Post by Kenja Ravencrest on Jun 16, 2023 12:25:50 GMT -5
[PTabbedContent=GRIMOIRE & ITEM TRACKER]
[PTab=♣]
[attr="class","nametitle"]KENJA'S GRIMOIRE
[attr="class","nametitle2"] ELEMENT | Lightning |
[attr="class","nametitle2"] TIER | Gold |
[/PTab]
[PTab=JUNIOR]
SPELL SPELL SPELLS
[/PTab]
[PTab=INTERMEDIATE]
[/PTab]
[PTab=SENIOR]
Name of Spell: Arshes B'luthel
Elemental Type: Lightning
Rank & Spell Type: Senior ¦ Physical Reinforcement
Range & Speed: Self ¦ 40 m/s
Mana Cost: 30 ¦ 15
Stats Effected: Senior strength buff, knockback
Applicable Perks: n/a
Description:
Saying the spell's name creates a blue lightning bolt marking on the back of both hands when set blue lightning starts to crackle all the way up to the elbows increasing strength by a senior rank of damage. On a successful hit, a person will find themself gaining third-degree burns, in addition to this, they will find themselves being knocked back by 8m with an added 5m being added for every 10 power the wielder has.
Name of Spell: Nizzre' Zotreth
Elemental Type: Lightning
Rank & Spell Type: Senior ¦ Healing
Range & Speed: 80m ¦ 40m/s
Mana Cost: 30 ¦ 15
Stats Effected: +6 Control
Applicable Perks: Master Healer
Description:
Saying the spell's name creates a blue lightning bolt marking on the left-hand side of the caster's neck, around their entire body blue lightning starts dancing up and down their body in waves. This will heal for senior-rank damage, it is also able to heal grazes, cuts, and bruises, after one post it can regrow digits. After three posts it can regrow limbs and minor/smaller non-vital organs. This spell will actively attempt to cleanse hexes, curses, toxins, poisons, and other negative effects as per the clashing rules. With the use of the ammo rules, saying a target's name will create a lightning bolt on the left-hand side of that person's neck, however, for every person over the initial person it will grow weaker by decreasing in potency by a single rank per person.
Name of Spell: O'gothin Maral
Elemental Type: Lightning
Rank & Spell Type: Senior ¦ Transformation (Transmutation ¦ Transportation) ¦ Physical Reinforcement
Range & Speed: 80m ¦ 40m/s
Mana Cost: 30 ¦ 15
Stats Effected: +15 m/s Speed
Applicable Perks: Predator's Mutation, Full Blitz
Description:
Saying the spell's name creates a blue lightning bolt marking on each shoulder blade around six inches in height, from these markings a set of feathered wings shaped like that of a snowy owl, the tips of each feather take on a light electric blue color making them seem to shimmer under the correct light. The wings themselves are 25 inches long and are capable of flying and being used as a mode of transportation allowing the caster to travel at 35 m/s in the sky thanks to the predator's mutation and full blitz perks, however, when on the ground they will find that their speed is increased by +15 m/s. When being used as a mode of transportation Kenja can carry three additional people, with the use of the ammo rules, he can create additional sets of wings on his allies, although, for each pair made they will find the speed is reduced by -1 m/s.
Name of Spell: Velg'larn's Velvel
Elemental Type: Lightning
Rank & Spell Type: Senior ¦ Physical reinforcement
Range & Speed: Self ¦ 40 m/s
Mana Cost: 30 ¦ 15
Stats Effected: +15 m/s
Applicable Perks: Full Blitz
Description:
Saying the spell's name creates a blue lightning bolt marking the right ankle of the caster, from the marking comes a wave of blue lightning that starts to spiral around the ankles settling on a ring after a few seconds, this allows the user speed to increase by 15 m/s.
[/PTab]
[PTab=GRAND]
SPELL SPELL SPELLS
[/PTab]
[PTab=ARCHMAGE]
SPELL SPELL SPELLS
[/PTab]
[PTab=ITEMS]
Magic Knight Mantle
Rank & Element: Junior
Class & Type: Accessory
Magic Specializations: N/A
Appearance & Lore:
The Magic Knight Mantle is an Item in which Magic Knights wear to show the Squad that are in. Each Squad has a different color Mantle along with their own squad logo as well. When these items were built they were made out of a special material that allows them to be unbreakable from any sort of attack, but does not block the wearer from any attacks. Magic Knights of the Clover Kingdom has worn these Mantles for hundreds of years.
Abilities:
Grants +10 Mana to the User.
(This item can not be upgraded)
MADE BY NOVA
Salamander's Blessing
Rank & Element: Junior ¦ Fire
Class & Type: Enchanted ¦ Accessory
Magic Specializations: N/A
Appearance & Lore:
A basic titanium ring that seems to create living crystalized flames around it from the moment that it is worn by a person.
