{Heavens Shop}

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Attention Angels! You are aware that your ranks give you special powers, but did you know there are some abilities and objects you can gain extra? Well, now you do! Down below is a shop where you can spend all your hard-earned Heavens! Watch out, though! Your rank determines what you can buy!

Can't remember the ranking? Here's the guide!


Angels, possibly Heavenbent Humans as well, require items tailored to them to aid them in ghost hunting. These items are categorized in the following:

 Weapons        Equipment               Bestiary           Magic

 

 

Weapons:

:!!WARNING!! If your human buys a specific weapon from this shop and uses it as their main weapon, it will become their weapon as an Angel! Humans can of course use multiple weapons but if this is their only weapon, it will become bound to them.
All items will be marked with a x1 which means an item can be purchased individually.

-Ghost Hunter's Sewing Kit (Rank II+ Humans)

  • Needle Sword (25 Rep Points x1)
  • Spool Hammer (30 Rep Points x1)
  • Scissor Blade (50 Rep Points x1)
  • Pin Rapier (25 Rep Points x1)
  • Holy Water (15 Rep Points x1)
  • Archer's Bow (40 Rep Points x1)

-Modern Hunter's Sewing Kit (Rank II+ Humans)
  • Proton Pack (30 Rep Points x1)
  • Ghost Catching Net (25 Rep Points x1)
  • Plasma Gun (20 Rep Points x1)
  • Plasma Sniper Rifle (50 Rep Points x1)
  • Phantom Thermos (20 Rep Points x1) Alternative item to a Proton Pack
  • Polaroid Camera (25 Rep Points x1)
  • Lost Soul Lure (50 Rep Points x1): Lures correspond with a character's rank and determine how strong (how many Heavens/Havocs a ghost is worth). Rank II (5-10), Rank III/S (10-20 Coins)

Equipment:

-Angel Soul Stone (25 Rep Points) (Rank II+ Humans) Allows Heavenbent weapons to affect ghosts.
-Custom Halo (50 Rep Points) (Rank II+ Angels)
-Weapon Upgrades
  • Rank II Upgrades (25 Rep Points) 
        Angel Ranks: +3 Damage
            -Angels
            -Archangels
        Human Ranks: +3 Damage 
            -Do-Gooders
  • Rank III/S Upgrades (40 Rep Points)
        Angel Ranks: +5 Damage
            -Virtues
            -Ophanims
        Human Ranks: +5 Damage
            -Untainted/Pure
            -Miracle-Worker
            -Saint
-Henshin (100 Rep Points)
    Get a new set of Henshin clothes! Can be purchased multiple times for each character

 Bestiary:

-Ziz (Rank I+)

  • Winged- 150 Rep Points
  • Raptor- 100 Rep Points
  • Teacup- 50 Rep Points
  • Custom- 200 Rep Points  Customs can include hybrids and/or alternate colors for your Ziz (Design must be approved).

 -Zipper PetsBuy your Zippers a rank! This way they can participate in battles aside from chilling with their owners in roleplays.

  • Rank I- 5 Heavens; standard zipper you can bring into battle for the sake of a distraction and fight other zippers
  • Rank II- 8 Heavens; slightly stronger zipper. These zippers can hold their own against low ranking Immortals and humans. 
  • Rank III- 11 Heavens; Capable of tracking down ghosts. They're able to fight ghosts within the 1-5 coin bracket, however.


  • Magic:

  • Rank I Magic: Costs 5 Heavens to access 1 element (Unlocking grants 1 free spell); Costs 20 Rep Points for each spell; Damage roll of 1-10
    Pyromancy-
        Ember: Basic fire orb spell.
        Blaze: Adds a fire buff to a weapon. The weapon's damage is increased by 15% for 5 rounds of dice rolls.
        Damage Roll + (.15 x Damage Roll)
        Flame Thrower: Basic stream of fire.
        Torch: Summons a small flame to illuminate one's surroundings. Unadvised to use this spell with multiple enemies around as the caster will have higher chances of being targeted. Requires no die roll.
        Sear: Adds the Burned status effect. Deals an additional 10% damage per 5 rounds of die rolls.
        (.10 x Total target HP) Per turn.
        Dagger: Caster can summon a quick dagger shaped flame held in a reverse grip.
        Fire kick: Self-explanatory.

