Divine Armament Magic

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Divine Armament Magic

Post by Admin on Wed 8 Mar - 0:05

[blockquote][blockquote][blockquote][div style="height:224px;padding:10px;overflow:auto;background-color:#ffffff;"][div style="font-family:Oswald;font-size:25px;line-height:29px;margin-bottom:-4px;text-transform:lowercase;border-bottom:solid 1px #7599F7;padding-left:15px;"]Divine Armament Magic[/div]
[i]Divine Armament Magic[/i] is a Caster type magic which revolves around the users manifestation, usage, and control of various 'Divine' class armaments via levitation in order to manipulate their movement and trajectory without the need to make any direct contact. While not in use these armaments are stored within a pocket dimension known as their 'Vault' so that one can be summoned upon a moments notice, even during battle, which gives them a high level of flexibility in combat due to the various abilities, effects, and forms that each Divine Armament can possess. While it is not required, the mage is capable of using hand and body movements in order to greatly increase the speed and reaction time of the Divine Armament they are controlling.

Despite appearances the mage does not summon the Divine Armament itself rather they manifest its echo, shade, or forgery due to the immense natural power each solitary one possesses thus a Divine Armament Mage is generally noted by how much of a Divine Armament's power they are capable of manifesting in our own realm as well as how many they possess. This effectively means that the Divine Weapon itself will remain whole no matter what occurs to the manifestation created by he mage.  Due to this restricting factor the mage is generally only capable of creating a single true manifestation of a Divine Armament (known as a '[i]Greater Armament[/i]') at any given moment under their full control while any subsequent or multiple manifestations ('[i]Lesser Armament[/i]') have have their abilities severely limited and presence within this realm limited to the length of their task. With these Lesser Armaments the mage is incapable of controlling them in the same free moment levitation style as they are with a the Greater Armament and rather generally the only thing they are capable of doing with these is either using them as a standard weapons or launch them immediately after manifesting them towards a target at high speeds as if it were a mere arrow.

Stemmed from their very nature Divine Armament Mages are considered to be incredibly rare if not generally non-existent due to the low chance of obtaining a Divine Armament in the first place. As one must first learn the magic then find its natural earthly replica within our own realm known as a Divine Husk. These Divine Husks while they are considered to be of the highest class of non-magical weapons, to a non Divine Armament Mage, they will not give off any sort of indication that they possess the power that they do though as such their natural quality makes them well sought after items. This essentially requires that a prospective mage gambles a great deal on the off chance that they are capable of obtaining one as the magic is only useful once a mage obtains a Divine Armament. On the other hand as long as the mage themselves becomes stronger the strength of their Divine Armaments will drastically increase as well as they manifest Armaments more and more akin to the original; unlocking more of each individuals abilities, effects, and forms along the way.

*Each Divine Armament must be registered as its own spell.[/div]

[code][div style="height:224px;padding:10px;overflow:auto;background-color:#ffffff;"][div style="font-family:Oswald;font-size:25px;line-height:29px;margin-bottom:-4px;text-transform:lowercase;border-bottom:solid 1px #7599F7;padding-left:15px;"]Divine Armament Magic[/div]
[i]Divine Armament Magic[/i] is a Caster type magic which revolves around the users manifestation, usage, and control of various 'Divine' class armaments via levitation in order to manipulate their movement and trajectory without the need to make any direct contact. While not in use these armaments are stored within a pocket dimension known as their 'Vault' so that one can be summoned upon a moments notice, even during battle, which gives them a high level of flexibility in combat due to the various abilities, effects, and forms that each Divine Armament can possess. While it is not required, the mage is capable of using hand and body movements in order to greatly increase the speed and reaction time of the Divine Armament they are controlling.

Despite appearances the mage does not summon the Divine Armament itself rather they manifest its echo, shade, or forgery due to the immense natural power each solitary one possesses thus a Divine Armament Mage is generally noted by how much of a Divine Armament's power they are capable of manifesting in our own realm as well as how many they possess. This effectively means that the Divine Weapon itself will remain whole no matter what occurs to the manifestation created by he mage.  Due to this restricting factor the mage is generally only capable of creating a single true manifestation of a Divine Armament (known as a '[i]Greater Armament[/i]') at any given moment under their full control while any subsequent or multiple manifestations ('[i]Lesser Armament[/i]') have have their abilities severely limited and presence within this realm limited to the length of their task. With these Lesser Armaments the mage is incapable of controlling them in the same free moment levitation style as they are with a the Greater Armament and rather generally the only thing they are capable of doing with these is either using them as a standard weapons or launch them immediately after manifesting them towards a target at high speeds as if it were a mere arrow.

