Gladio's Equipment
Jun 24, 2022 1:09:08 GMT -5
Post by Gladio Aurum on Jun 24, 2022 1:09:08 GMT -5
Gladio's Equipment
Skills:
Blades (Master)
Sky Domain (Master)
Equipment:
Skills:
Blades (Master)
Sky Domain (Master)
Equipment:
Long Sword (Arcane Soul: Lightning):
A sword that is just a bit longer and heavier than a short sword. It is a versatile weapon that can be wielded with one or both hands, adding more swinging power and striking damage if held with both hands. The blade has a golden core and Cross Guard, the rest of the blade is made of steel.
-Deals Lightning Damage-
-Two enchantment slots-
Enchantments:
Double Strike:
This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one.
Life Link:
This enchantment allows the wielder to heal from attacks landed against an enemy. After striking an enemy minor cuts, scraps and wounds will slowly heal up, giving the weapons wielder some rejuvenation.
0 points
Torch:
A basic item made out of wood with a piece of cloth wrapped around the tip and soaked with oil. This item can be lit by a source of fire to create a small flame. This flame can then be used to light your way or even ignite other flammable objects.
Dueling Cloak:
A specially-crafted cloak made for duelists and other such people. This cloak has weights sewn into the seams along its edges, giving it a hefty swing. While providing no protection itself, the cloak can be swung by skilled fighters to parry or deflect incoming attacks. It is Golden in color.
1
Point
A specially-crafted cloak made for duelists and other such people. This cloak has weights sewn into the seams along its edges, giving it a hefty swing. While providing no protection itself, the cloak can be swung by skilled fighters to parry or deflect incoming attacks. It is Golden in color.
1
Point
Witches Brew:
A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell)
Founder's Sigil:
A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Grappling Hook
A 50 foot coil of rope with a metal hook or claw attached to the end of it. This can be used to latch onto objects, cling to walls or even use as a make shift weapon. The hooked head is extremely good at latching onto objects or the top of walls and the rope allows you to scale or pull the item towards you.
A 50 foot coil of rope with a metal hook or claw attached to the end of it. This can be used to latch onto objects, cling to walls or even use as a make shift weapon. The hooked head is extremely good at latching onto objects or the top of walls and the rope allows you to scale or pull the item towards you.
Mystical Archive Ticket 1
Equipment Load:
1/12
Spells:
Lightning Bolt:
By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage.
-Deals lightning damage-
Bullet Dash:
By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks.
Push/Pull:
By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures.
By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures.
Static Field:
You cause the air around you to become charged, creating a small bubble of static energy around your person. This aura will protect you from the next two ranged attacks that are thrown your way, be it spells or physical weapons. Once it protects you from two attacks, the field fades.
You cause the air around you to become charged, creating a small bubble of static energy around your person. This aura will protect you from the next two ranged attacks that are thrown your way, be it spells or physical weapons. Once it protects you from two attacks, the field fades.
Lightning Armor:
Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post.
-Deals lightning damage-
Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post.
-Deals lightning damage-
Flight:
The peak of sky domain movement, you can now fly, moving through the air as if it was nothing. You surround yourself with wind, lifting up into the air, making yourself able to fly short distances. You still cant soar very high or far, but it is great for battlefield movement.
Remove Condition:
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Memory Slots:
7/15
Prestige Class:
Spell Blade:
Level One
Arcane Soul:
When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage.
Arcane Focus:
Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon.
One with the Blade:
Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits.
Arcane Soul:
When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage.
Arcane Focus:
Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon.
One with the Blade:
Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits.
Level Two:
Always There:
As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle.
Sharing Essence:
Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.
Always There:
As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle.
Sharing Essence:
Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.