Post by Astra on Sept 16, 2015 10:44:43 GMT -5
Basic
Name: Astra Eydis Gyllenörn
Nickname: Dark Howl
Gender: Female
Age: 19
Blood Type: O-
Level: A
Guild: N/A
Skills:
Skill Name: Eyes of the Heavens
Description: As a Valkyrie, Astra has a natural aptitude at judging an opponents strenght and threat level. It allows her to judge wheter she stands a chance, or wheter she is outclassed completely. The eyes grant the same information about casted spells.
Skill Name: Eyes of the High Heavens
Description: The Valkyrie are those chosen by the gods, who shall watch the battles of the mortals, judging the mortals as worthy or unworthy to enter the divine halls. It is through this knowledge, that Astra has gained an insane insight into combat, allowing her to react faster and make better decisions than an average person.
Skill Name: Heroic Presssence
Description: Astra's pressence can be felt on the battlefield. Capable of inspiring herself or any chosen ally, the effects of poison, paralysis, sleep and fear can be temporarily ignored. Once the effect of Heroic Pressence fade, the entire backlash from any such effects are felt immediately. (Three turns before backlash kicks in)
Description
Height: 1m 66cm
Weight: 62kg
Appearance:
Astra's appearance is that of a young female. The girl isn't exactly tall, and her build makes her appear fragile and fickle. The girls hair is silverygray and quite long, reaching almost all the way to her waist. The girls eyes are a shade between blue and grey, easily interchangible depending on light situations. When it comes to her general attire, there are only two sets that Astra will ever be seen wearing. Casually, she has a fancy for dresses and skirts. Having the idea that appearing pretty is going to get her certain advantages in the world, she's also not afraid of applying makeup or in general trying to appear appeasing. Expressionwise, Astra will almost always been seen with some kind of smile on her face. It's rare she'll come off as being sour.
When it comes to combat, however, the attire is that of a warrior, who focusses on mobility. Wearing light plate where appropriate, protecting mostly her torso and joints, she also has a few bare areas to allow for movement. Just below her plated skirt, there is a small gap before the plate picks up again at the kneecaps. Same goes between her shoulders and elbows. In combat, she is mostly expressionless, and some would deem that she suffers from resting bitch face in those situations. Lastly, over her head she wears the helm of the Valkyrie. Its a metallic guard, with feathers attached over the back. It appears to be flippable, almost making the girl appear like a juggernaught. Unfortunately, the armor doesn't provide much defense, as it remains unpowered by her divine powers.
Weapons:
Items:
Level: A
Description: Hymer was the ancient giant that challenged Thor to a test of strenght, and through trickery, defeated the mighty god. One of the imbued items he used in the challenge, was his armor, Hymer's guard. This armor appears like a simple leather scale armor, with each scale appearing like a darkened and corrupted leaf. It covers most of the torso and shoulders, reaching down to just below the waist. Offering moderate protection against physical and magic attacks, it doesn't initially stand out amongst regular armor. However, the more wounded and desperate the wearer of the armor is, the more power the armor resonates with, increasing her defenses. It was speculated amongst the gods, that Hymer intentionally wounded himself before testing his strenght against Thor. The armor can slightly change appearance for the comfort or style-sense of the wearer.
Price and Availability: Astra Only, 19,500 Jewels.
Bio
Personality:
Astra is, as her legacy would entail, mild tempered and with concerned only with the general good of the world. Following rules and guidelines, there's nothing that would indicate her as rebellious. The young female appreciates peacefulness and silence, while hefty noise and chaos is something she despises beyond belief. It takes quite the amount of effort to set Astra off, but when you've managed her fury is boundless. Often, though, Astra will calm down quickly and return to her regular calm self.
In only one aspect does Astra take on another form from her usual silence - when passing judgement. Seeing herself as an emissary of the gods in this world, Astra finds it her duty; to smite those undeserving or unworthy. At those specific times it is almost as if Astra's wings turn dark, and her magic more foul. Those who are guilty deserve to be erased. Those who obstruct justice to an unneccesary degree deserve to taste the never-ending slumber. Once Astra has judged an enemy, she'll do everything inside her capabilities to pass punishment. Death, cripples, eternal ailments. In those moments, the quiet girl has taken on the mind of a champion, and the fighting style of a murderer.
