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 Paladin Runes

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Lann
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Posts : 62
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PostSubject: Paladin Runes   Fri Aug 20, 2010 7:11 am

~Runes~


Runic weapons are something only a Paladin is able to have access to due to there powerful nature. There are only a few known Runes in existence as Mages who create them have yet to discover the power of any more. A weapon may only be equipped with a single rune. Two runes result in the death of the wielder, as the magic in the runes fuse and become violent. Two weapons with the same rune are acceptable however, but it is useless as the effects do not stack.Runes also must be touching the wielder fro them to take affect.
___________________________________________________________________
You may use the coded version of a rune, and put it on your weapon application.
[EDITING OF THESE RUNES ARE NOT ALLOWED]
_________
Rune Of Dispel



The rune of dispel is a vital rune to the paladins and at least one member in a group is equip with one at all times. The Dispel Rune removes all magic activation and use from an area of 15 yards from the wielder. This includes all magic and cloaking a demon may use. Weapons equipped with the Rune of Penetration however are not affected unless struck. the duration of the rune lasts as long as the user touches the runic weapon. if they let go, even for a second, the rune is deactivated. The rune requires an activation by the Paladin, and lasts for 10 posts. The cooldown for this rune is 6 posts. If this rune is equipped to 2 weapons, they share the same activation, as well as cooldown. If one weapon is knocked out of your hand while activated, the radius of the runes effect drops to 7 yards.
Code:
[color=red][u][size=18]Rune Of Dispel[/size][/u][/color]

[img]http://a.imageshack.us/img132/306/hyso.jpg[/img]

The rune of dispel is a vital rune to the paladins and at least one member in a group is equip with one at all times. The Dispel Rune removes all magic activation and use from an area of 15 yards from the wielder. This includes all magic and cloaking a demon may use. Weapons equipped with the Rune of Penetration however are not affected unless struck. the duration of the rune lasts as long as the user touches the runic weapon. if they let go, even for a second, the rune is deactivated. The rune requires an activation by the Paladin, and lasts for 10 posts. The cooldown for this rune is 6 posts. If this rune is equipped to 2 weapons, they share the same activation, as well as cooldown. If one weapon is knocked out of your hand while activated, the radius of the runes effect drops to 7 yards.

Rune Of Valor



The Rune of Valor is a more Barbaric Rune than the others. Valor keeps the user from experiencing Fatigue and Pain. With this Rune, a Paladin can fight despite his condition and act like he is unwounded, even when close to death.
Code:
[color=blue][u][size=18]Rune Of Valor[/size][/u][/color]

[img]http://a.imageshack.us/img401/2402/ateyh.jpg[/img]

The Rune of Valor is a more Barbaric Rune than the others. Valor keeps the user from experiencing Fatigue and Pain. With this Rune, a Paladin can fight despite his condition and act like he is unwounded, even when close to death.

Rune Of Penetration



A rune that can easily give the paladin the upper hand in a battle. The rune of penetration allows the paladin to break through defenses, and armor more easily then one without it would. This also includes magical defenses, but defenses such as barriers are not effected by this rune. When used, this rune will give your attack nearly tripple the damage of your regular attack, but only to defenses, and not human flesh, nor attackes that are parried. The rune of penetration is a type of magic, and thus, it can be weakened, or stopped completely from use by techniques that render magic useless, such as the Paladin's Rune Of Dispell. This rune can only be used on weapons that are sharp (Stuff such as spiked flails count). THe rune requires an activation by the user, and only remains activated for 4 of the paladins posts before it runs out of juice, and requires a 6 post recharge. (Paladins posts). NOTE: This rune can only remain activated so long as it remains in the users hand. Thus, making it unusable on ranged weapons such as bows.
Code:
[color=green][u][size=18]Rune Of Penetration[/size][/u][/color]

[img]http://a.imageshack.us/img185/2247/dagt.jpg[/img]

A rune that can easily give the paladin the upper hand in a battle. The rune of penetration allows the paladin to break through defenses, and armor more easily then one without it would. This also includes magical defenses, but defenses such as barriers are not effected by this rune. When used, this rune will give your attack nearly tripple the damage of your regular attack, but only to defenses, and not human flesh, nor attackes that are parried. The rune of penetration is a type of magic, and thus, it can be weakened, or stopped completely from use by techniques that render magic useless, such as the Paladin's Rune Of Dispell. This rune can only be used on weapons that are sharp (Stuff such as spiked flails count). THe rune requires an activation by the user, and only remains activated for 4 of the paladins posts before it runs out of juice, and requires a 6 post recharge. (Paladins posts). NOTE: This rune can only remain activated so long as it remains in the users hand. Thus, making it unusable on ranged weapons such as bows. 