Stemmed from their very nature Divine Armament Mages are considered to be incredibly rare if not generally non-existent due to the low chance of obtaining a Divine Armament in the first place. As one must first learn the magic then find its natural earthly replica within our own realm known as a Divine Husk. These Divine Husks while they are considered to be of the highest class of non-magical weapons, to a non Divine Armament Mage, they will not give off any sort of indication that they possess the power that they do though as such their natural quality makes them well sought after items. This essentially requires that a prospective mage gambles a great deal on the off chance that they are capable of obtaining one as the magic is only useful once a mage obtains a Divine Armament. On the other hand as long as the mage themselves becomes stronger the strength of their Divine Armaments will drastically increase as well as they manifest Armaments more and more akin to the original; unlocking more of each individuals abilities, effects, and forms along the way.

*Each Divine Armament must be registered as its own spell.[/div][/code]
[/blockquote][/blockquote][/blockquote]



Divine Armaments themselves are notated not by their starting ability but rather by their latent potential as they are capable of obtaining 'attunements' against both specific beings and magics as well as various physical forms which gives them a high level of flexibility in combat due to the various effects, and forms that the Divine Armament can potentially possess.


Last edited by Admin on Thu 9 Mar - 12:42; edited 4 times in total
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Re: Divine Armament Magic

Post by Admin on Wed 8 Mar - 10:48

[code][div style="font-family:monospace;font-size:9pt;color:#111111;padding:4px;text-transform:uppercase;"]01: Bane of Seasons[/div][blockquote]This Divine Armament appears to possess the ability to attune itself to magical elements its user has encountered. This process of Attunement essentially allows the Armament to shift the properties of its own magical makeup and align it against another all in order to gain a elemental advantage offensively and defensively against that element's magics. When the Armament first encounters a elemental magic is gains a 1-Rank offensive and defensive bonus against that element, and if the Armament were to take that Mage's life it is capable of creating a much more potent version increasing that bonus to 2-Ranks. The Armament is capable of remembering and utilizing these attunement's at a later date effectively allowing it to increase its arsenal of Attunements with every encounter.
[blockquote]Unlocked Forms
Broad Spear: Roughly 8ft in length total with a long wide blade almost 2ft long and 6in wide.
Shield: While taking on the form of a standard Kite Shield roughly 2 ft tall and wide at its height this form is capable of increasing and decreasing its size at will to 10x its original size. The shield also happens to be cushioned on the back side.
[/blockquote][/blockquote]

[div style="font-family:monospace;font-size:9pt;color:#111111;padding:4px;text-transform:uppercase;"]02: Fickle Doppler[/div][blockquote]This Divine Armament seems to possess the ability to change its form to match that of any object it user has encountered whether it be sword, key, door, hammer, or cup; essentially making it a mimic. Is is capable of shifting its form at whenever it pleases both fully or partially effectively allowing it to match or counter its opponents with its sheer number of potential forms. It is even capable of mimicking its natural abilities such as a lamp being able to create light or a bell to create sound though it cannot mimic that which it has not encountered nor can re-create effects or abilities stemming from magical enchantments. When the Armament is mimicking a object it is essentially indistinguishable form the original in both appearance and texture though whether or not it takes on its makeup is under ones own discretion meaning that if it took on the appearance of a wooden board it could have the durability and flammability of wood or that of its natural state.[/blockquote]
[/code]

Lysyl (リジル lit 'Godsbane')


Last edited by Admin on Thu 9 Mar - 14:29; edited 1 time in total
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Re: Divine Armament Magic

Post by Admin on Wed 8 Mar - 18:25

[div style="font:10px Verdana;width:550px;color:#333333;text-align:justify;"][div style="width:390px;padding:30px 160px 15px 0px;background-color:#333333;color:#f0f0f0;text-transform:uppercase;font:25px Oswald;text-align:center;"]Count Michael De Clare
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[/td][td style="background-color:#ffffff;padding:5px;"]MALE[/td][td style="width:4px;"]
[/td][td style="background-color:#ffffff;padding:5px;"]5'11"[/td][/tr][/tbody][/table]
[table style="width:100%;margin:0px 10px;text-align:center;"][tbody][tr][td style="background-color:#ffffff;padding:5px;"]C-RANK[/td][td style="width:4px;"]
[/td][td style="background-color:#ffffff;padding:5px;"]BISEXUAL[/td][td style="width:4px;"]
[/td][td style="background-color:#ffffff;padding:5px;"]155lbs[/td][/tr][/tbody][/table][/div]
[PTabbedContent]
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[div style="height:201px;padding-right:5px;overflow:auto;"]- Civil
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[/div][/div][/td][td style="width:174px;"][div style="width:150px;height:97px;background-color:#ffffff;padding:10px;"][div style="background-color:#333333;color:#ffffff;padding:5px 0px;margin:-10px;margin-bottom:-2px;font:10px Courier New;"][div align="center"]LIKES[/div][/div]
[div style="height:74px;padding-right:5px;overflow:auto;"]- Fighting
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[div style="margin-top:-2px;width:150px;height:97px;background-color:#ffffff;padding:10px;"][div style="background-color:#333333;color:#ffffff;padding:5px 0px;margin:-10px;margin-bottom:-2px;font:10px Courier New;"][div align="center"]DISLIKES[/div][/div]
[div style="height:74px;padding-right:5px;overflow:auto;"]- Overt Individuals/Things
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[div style="height:201px;padding-right:5px;overflow:auto;"]- Arrogant
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- Grandiose[/div][/div][/td][/tr][/tbody][/table]