Astra has a keen eye for details of all kinds. This allows her to be taught things extremely fast comparing her to regular people. Wheter its something that has been written in a book, or something someone is displaying for her in person, she'll pick up on it reasonably fast. By going through the reflective cycle, where past mistakes are being reviewed in some sort of internal summary, Astra is also capable of quickly intercepting mistakes or flaws in the things she has been doing. By comparing it further to the observations she had made as a Valkyrie, she grows from mistakes minute to minute. So to say, she's a very competent learner in all the fields she has been attempting to get better.
- Astra enjoys spending time reading about this new world that she finds herself in. History, stories, development, science and magic. They all fascinate her greatly, and she believes that learning is the only way she can accomplish her goal and return to the stars where she belongs.
Astra has an incredible amount of experience, especially when it comes to combat. This, however, also means that there is a lot of information that she needs to evaluate constantly. Not everything is equally useful, but everything has situational merit. Therefore, whenever she is not found practicing or searching for the cause of her summoning, she spends time meditating and thinking, introspectively. When it comes to discussions and diplomacy, she is often one to be found in the background, not voicing her opinion, but instead learning, developing and growing from these mortal races.
Likes:
Dislikes:
Jobs: Witch-hunter.
Other:
History:
For millenia there have been gods amongst the stars. These gods have had several servants through time. Servants serving many different purposes. Astra is one such servant of the gods, a Valkyrie, or at least she used to be. Gazing upon the mortal realm from the high heavens, she was one of many, judging the mortals below. There were those worthy of blessings, and there were cowards who deserved to be righteously smited. Their judgements were cruel, immediate, and without any form of mercy. Amongst themselves, the Valkyrie's were training, practicing and honing their skills, that they may become their deity's sword in the world, should it ever be required. Astra was, amongst the other Valkyrie's at the time, one of the youngest and weakest of the order. That is why, when dark magic was being used in the earth realm, trying to attain the power of the divine, the mortals had only managed to summon the weakest of the Valkyrie order, Astra. As such, in an unfortunate event, Astra was ripped from the heavens, and due to the incomplete summoning, stripped of most of her powers. Encased within a crystal, the humans were attempting to drain the girl of what little power she had retained. When they were done, they simply abandonned her, crystallised and frozen in time, in a cave underground for centuries. It seemed that Astra was sentenced to an eternity in limbo, incapable of even producing thoughts. However, even magic fades over time,and as such, Astra broke loose of her prison.
The world that she had been watching from the heavens lord knows how many centuries ago, had changed rapidly. Cities had grown larger, and the internal fighting had diminished incredibly. The language itself had changed so much, that whenever she had attempted to communicate with others, they had looked at her rather awkwardly. The girls magic power had mostly deteriorated, and she sensed only an incredibly faint connection to the heavens above. To return home, she needed to strenghten her resolve and reclaim her powers. In the meantime, however, there was one thing amongst the mortals that hadn't changed. Many were still applying dark and dangerous magic. So now, while she was down here on earth and her sisters watched her from above, she would take smiting the misfits into her own hands. Setting out with everything sorted and accounted for, Astra's first goal was finding allies that could assist. Then she needed to reclaim enough power to unlock the strenght that ever since she had arrived on earth had been denied her.
Magic
Mage Type:
Valkyrie Magic (Lost Magic)
Valkyrie magic is magic given to the Valkyrie's by the divine. It allows the user to cast light-type spells, and temporarily summon divine armaments. It is magic designed to make the user a stronger fighter, and inspire others to do the same. Valkyrie magic is combative magic, based on brawling, duelling and warfare, and thus offers no healing spells or control. As the magic is based upon powers of the divine, most of the Valkyrie's arsenal does not discern between friend or foe, rather than leveling the entire playing field equally.
Elemental Affinity: Light
Example spells:
Spells:
Spell Name: Flight of the Valkyrie
Level: D
Range:Three meter wing-span.
