Knight Title: Nanda Devi, Page of Ida
Uniform:See the
Milanote I have for her!
Weapon & MagicKnights fight with a magical artifact that they can channel magic through once they reach their second stage. This artifact is called a ‘weapon’, though it cannot be bladed or lethal, cannot be anything that could not be reasonably held, and must be a single item. They cannot be a pair of items (such as a pair of gloves) ; magic can only be channeled through one item. As they grow in power, their weapon will grow, and their magic will as well. Knight weapons will have three forms and should always be timeless. These are ancient antiques that have been passed down through each incarnation. At second stage, a weapon can have magic themed on the planetary powers of the world their Wonder is located on. Tips about writing magic can be found below the form!
Page Weapon: An ancient wooden
plate with floral carvings.
Squire: A big wooden hoop with gold carvings on the inner part, some vines and flowers twinned around. Beginning magic
Knight Weapon: At this stage the weapon grows into its final, most useful stage. It can do damage but it should not be immensely powerful or lethal. The weapon can become more ornate, or capable of doing more damage. From the examples above, a Knight Weapon might evolve into a heavy chain with a lantern at the end, a dull, but extravagant ceremonial sword, and an ornate flute.Your magic may become more powerful at this stage, and you gain a longer channeling time. Magic is channeled from a pool of energy and can be turned on and off at will. Magic must reflect the power themes of the world the Knight serves. The casting time for a Knight’s magic pool is typically between 45-60 seconds at this stage depending on effects; offensive and debilitating magic will generally have a smaller magic pool, but healing magic, shields, and illusion magic usually have a larger magic pool. Most magic will typically have a range of about fifteen to twenty feet at this stage but this may vary depending on effects.