Everyone is doing their part to fight against the impending threat coming. The church is doing their best in the best ways they know how. The church of Salamander used an ancient and thought to be lost way of crafting to create this ring. The ring itself is said to hold some of salamander's flames and will aid the one wearing it to become stronger. Whether this is true or not well, the church isn't saying.
Abilities:
Name of the Ability Trial by Fire
Type & Uses: Enchanted
Rank & Specialization: Junior ¦ n/a
Mana Cost: Not applicable
Range & Speed: Not applicable
Stats Affected: n/a
Description:
The wearer of this ring gains a 50% reduction to training in regards to Ki, Spirits or Relics. A 25% reduction to training is given to those learning spells, elements or sub specs. The ring will work for only six months from the date of purchase before it's fire will snuff out.
- Kenja Ravencrest ring runs out 21st December 2023
Rank & Specialization: Junior ¦ n/a
Mana Cost: Not applicable
Range & Speed: Not applicable
Stats Affected: n/a
Description:
The wearer of this ring gains a 50% reduction to training in regards to Ki, Spirits or Relics. A 25% reduction to training is given to those learning spells, elements or sub specs. The ring will work for only six months from the date of purchase before it's fire will snuff out.
- Kenja Ravencrest ring runs out 21st December 2023
MADE BY NOVA
Forlorn Equlibrium
Rank & Element: Junior ¦ Mist
Class & Type: Relic ¦ Accessory (Ring)
Magic Specializations: Restraint ¦ Healing
Appearance:
A simple black steel ring that has a raven motif on it. The raven itself has a sapphire eye with a cluster of sapphires nestled between the head and tail, strangely enough, the ring always seems to fit the ring finger of the right hand of its current owner.
History:
The origins of this ring are said to come from the days when the Ravencrest were still in their infancy, they were originally a family of magical traders attempting to make a name for themselves. Each branch of the family was said to have a ring that had the same motif but the metals and gemstones used were different to show the family's connection to one another while showing the differing branches. The rings were worn by the firstborn child of each generation upon gaining their grimoire. It is rumoured that many of these rings have gone missing or have been stolen throughout the years, whether this is true or not only the apparent owners know and none of them are willing to speak on the matter.
Abilities:
The bearer of Forlorn Balance gains access to the advanced perks 'Tightly Bound' and 'Archangel's Blessing'
Name of the Ability: Forgotten Self
Name of the Ability: Forgotten Self
Type & Uses: Trigger ¦ 4 Triggers
Rank & Specialization: Junior ¦ Healing
Mana Cost: 8 Per Trigger ¦ 15 Recharge
Range & Speed: 25m ¦ 10 m/s
Stats Affected: +2 Control
Description:
Keeping their thumb on the sapphire cluster and turning the ring to the left so it fully rotates once activates this ability. A very fine mist comes from the sapphire giving what seems like a gentle breeze and a light spritz of water around the entirety of the person's body. This will heal small cuts, grazes and bruises while soothing first and minor second-degree burns while healing for junior rank damage. It will actively attempt to cleanse negative effects that come from poisons, toxins, hexes, and curses as per the clashing rules. With the use of ammo rules, additional gentle mists can surround people giving them the same healing, the owner of the ring need only say their name. This ability will always heal the wearer if no name is mentioned.
Type & Uses: Trigger ¦ 4 Triggers
Rank & Specialization: Junior ¦ Healing
Mana Cost: 8 Per Trigger ¦ 15 Recharge
Range & Speed: 25m ¦ 10 m/s
Stats Affected: +2 Control
Description:
Keeping their thumb on the sapphire cluster and turning the ring to the left so it fully rotates once activates this ability. A very fine mist comes from the sapphire giving what seems like a gentle breeze and a light spritz of water around the entirety of the person's body. This will heal small cuts, grazes and bruises while soothing first and minor second-degree burns while healing for junior rank damage. It will actively attempt to cleanse negative effects that come from poisons, toxins, hexes, and curses as per the clashing rules. With the use of ammo rules, additional gentle mists can surround people giving them the same healing, the owner of the ring need only say their name. This ability will always heal the wearer if no name is mentioned.
Name of the Ability: Setting Roots
Name of the Ability: Setting Roots
Type & Uses: Flow ¦ 3 Rounds ¦ 2 Cooldown
Rank & Specialization: Junior ¦ Restraining
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: -2 m/s Speed
Description:
Touching the sapphire cluster and eye while wiggling the ring as if trying to take it off is the way to activate this ability, a mist starts to circulate around the wearer. Using their right hand they point towards their target, the mist seems to dissipate momentarily before forming into an orb around the size of a baseball and travels towards the one indicated, if it manages to touch them then it spirals around them making their clothing slowly become wetter as the air becomes cold making it harder to move thus slowing them by 2m/s. In addition to this, it will deal half junior rank damage as well as cut their spell cap in half. With the use of the ammo rules, additional mist orbs can be made. To break the restrain only junior rank damage needs to be dealt to it.