Description: Flight of the Valkyrie allows Astra to temporarily sprout the wings of a Valkyrie on her back. Due to her weakened power, they do not allow her flight, but they do allow her to jump significantly higher (up to 5 meters), and somewhat float through the air. Especially useful for dropping from extreme heights.
Drawback: The wings are temporary and only allows for floating.
Spell Name: Valkyrie's Spear
Level: C
Range: Twenty meters.
Description: Creating a spear out of pure sunlight, the Valkyrie tosses or jabs it forwards. The spear itself only remains solid for a single attack, but leaves a blinding flash upon dispersion, causing blurry vision for anyone who's close to the blast and watching, aside from the Valkyrie herself.
Drawback: Relatively short range, projectile speed based on characters throwing strenght. The blinding flash can blind allies, and forming a spear usually makes the intentions of the spell rather obvious.
Spell Name: Mark of the Divine
Level: B
Range: Passive
Description: Upon striking a target with either a melee attack, or a spell, the Valkyrie leaves a divine mark on the target. These marks will feel like a slight burn, but otherwise be invisible.
Drawback: The marks hardly do any damage. Instead, they allow the Valkyrie to use other spells that utilise these marks. These marks do not discern between friend and foe. If a friend is caught in an attack, they are marked. The marks expire relatively quickly after having been placed onto the target. (Three turns)
Spell Name: Call of the Valkyrie
Level: A
Range: Fifty meters.
Description: This spell utilises the "Mark of the Divine" - When a target has been marked by Mark of the Divine, Astra becomes capable of invoking divine punishment onto the target. From the skies, a beam of concentrated sunlight strikes at the target, burning anyone caught within the beam itself. Each beam that penetrates the sky is a mere one by one meter, leaving anyone not marked completely unscathed, unless they hug a target of a beam. This spell is incredibly fast. There will be beams equal to the amount of targets marked by the divine inside her range.
Drawback: This spell cannot be used if noone has been marked, and cannot strike a person who hasn't been marked. Thus, for the power it provides, it requires another attack to have landed first. It does not discern between friend or foe, anyone marked gets attacked. Those with higher magic resistance obviously take lower damage than those without. To use this spell, Astra must hold her hands together and chant for an entire turn. Call of the Valkyrie will not apply a Mark of the Divine on hit, and when it does strike a target, any marks of the divine currently placed will absolve. For each beam summoned, this spell costs more mana to cast.
Spell Name: Ragnarok
Level: S
Range: Fifty meters.
Description: Calling upon the absolute pinnacle of power of the Valkyrie, Astra is capable of invoking Ragnarok. Ragnarok takes the shape of a guardless katana, lit aflame in pure sunlight. The edge of the blade reaches temperatures so high that it can smelt through steel. Once during its summoning, the Valkyrie may swing the blade, unleashing this heat stored in the blade, cutting a straight line through practically anything caught in the swing. The unleashed slash can cut anything inside a fifty-meter arc. The blade remains summoned for five posts.
Drawback: A vast majority of the time, Ragnarok can only be used in melee. Additionally, if the ranged attack is used, the blade loses the entirety of its burning qualities, degrading to being just slightly better than your average katana.
Mage Type: Godslayer Magic, Light. (Lost Magic)
Description: Godslayer magic is designed for one specific thing; Slaying gods of a specific element. The sky and heaven is home to the brightest of lights, capable of incinerating and judging mortals by the mere pressence. The light is everywhere the sun touches, and no sinner can hide from its warm and burning embrace. The Light Godslayer is an individual, who goes up against this encompassing judgement, without a fear in the world. Those exact dangers of the sky, become the slayers greatest ally. In even the brightest light, the godslayer can even devour and conquer this judgement, turning the God's own weapons into nutritious meals. The Godslayer is in short a violation of the natural laws of the world. The laws that the Light Godslayer is violating, is the laws of the high heavens.
Spell Name: Light Ray
Level: D
Range: 5m
Description: Astra violently slaps her hands together. The echoing clap brings forth a ray of light into existance, travelling forward in a small cone to knock down and deal damage to anyone caught within.