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[table style="height:238px;width:100%;text-align:center;font:11px Courier New;"][tbody][tr][td][div style="font:40px Oswald;margin:-20px 0px;"]played by [font color="7599F7"]JAHR[/font][/div]
TWENTY-SIX - EST - PM[/td][/tr][/tbody][/table]

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[div style="width:550px;background-color:#333333;margin-top:-15px;color:#f0f0f0;text-align:center;font:11px Courier New;padding:10px 0px;"][b]Faceclaim[/b] from [i]Series[/i][/div][/div][div style="font-size:9px;opacity:0.5;text-transform:uppercase;margin-bottom:-100px;"][a href="http://gangnam-style.proboards.com/user/343"]deltra[/a] of gangnam style[/div][/div]





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Re: Divine Armament Magic

Post by Admin on Sat 11 Mar - 15:17

[div align="center"][div style="font-family:calibri;font-size:8pt;text-align:justify;padding:16px;color:#333333;background-color:#ffffff;line-height:12px;width:400px;border:#dcdcdc solid 4px;"][div style="font-family:monospace;font-size:13pt;color:#111111;border-bottom:#eeeeee solid 2px;padding:4px;text-transform:uppercase;"]INVENTORY[/div]
[div style="font-family:monospace;font-size:9pt;color:#111111;padding:4px;text-transform:uppercase;"]Lysyl (リジル 'Godsbane')[/div] [blockquote]This weapon, this Divine Armament takes on the form of a ornate broad spear nearly 8ft in length with 2ft of that being the spear head itself; the head itself being 6in in width near the base. Similar to that of a boar spear Lysyl possess two out-turned lugs at the base of the head, that forms a guard. While the ornate look and nature of the spear itself makes it appear that it is more fitting for ceremony than on the field of battle it is of no less quite literally the highest class of weapon that can be found on the mortal planes.

Lysyl itself possess a unique ability within the class of Divine Armaments known as [i]An Sich Arbeiten ('To Refine Oneself')[/i] which refers to its ability to take in that which it encounters to strengthen and refine into a fitting form.[/blockquote]
[div style="font-family:monospace;font-size:9pt;color:#111111;padding:4px;text-transform:uppercase;"]##: SPELL NAME[/div] [blockquote]Angels, celestial keys, requip sets and take over forms go here. Note these take up a spell slot each. Replace the "##" with what number spell of yours this is, so we can be sure you have a spell slot for it. Spell description goes here. Be as detailed as possible. If you are not an angel, celestial spirit, requip or take over mage, delete this line.[/blockquote]
[div style="font-family:monospace;font-size:13pt;color:#111111;border-bottom:#eeeeee solid 2px;padding:4px;text-transform:uppercase;"]PRIMARY MAGIC[/div]
[div style="font-family:monospace;font-size:9pt;color:#111111;padding:4px;text-transform:uppercase;"]##: SPELL NAME[/div] [blockquote]Replace the "##" with what number spell of yours this is, so we can be sure you have a spell slot for it. Spell description goes here. Be as detailed as possible.[/blockquote]
[div style="font-family:monospace;font-size:13pt;color:#111111;border-bottom:#eeeeee solid 2px;padding:4px;text-transform:uppercase;"]SECONDARY MAGIC[/div]
[div style="font-family:monospace;font-size:9pt;color:#111111;padding:4px;text-transform:uppercase;"]##: SPELL NAME[/div] [blockquote]Replace the "##" with what number spell of yours this is, so we can be sure you have a spell slot for it. Spell description goes here. Be as detailed as possible.[/blockquote]
[/div][div style="font-size:6pt;color:#cccccc;text-align:center;letter-spacing:-1px;"]MADE BY ★MEULK OF GS[/div][/div]
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