Type & Uses: Flow ¦ 3 Rounds ¦ 2 Cooldown
Rank & Specialization: Junior ¦ Restraining
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: -2 m/s Speed
Description:
Touching the sapphire cluster and eye while wiggling the ring as if trying to take it off is the way to activate this ability, a mist starts to circulate around the wearer. Using their right hand they point towards their target, the mist seems to dissipate momentarily before forming into an orb around the size of a baseball and travels towards the one indicated, if it manages to touch them then it spirals around them making their clothing slowly become wetter as the air becomes cold making it harder to move thus slowing them by 2m/s. In addition to this, it will deal half junior rank damage as well as cut their spell cap in half. With the use of the ammo rules, additional mist orbs can be made. To break the restrain only junior rank damage needs to be dealt to it.
Name of the Ability: Unbalanced Balance
Name of the Ability: Unbalanced Balance
Type & Uses: Flow ¦ 3 Rounds ¦ 2 Cooldown
Rank & Specialization: Junior ¦ Restraining ¦ Healing
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: +2 Control, 1/4 jr endurance debuff
Description:
Turning the ring fully to the right twice before turning it to the left once is how this ability is activated. Around the wearer's body spirals a very fine mist that could be missed if a person isn't paying enough attention. Placing their right hand to their chest while extending their left hand towards their intended target creates an orb of concentrated mist that is around the size of a softball. Flicking their hand the orb goes towards the designated target if it manages to hit them it will leave a misty mark that almost appears sapphire just above the skin in the shape of a raven in flight. This will not only increase the damage they take by 25% junior rank but will also deal half junior rank damage. In addition to this, it will deal half junior rank damage as well as cut their spell cap in half. With the use of the ammo rules, additional mist orbs can be made. To break the restrain only junior rank damage needs to be dealt to it.
While the restraining is happening the spiralling mist is still around the wearer of the ring healing them for junior rank damage, at the same time it will heal small cuts, grazes and bruises while soothing first and minor second-degree burns. It will actively attempt to cleanse negative effects that come from poisons, toxins, hexes, and curses as per the clashing rules.
With the use of ammo rules, it will not only be able to create additional softball orbs that can be used to restrain additional people but if the wearer of the ring says the name of a person a spiralling mist will also appear around them giving them the same benefits. This ability will always heal the wearer if no name is mentioned.
Type & Uses: Flow ¦ 3 Rounds ¦ 2 Cooldown
Rank & Specialization: Junior ¦ Restraining ¦ Healing
Mana Cost: 8 ¦ 4
Range & Speed: 25m ¦ 10 m/s
Stats Affected: +2 Control, 1/4 jr endurance debuff
Description:
Turning the ring fully to the right twice before turning it to the left once is how this ability is activated. Around the wearer's body spirals a very fine mist that could be missed if a person isn't paying enough attention. Placing their right hand to their chest while extending their left hand towards their intended target creates an orb of concentrated mist that is around the size of a softball. Flicking their hand the orb goes towards the designated target if it manages to hit them it will leave a misty mark that almost appears sapphire just above the skin in the shape of a raven in flight. This will not only increase the damage they take by 25% junior rank but will also deal half junior rank damage. In addition to this, it will deal half junior rank damage as well as cut their spell cap in half. With the use of the ammo rules, additional mist orbs can be made. To break the restrain only junior rank damage needs to be dealt to it.
While the restraining is happening the spiralling mist is still around the wearer of the ring healing them for junior rank damage, at the same time it will heal small cuts, grazes and bruises while soothing first and minor second-degree burns. It will actively attempt to cleanse negative effects that come from poisons, toxins, hexes, and curses as per the clashing rules.
With the use of ammo rules, it will not only be able to create additional softball orbs that can be used to restrain additional people but if the wearer of the ring says the name of a person a spiralling mist will also appear around them giving them the same benefits. This ability will always heal the wearer if no name is mentioned.
MADE BY NOVA
[/PTab]
[PTab=Ki]
Applicable Perks:
KI SENSES
This allows the Ki user to now sense abilities one rank higher than normal, however sensing Grand Spells is limited to 1x per Post.
KI PATIENCE
This causes the speed reduction when using Ki to be dropped by 10%.
- A person will now be able to track objects within a 20-meter radius that are moving 25 meters a second or slower even if they do not have visual on the object in question (unless it is one of the things listed in the next bullet point)
- They’ll be able to see through a single intermediate-tier illusion/natural invisibility (gravitation, spatial, permeation, and other platinums) once per post. Must be within 15 meters of said illusion/spell. A person may only see through one illusion at a time regardless of how many illusions are cast.
- To see through a transformation spell, they must be within 2 meters of said user due to the complexity of transformation magic. They can see through one of these every post and the transformation ability is intermediate rank or lower.
- When using Ki to sense through a spell or track, movement speed is reduced by 20%, and casting limit use is reduced by 50% due to you focusing so hard.
[/PTab]
[/PTabbedContent]
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