Drawback: Its very visible when being fired.
Spell Name: Wave of Light
Level: C
Range: Touch
Description:Bowing down, Astra places her hands onto the ground, creating two small orbs of pure sunlight, which are then forced slightly into the surface of the ground. These two balls of light then start gusting rapid rays of light upwards, manipulating the trajectory of incoming projectile based attacks. Any projectile equal to the rank of this spell is bent off completely. Additionally, since the light is so bright, anyone attempting to step through them will feel as if they're being cut by razorblades.
Drawback: This is a spell used to purely manipulate the battlefield. It does not have many offensive capabilities.
Spell Name: Light-God's Roar
Level: B
Range: 15m
Description: Taking in a huge breath, Astra infuses her own breath with a high amount of mana. Then upon breathing out, a bright torrent of pure sunlight shoots forth from her mouth. By holding up a hand to her own lips, she can either allow the blast to be in a cone where it deals moderate damage, or narrowing the blast to a smaller area at increased strenght. This attack also knocks back most projectile based attacks of the same rank.
Drawback: This spell has a rather long cooldown, as roaring continuously would destroy her throat.
Spell Name: Light-God's Feast
Level: A
Range: Passive
Description: This ability is what allows Astra to devour the element of Light. Any light-based attack that is launched towards her is a potential meal. Upon eating Light, she restores her physical strenght and a minor amount of mana. The healing and restoration depends on the amount of light that she is allowed to eat, and the quality. The devouring can be channeled for up to three posts total. Additionally the area in which Astra feasted is momentarily left in darkness, even if this happens out in the open.
Drawback: This spell has a significant cooldown, depending on how much Light Astra consumes. At base, it has a cooldown of at least five turns. A larger feast will increase the cooldown by two turns.
Spell Name: Light-God's Drive
Level: S
Range: Selfbuff
Description: When feasting, Astra gains the ability to use this devoured light to enter a heightened state of combat prowess. By filling her own blood with the energy of the sun, she experiences a huge increase to her speed and strenght for a short duration. Upon entering the Sky-God's drive, her veins will gain a light yellow hue, indicating that her blood is containing the acceleration of sunlight itself. In short her body burns out of resources extremely quickly to give her a tremendous increase in power.
Drawback: When this spell expires, Astra will be physically exhausted beyond belief, and she will need sustenance before she can fight again. This means, she needs an actual meal.
How you did you find us?: I'm pretty, hi! <3
Name: Astra Eydis Gyllenörn
Nickname: Dark Howl
Gender: Female
Age: 19
Blood Type: O-
Level: A
Guild: N/A
Skills:
Skill Name: Eyes of the Heavens
Description: As a Valkyrie, Astra has a natural aptitude at judging an opponents strenght and threat level. It allows her to judge wheter she stands a chance, or wheter she is outclassed completely. The eyes grant the same information about casted spells.
Skill Name: Eyes of the High Heavens
Description: The Valkyrie are those chosen by the gods, who shall watch the battles of the mortals, judging the mortals as worthy or unworthy to enter the divine halls. It is through this knowledge, that Astra has gained an insane insight into combat, allowing her to react faster and make better decisions than an average person.
Skill Name: Heroic Presssence
Description: Astra's pressence can be felt on the battlefield. Capable of inspiring herself or any chosen ally, the effects of poison, paralysis, sleep and fear can be temporarily ignored. Once the effect of Heroic Pressence fade, the entire backlash from any such effects are felt immediately. (Three turns before backlash kicks in)
Description
Height: 1m 66cm
Weight: 62kg
Appearance:
Astra's appearance is that of a young female. The girl isn't exactly tall, and her build makes her appear fragile and fickle. The girls hair is silverygray and quite long, reaching almost all the way to her waist. The girls eyes are a shade between blue and grey, easily interchangible depending on light situations. When it comes to her general attire, there are only two sets that Astra will ever be seen wearing. Casually, she has a fancy for dresses and skirts. Having the idea that appearing pretty is going to get her certain advantages in the world, she's also not afraid of applying makeup or in general trying to appear appeasing. Expressionwise, Astra will almost always been seen with some kind of smile on her face. It's rare she'll come off as being sour.