    Aquira-
        Splash: Basic water orb spell.
        Soak: A debuff for Pyromancy. It reduces the damage output of all Pyromancy spells by 25% for 3 dice rolls. 
        Damage Roll -(.25 x Damage Roll)
        Stalactite: A pointed icicle projectile.
        Water Whip: A forceful smack with water that can cause the Stunned status effect. Stunned characters cannot roll for 1 round.
        Water's Reach: A spell that helps reach difficult items. Requires no die roll and is not meant to be an offensive spell.
        Ice Dagger: Aquira counterpart to Pyromancy's Dagger. Caster summons a dagger shaped icicle in the reverse grip.
        Dancer's Lyric: An ancient verse or dance sequence that allows the caster to reinvigorate an ally who can roll a die again in the same round.

    Gale-
        Sonic Boom: A pressurized sound wave that can cause the Stunned status effect. Stuns an enemy for 1 round of dice rolls if the spell hits.
        Quill Dart: Gale version of Darkmoon Arrows and Soulfire Darts. Unlike the other two, it requires no bow catalyst.
        Slipstream: A speed buff that grants an additional 1-5 points to an initiative roll for the duration of the roleplay.
        Tempest Blades: Small, scattered, yet sharp gusts of wind. A version of Sonic Boom that can hit more than one target but no Stunned status effect.
        Defog: Nullifies all status effects from magic (status ailments, debuffs, and buffs). 
        Spiral Arrow: A horizontal or drop kick aided by pressurized air magic at the soles of the caster's foot.    


    Thera-
        Golem's Caestus: A punching glove made of stone forms around the caster's hands.
        Blight Thorn: Poison darts created out of a pool of Malice. It can afflict the Poison status effect, causing 10% damage for 3 rounds of dice rolls. 
        HP - (.10 x Total target HP)
        Widow's Kiss: Caster sends out a kiss to targets who gain the Poison status effect for 3 rounds of dice rolls, giving an addition 10% damage 
        HP - (.10 x Total target HP).
        Iron Stance: The caster briefly turns statuette, being immune to any oncoming attack whether magic, weapon, or melee based. Magic immunity is only of the same rank. If the caster is in Iron Stance while being hit by Rank II magic, they will only take 25% damage. If hit with Rank III/S magic, they will take 50% damage.
        Shard Barrage: The caster creates a small ball of earth, glass, or crystal, barraging an enemy with shards at high velocities.
        Leaf Edge: Caster manifests a storm of sharp leaves.

    Miracles-
        Darkmoon Arrow: A basic spell of a divine arrow that requires a bow as a catalyst. If immortal, they do not require to have a bow as their namesake's weapon.
        Cleanse: Lessens the effect of Arcane magic by 15% points for 3 turns. It completely nullifies all status effects caused by Arcane magic such as curses and pools of Malice. 
        Damage Roll - (.15 x Damage Roll)
        Electrify: A miracle buff that electrically charges the caster's weapon, adding an additional 10% damage (.10 x Total Damage)
        Holy Weapon: Imbued with holy powers, it allows human weapons to deal 25% damage to ghosts. If Angel/Throne, it grants them an additional 5% damage. 
        Damage Roll + (.25 x Damage Roll) for humans 
        OR 
        Damage Roll + (.05 x Damage Roll) for Angel/Throne
        Kinesis: A small kinetic force that acts as a small shockwave, knocking back anyone near the caster and can cause damage.

    Vitus-
        Mend: Heals 10 HP 
        Swagger: Adds a status effect called Jacked which adds an additional 1-10 points of extra damage. It can be applied to self or allies.
        Refresh: Remove one status effect (TN of 5-7)
        Atonement: The caster gains a 15% damage increase to all of their attacks at the cost of applying the Bruised status effect.
        Damage Roll + (.15 x Damage Roll)


    • Rank II Magic: Costs 10 Heavens to access 1 element (Unlocking grants 1 free spell); Costs 40 Rep Points for each spell; Damage roll of 1-15
      Pyromancy-
         Fire Orb: Rank II version of Ember, they act as homing missiles.
         Release: Causes the Burned status effect, adding an additional 15% damage for 3 rounds of dice rolls.
      HP - (.15 x Total target HP)