Rune Of Holy Essence



One of the most praid to runes, said to be the first gift of the heavens. This rune casts a aura around the paladin. A holy aura. A 3 yard radius around the paladin will be effected by this. This rune is more for intimidating demons, and making them angry. The Holy Aura drives most demons away due to their disgusted feel around it. Most stronger demons are capable of standing within the radius without being driven mad by the aura, but most smaller and weaker demons are quickly effected by this. When in this aura, a demon will feel disgusted. As well as the feeling of something trying to control their mind, making combat slightly hard. For this to work, the entire body of the demon must be inside of the radius.
Code:
[color=yellow][u][size=18]Rune Of Holy Essence[/size][/u][/color]

[img]http://a.imageshack.us/img30/8782/24075567.png[/img]

One of the most praid to runes, said to be the first gift of the heavens. This rune casts a aura around the paladin. A holy aura. A 7 ft radius around the paladin will be effected by this. This rune is more for intimidating demons, and making them angry. The Holy Aura drives most demons away due to their disgusted feel around it. Most stronger demons are capable of standing within the radius without being driven mad by the aura, but most smaller and weaker demons are quickly effected by this. When in this aura, a demon will feel disgusted. As well as the feeling of something trying to control their mind, making combat slightly hard. For this to work, the entire body of the demon must be inside of the radius.


Rune Of the Divided Cross



The only pure attack rune out of the current discovered set. This rune allows the paladin to launch a large, shining yellow cross towards the target, by the point, or swing of their sword.The cross is most feared by demons, and if it hits a demon directly, it can cause great damage. The cross is 3 ft wide, and 7 ft tall. The arms of the cross are each 2 ft long. This rune can be used once, but has a cooldown of 4 posts. After one cross is shot, the paladin must wait 4 posts before launching another.
Code:
[color=yellow][u][size=18]Rune Of the Divided Cross[/size][/u][/color]

[img]http://a.imageshack.us/img830/6403/derps.jpg[/img]

The only pure attack rune out of the current discovered set. This rune allows the paladin to launch a large, shining yellow cross towards the target, by the point, or swing of their sword.The cross is most feared by demons, and if it hits a demon directly, it can cause great damage. The cross is 3 ft wide, and 7 ft tall. The arms of the cross are each 2 ft long. This rune can be used once, but has a cooldown of 4 posts. After one cross is shot, the paladin must wait 4 posts before launching another.


Rune Of Holy Hand



This rune requires an activation, and acts like a temporary second weapon for paladins with only 1 weapon. This creates a bright yellow glowing cross in the paladins opposite weapon hand, and is used for close range combat. The cross is meant to be thrusted at the enemy, mostly demons, causing a great load of damage. If this is pressed onto, and held onto the head of a demon, it is capable of quickly killing them with ease. The cross remains in the paladins hand after activated for 10 posts, and can not be activated again for 6 posts.
Code:
[color=yellow][u][size=18]Rune Of Holy Hand[/size][/u][/color]

[img]http://www.ufodigest.com/news/0908/images/wordsly-orb.jpg[/img]

This rune requires an activation, and acts like a temporary second weapon for paladins with only 1 weapon. This creates a bright yellow glowing cross in the paladins opposite weapon hand, and is used for close range combat. The cross is meant to be thrusted at the enemy, mostly demons, causing a great load of damage. If this is pressed onto, and held onto the head of a demon, it is capable of quickly killing them with ease. The cross remains in the paladins hand after activated for 10 posts, and can not be activated again for 6 posts.

Rune Of Overload



The rune of overload is a newer discovered rune. When used, it allows the paladin to charge holy power into the target, often forcing an outward explosion of holy energy from them. Mostly used by single weapon paladins, but can be used with dual wielders. The charge is applied through the paladins hand, not the weapon. It takes 1 post to overload an object, and 2 posts to overload a demon. When a demon is overloaded, the outward explosion often deals an insane amount of damage to them, leaving them unable to move. Has a weaker effect on humans.
Code:
[color=yellow][u][size=18]Rune Of Overload[/size][/u][/color]

[img]http://images.clipartof.com/thumbnails/213246-Royalty-Free-RF-Clipart-Illustration-Of-A-Sparkly-And-Shining-Yellow-Ray-Background.jpg[/img]

The rune of overload is a newer discovered rune. When used, it allows the paladin to charge holy power into the target, often forcing an outward explosion of holy energy from them. Mostly used by single weapon paladins, but can be used with dual wielders. The charge is applied through the paladins hand, not the weapon. It takes 1 post to overload an object, and 2 posts to overload a demon. When a demon is overloaded, the outward explosion often deals an insane amount of damage to them, leaving them unable to move. Has a weaker effect on humans.
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