When it comes to combat, however, the attire is that of a warrior, who focusses on mobility. Wearing light plate where appropriate, protecting mostly her torso and joints, she also has a few bare areas to allow for movement. Just below her plated skirt, there is a small gap before the plate picks up again at the kneecaps. Same goes between her shoulders and elbows. In combat, she is mostly expressionless, and some would deem that she suffers from resting bitch face in those situations. Lastly, over her head she wears the helm of the Valkyrie. Its a metallic guard, with feathers attached over the back. It appears to be flippable, almost making the girl appear like a juggernaught. Unfortunately, the armor doesn't provide much defense, as it remains unpowered by her divine powers.
Weapons:
Name: Spiked Wheel Chakrams
Level: C
Description: The Chakram is an exotic weapon that is literally comprised of a spiked wheel with a handle in the middle that can be used to wield the weapon as a dagger. The weapon can, however, also be thrown like a boomerang if the user possesses enough training to not cut himself in the act of doing so. The Spiked Wheel Chakram is unique in its ability to absorb Fire, Thunder or Wind magic. If the user possesses an affinity for either of these elements, they need only to infuse it with a tiny amount of mana for the weapon to gain the properties of these elements. Fire for example, allows the weapon to burn foes, thunder allows the weapon to electrocute enemies while wind will boost the overall cutting power of the blades.
Price and Availability: 1500 jewels. Shop only.
Name: Loki's Sting
Level: A
Description: Loki's Sting is an average lenghted double-sided bladestaff, colored in a shimmering black. The handle appears like two snakes slithering around each other, opening their maws at either side as if spitting out the two blades. It is said in the legends, that this weapon isn't given as a gift from the gods. Rather, it is taken by those seeking vengeance, smitten by the dark powers and trickery of Loki. The weapon doesn't initially appear to be anything outside a standard bladestaff. It however feeds on the pain and misery of its victims, significantly boosting both their physical and magical attacks once they're wounded. In short, the more wounded and desperate the victim of Loki's Sting become, the more power Loki's Sting will grant the wielder.
Price and Availability: Astra Only, 17,500 Jewels.
Level: C
Description: The Chakram is an exotic weapon that is literally comprised of a spiked wheel with a handle in the middle that can be used to wield the weapon as a dagger. The weapon can, however, also be thrown like a boomerang if the user possesses enough training to not cut himself in the act of doing so. The Spiked Wheel Chakram is unique in its ability to absorb Fire, Thunder or Wind magic. If the user possesses an affinity for either of these elements, they need only to infuse it with a tiny amount of mana for the weapon to gain the properties of these elements. Fire for example, allows the weapon to burn foes, thunder allows the weapon to electrocute enemies while wind will boost the overall cutting power of the blades.
Price and Availability: 1500 jewels. Shop only.
Name: Loki's Sting
Level: A
Description: Loki's Sting is an average lenghted double-sided bladestaff, colored in a shimmering black. The handle appears like two snakes slithering around each other, opening their maws at either side as if spitting out the two blades. It is said in the legends, that this weapon isn't given as a gift from the gods. Rather, it is taken by those seeking vengeance, smitten by the dark powers and trickery of Loki. The weapon doesn't initially appear to be anything outside a standard bladestaff. It however feeds on the pain and misery of its victims, significantly boosting both their physical and magical attacks once they're wounded. In short, the more wounded and desperate the victim of Loki's Sting become, the more power Loki's Sting will grant the wielder.
Price and Availability: Astra Only, 17,500 Jewels.
Items:
Name: Light Duke/Duchess Armour
Level: C
Description: A special set of armour that offers moderate resistance to the purity of light-based attacks. The most striking feature of this white armour is the pair of feathery wings protruding from the back. While this armour does offer almost supernatural resistance to light, it should be noted that the armour possesses far too many openings for it to be considered useful against most other types of attacks.
Price and Availability: 1500 jewels. Shop only.
