3 posts
    Downside: Fire spells can warm up the water and evaporate it before it can do anything.
    Description: One of the gods of the sea is Aegir, who can be both loved, and feared, by many. His tales tell of how he can drag people under the water, or give them safe passage. For the caster though, they are the help, and they ‘drag’ (deal damage to) the others with the water casted. To cast this spell, the wielder must hold out their hand and speak the name for water to form on their hand. The water then can elongate itself up to 50 meters away from the caster as they move their arms and have fluid motions in a sort of smooth dance. When the ‘dance’ has the caster throwing the hand they originally casted the spell in, in a direction, the water is thrown in that direction. The spell can smack enemies as hard as it possibly can, dealing D rank multi-target damage, or even to push them back up to 20 meters from where they stood. Additionally, the water can also be used as a drinking source if one needs it.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.

    Thrud:

    Name: Thrud (Throoth)
    Rank: D
    Type: Area of Effect, Light, Offensive, ReQuip (Aux)
    Damage: 7 HP
    Requip: 50 HP
    Range: 30 meters
    Speed: 15 meters per second
    Duration: 3 posts
    Downside: Fire and Light mages aren’t affected by light of the sword. Shadow mages are half blinded
    Description: Another Valkyrie whose life had been a bit messed up with marriage, Thrud, was betrothed unwillingly to a dwarf and her father tricked him into staying up till light shown on him, turning him to stone. When the caster calls out the name of the spell, and held their hand out enough to grasp something, a hilt will appear in their hand, then the blade of a sword will instantly flash like a lightbulb 38 inches up from the hilt, emitting a soft glow off of it. The sword itself does typical damage a sword can do, but the sword also can brighten enough to blind the enemy from the light for a post out to 30 meters from themselves. Those with fire or light type abilities aren’t affected by the light, and those with shadow type are only half blinded. Regardless if blinded or not, the light from the sword will call forth five extra swords of pure light that will float around the caster, and go and attack anyone they deem as an enemy on command.

    sword:
    Aspect of Divinity WRHB02G_1_

    Abilities:
    ~ (Passive) Night Light: Thrud can light up like a lightbulb with a natural glow to it.
    ~ (Active) Blinding Silver: When the natural light is brightened to the full brightness, it is able to blind enemies for a post and create up to 5 extra swords that each deal half the original damage the original sword can do. The extra swords can be used only once per thread for 3 posts and costs .5 more MP to use.

    Extra for Self: ReQuip Auxiliary Benefit: Can have up to 2 Requip spells active at once.

    Jord – D+:

    Name: Jord (Yord)
    Rank: D+
    Type: Multiple Target, Offensive, Earth, Caster (Prim)
    Damage: 45 HP
    Range: 67.5 meters
    Speed: 45 meters per second
    Duration: 5 posts
    Downside: N/A
    Description: Jord is the goddess of the primitive and unpopulated earth, often referred to as the personification of earth and said to be the mother of Thor. To aid the caster after having her name called out with their hand held out in front of them, the very earth beneath their feet will begin to rise in multiple chunks varying from large bits of earth, to little pebbles. These chunks of earth will spin around the caster for a moment before the caster will guide it to their intended targets within a 67.5 meter radius from the caster. Additionally, the chunks of earth, when they’re large chunks, can be used to help in transportation by allowing the caster and their allies to either sit or stand upon them while they move.

    Extra for Self: Caster Primary Benefit: +15% to Cost Reduction.




    _____________________________________________________________________________________

    Aspect of Divinity McfBn5d4_o

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      Current date/time is Tue 18 Jun 2019 - 19:39