Name: Hymer's GuardLevel: C
Description: A special set of armour that offers moderate resistance to the purity of light-based attacks. The most striking feature of this white armour is the pair of feathery wings protruding from the back. While this armour does offer almost supernatural resistance to light, it should be noted that the armour possesses far too many openings for it to be considered useful against most other types of attacks.
Price and Availability: 1500 jewels. Shop only.
Level: A
Description: Hymer was the ancient giant that challenged Thor to a test of strenght, and through trickery, defeated the mighty god. One of the imbued items he used in the challenge, was his armor, Hymer's guard. This armor appears like a simple leather scale armor, with each scale appearing like a darkened and corrupted leaf. It covers most of the torso and shoulders, reaching down to just below the waist. Offering moderate protection against physical and magic attacks, it doesn't initially stand out amongst regular armor. However, the more wounded and desperate the wearer of the armor is, the more power the armor resonates with, increasing her defenses. It was speculated amongst the gods, that Hymer intentionally wounded himself before testing his strenght against Thor. The armor can slightly change appearance for the comfort or style-sense of the wearer.
Price and Availability: Astra Only, 19,500 Jewels.
Bio
Personality:
Tempered.
Astra is, as her legacy would entail, mild tempered and with concerned only with the general good of the world. Following rules and guidelines, there's nothing that would indicate her as rebellious. The young female appreciates peacefulness and silence, while hefty noise and chaos is something she despises beyond belief. It takes quite the amount of effort to set Astra off, but when you've managed her fury is boundless. Often, though, Astra will calm down quickly and return to her regular calm self.
Passing Judgement.
In only one aspect does Astra take on another form from her usual silence - when passing judgement. Seeing herself as an emissary of the gods in this world, Astra finds it her duty; to smite those undeserving or unworthy. At those specific times it is almost as if Astra's wings turn dark, and her magic more foul. Those who are guilty deserve to be erased. Those who obstruct justice to an unneccesary degree deserve to taste the never-ending slumber. Once Astra has judged an enemy, she'll do everything inside her capabilities to pass punishment. Death, cripples, eternal ailments. In those moments, the quiet girl has taken on the mind of a champion, and the fighting style of a murderer.
The Astute.
- Astra enjoys spending time reading about this new world that she finds herself in. History, stories, development, science and magic. They all fascinate her greatly, and she believes that learning is the only way she can accomplish her goal and return to the stars where she belongs.
The Introspective.
Astra has an incredible amount of experience, especially when it comes to combat. This, however, also means that there is a lot of information that she needs to evaluate constantly. Not everything is equally useful, but everything has situational merit. Therefore, whenever she is not found practicing or searching for the cause of her summoning, she spends time meditating and thinking, introspectively. When it comes to discussions and diplomacy, she is often one to be found in the background, not voicing her opinion, but instead learning, developing and growing from these mortal races.
Likes:
- Sparring and in general combat practice.
- Humans, in general, intrigue her.
- Reading, learning, growing.
Dislikes:
- Dark Magic, anything that resembles what she believes she was summoned to earth to hunt.
- Spiders, snakes, and other such ungodly creatures.
- Disrespect. People should know not to misbehave in her pressence!
Jobs: Witch-hunter.
Other:
History:
For millenia there have been gods amongst the stars. These gods have had several servants through time. Servants serving many different purposes. Astra is one such servant of the gods, a Valkyrie, or at least she used to be. Gazing upon the mortal realm from the high heavens, she was one of many, judging the mortals below. There were those worthy of blessings, and there were cowards who deserved to be righteously smited. Their judgements were cruel, immediate, and without any form of mercy. Amongst themselves, the Valkyrie's were training, practicing and honing their skills, that they may become their deity's sword in the world, should it ever be required. Astra was, amongst the other Valkyrie's at the time, one of the youngest and weakest of the order. That is why, when dark magic was being used in the earth realm, trying to attain the power of the divine, the mortals had only managed to summon the weakest of the Valkyrie order, Astra. As such, in an unfortunate event, Astra was ripped from the heavens, and due to the incomplete summoning, stripped of most of her powers. Encased within a crystal, the humans were attempting to drain the girl of what little power she had retained. When they were done, they simply abandonned her, crystallised and frozen in time, in a cave underground for centuries. It seemed that Astra was sentenced to an eternity in limbo, incapable of even producing thoughts. However, even magic fades over time,and as such, Astra broke loose of her prison.
The world that she had been watching from the heavens lord knows how many centuries ago, had changed rapidly. Cities had grown larger, and the internal fighting had diminished incredibly. The language itself had changed so much, that whenever she had attempted to communicate with others, they had looked at her rather awkwardly. The girls magic power had mostly deteriorated, and she sensed only an incredibly faint connection to the heavens above. To return home, she needed to strenghten her resolve and reclaim her powers. In the meantime, however, there was one thing amongst the mortals that hadn't changed. Many were still applying dark and dangerous magic. So now, while she was down here on earth and her sisters watched her from above, she would take smiting the misfits into her own hands. Setting out with everything sorted and accounted for, Astra's first goal was finding allies that could assist. Then she needed to reclaim enough power to unlock the strenght that ever since she had arrived on earth had been denied her.
Magic
Mage Type:
Valkyrie Magic (Lost Magic)
Valkyrie magic is magic given to the Valkyrie's by the divine. It allows the user to cast light-type spells, and temporarily summon divine armaments. It is magic designed to make the user a stronger fighter, and inspire others to do the same. Valkyrie magic is combative magic, based on brawling, duelling and warfare, and thus offers no healing spells or control. As the magic is based upon powers of the divine, most of the Valkyrie's arsenal does not discern between friend or foe, rather than leveling the entire playing field equally.
Elemental Affinity: Light
Example spells:
Spells:
Spell Name: Flight of the Valkyrie
Level: D
Range:Three meter wing-span.
Description: Flight of the Valkyrie allows Astra to temporarily sprout the wings of a Valkyrie on her back. Due to her weakened power, they do not allow her flight, but they do allow her to jump significantly higher (up to 5 meters), and somewhat float through the air. Especially useful for dropping from extreme heights.
Drawback: The wings are temporary and only allows for floating.
Spell Name: Valkyrie's Spear
Level: C
Range: Twenty meters.
Description: Creating a spear out of pure sunlight, the Valkyrie tosses or jabs it forwards. The spear itself only remains solid for a single attack, but leaves a blinding flash upon dispersion, causing blurry vision for anyone who's close to the blast and watching, aside from the Valkyrie herself.
Drawback: Relatively short range, projectile speed based on characters throwing strenght. The blinding flash can blind allies, and forming a spear usually makes the intentions of the spell rather obvious.
Spell Name: Mark of the Divine
Level: B
Range: Passive
Description: Upon striking a target with either a melee attack, or a spell, the Valkyrie leaves a divine mark on the target. These marks will feel like a slight burn, but otherwise be invisible.
Drawback: The marks hardly do any damage. Instead, they allow the Valkyrie to use other spells that utilise these marks. These marks do not discern between friend and foe. If a friend is caught in an attack, they are marked. The marks expire relatively quickly after having been placed onto the target. (Three turns)
Spell Name: Call of the Valkyrie
Level: A
Range: Fifty meters.
Description: This spell utilises the "Mark of the Divine" - When a target has been marked by Mark of the Divine, Astra becomes capable of invoking divine punishment onto the target. From the skies, a beam of concentrated sunlight strikes at the target, burning anyone caught within the beam itself. Each beam that penetrates the sky is a mere one by one meter, leaving anyone not marked completely unscathed, unless they hug a target of a beam. This spell is incredibly fast. There will be beams equal to the amount of targets marked by the divine inside her range.
Drawback: This spell cannot be used if noone has been marked, and cannot strike a person who hasn't been marked. Thus, for the power it provides, it requires another attack to have landed first. It does not discern between friend or foe, anyone marked gets attacked. Those with higher magic resistance obviously take lower damage than those without. To use this spell, Astra must hold her hands together and chant for an entire turn. Call of the Valkyrie will not apply a Mark of the Divine on hit, and when it does strike a target, any marks of the divine currently placed will absolve. For each beam summoned, this spell costs more mana to cast.
Spell Name: Ragnarok
Level: S
Range: Fifty meters.
Description: Calling upon the absolute pinnacle of power of the Valkyrie, Astra is capable of invoking Ragnarok. Ragnarok takes the shape of a guardless katana, lit aflame in pure sunlight. The edge of the blade reaches temperatures so high that it can smelt through steel. Once during its summoning, the Valkyrie may swing the blade, unleashing this heat stored in the blade, cutting a straight line through practically anything caught in the swing. The unleashed slash can cut anything inside a fifty-meter arc. The blade remains summoned for five posts.
Drawback: A vast majority of the time, Ragnarok can only be used in melee. Additionally, if the ranged attack is used, the blade loses the entirety of its burning qualities, degrading to being just slightly better than your average katana.
Mage Type: Godslayer Magic, Light. (Lost Magic)
Description: Godslayer magic is designed for one specific thing; Slaying gods of a specific element. The sky and heaven is home to the brightest of lights, capable of incinerating and judging mortals by the mere pressence. The light is everywhere the sun touches, and no sinner can hide from its warm and burning embrace. The Light Godslayer is an individual, who goes up against this encompassing judgement, without a fear in the world. Those exact dangers of the sky, become the slayers greatest ally. In even the brightest light, the godslayer can even devour and conquer this judgement, turning the God's own weapons into nutritious meals. The Godslayer is in short a violation of the natural laws of the world. The laws that the Light Godslayer is violating, is the laws of the high heavens.
Spell Name: Light Ray
Level: D
Range: 5m
Description: Astra violently slaps her hands together. The echoing clap brings forth a ray of light into existance, travelling forward in a small cone to knock down and deal damage to anyone caught within.
Drawback: Its very visible when being fired.
Spell Name: Wave of Light
Level: C
Range: Touch
Description:Bowing down, Astra places her hands onto the ground, creating two small orbs of pure sunlight, which are then forced slightly into the surface of the ground. These two balls of light then start gusting rapid rays of light upwards, manipulating the trajectory of incoming projectile based attacks. Any projectile equal to the rank of this spell is bent off completely. Additionally, since the light is so bright, anyone attempting to step through them will feel as if they're being cut by razorblades.
Drawback: This is a spell used to purely manipulate the battlefield. It does not have many offensive capabilities.
Spell Name: Light-God's Roar
Level: B
Range: 15m
Description: Taking in a huge breath, Astra infuses her own breath with a high amount of mana. Then upon breathing out, a bright torrent of pure sunlight shoots forth from her mouth. By holding up a hand to her own lips, she can either allow the blast to be in a cone where it deals moderate damage, or narrowing the blast to a smaller area at increased strenght. This attack also knocks back most projectile based attacks of the same rank.
Drawback: This spell has a rather long cooldown, as roaring continuously would destroy her throat.
Spell Name: Light-God's Feast
Level: A
Range: Passive
Description: This ability is what allows Astra to devour the element of Light. Any light-based attack that is launched towards her is a potential meal. Upon eating Light, she restores her physical strenght and a minor amount of mana. The healing and restoration depends on the amount of light that she is allowed to eat, and the quality. The devouring can be channeled for up to three posts total. Additionally the area in which Astra feasted is momentarily left in darkness, even if this happens out in the open.
Drawback: This spell has a significant cooldown, depending on how much Light Astra consumes. At base, it has a cooldown of at least five turns. A larger feast will increase the cooldown by two turns.
Spell Name: Light-God's Drive
Level: S
Range: Selfbuff
Description: When feasting, Astra gains the ability to use this devoured light to enter a heightened state of combat prowess. By filling her own blood with the energy of the sun, she experiences a huge increase to her speed and strenght for a short duration. Upon entering the Sky-God's drive, her veins will gain a light yellow hue, indicating that her blood is containing the acceleration of sunlight itself. In short her body burns out of resources extremely quickly to give her a tremendous increase in power.
Drawback: When this spell expires, Astra will be physically exhausted beyond belief, and she will need sustenance before she can fight again. This means, she needs an actual meal.
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