         Witch's Clutch: A catalyst glove that allows the caster to turn their Pyromancy into Arcane magic. A successful hit causes the Hexed status effect which stacks with other status effects and doubles their damage. The status effect doesn't apply if the character is Heaven-aligned.
         Soul Burn: A passive Pyromancy spell that conjures flames within the caster's body. Unlike Release, which causes damage, it regenerates 20% health for 3 rounds of dice rolls. HP + (.20 x Total HP)
         Smog: The caster emits a flammable gas which can be ignited, giving 25% more damage for a burst damage effect.
         Damage Roll + (.25 x Damage Roll)


      Aquira-
         Jet Stream: A pressurized stream of water that can cause the Bruised status effect, lowering the target's defenses to deal an additional 1-8 points of extra damage.
         Drench: Rank II version of Soak. It reduces the effectiveness of Pyromancy by 25% by dampening the environment.
         Augur of the Eldritch: An unconventional catalyst that's a writhing tentacle, believed to be discovered by Daten's heretic group the Darkblades. The catalyst summons a tentacle extending forth with great force upon provocation. It was originally an Arcane spell, but due to the catalyst, Demons have refused to categorize it as such out of disgust.
         Ode of the Dancer: Rank II version of the Dancer's Lyric. Allows the caster to reinvigorate 2 allies to roll again during the same round of dice rolls, restoring +5 HP as well.
         Diamond Dust: The caster pelts enemies with shards of ice and has the ability to blind them, causing them to skip a round of dice rolls (Blind status effect has a TN 10-15).

      Gale-
         Quill Barrage: Rank II version of Quill Dart, making it into a volley of quills.

         Updraft: Creates a gale that shoots you into an air for a short amount of time. It stuns nearby enemies causing them to skip 1 round of dice rolls.
         Skystrike: A spell that can combo with Updraft. The caster plummets to the ground, creating a shockwave as they land, and sends any nearby enemies flying.
         Twister: A defensive/counter spell that absorbs any magic or ammo from namesake weapons. If absorbing Rank I magic/ammo, it'll cause 15% more damage. Rank II magic/ammo at 20%. Rank III magic/ammo at 25%
             VS Rank I Magic: Damage Roll from incoming magic/ammo +(.15 x Damage Roll from incoming magic/ammo)
             VS Rank II Magic: Damage Roll from incoming magic/ammo +(.20 x Damage Roll from incoming magic/ammo)
             VS Rank III Magic: Damage Toll from incoming magic/ammo +(.25 x Damage Roll from incoming magic/ammo)

         Harpy Claw: A spell similar to Augur of the Eldritch, except that it requires no additional catalyst. The caster can slash away at foes, their hands gaining talons for damage. Every successful hit grants them an additional 3 points to their initiative in dice rolls. These points do not stack and are used up as soon as your character rolls in the next round.
         

      Thera-
         Miasma: A thick smog that both damages targets and causes the Poisoned status effect, causing 15% damage for 3 rounds of dice rolls.
         HP - (.15x Total target HP)

         Aromatherapy: A cloud of pollen. It's a status effect randomizer on a 1-6 die, each number is associated with a status effect that can be applied to self or to an enemy.
         Comet Strike: Rank II version of the Golem's Caestus that also adds +3 points to the caster's initiative roll. These points do not stack and are used up as soon as your character rolls in the next round.
         Floral Frenzy: Let plants do the work for you. Caster augments nearby plants into a drone-type add. Each successful hit will give a random status effect to the target.
         Quicksilver: Ammo for firearm-based weapons that gain a Poison Strike bonus to their damage, causing 25% more damage per hit.
         Damage Roll + (.25 x Damage Roll)


      Miracle-
         Lightning Arrow: Rank II version of Darkmoon Arrows. It adds 25% more damage against Hell-aligned characters and 50% against ghosts.
         Damage Roll +(.25 OR .50 x Total target HP)

         Photon Barrier: Grants allies with an extra 10 expendable HP that can only be applied once per RP.  
         Photon Whip: The caster manifests a whip made out of holy light. It does 25% more damaged on Hell-aligned characters.
         Damage Roll +(.25 x Total target HP)

         Psychokinesis: Rank II version of Kinesis. The caster emits a strong psychokinetic shock wave that sends foes flying, putting them in a Stunned state unable to roll for 1 round of dice rolls.
         Fortitude: The caster can apply this spell to self or to an ally, allowing them to survive 1 hit should the next attack be a finishing blow. They will regain 5 HP once the spell's effect lifts.
         

      Vitus-
         Restore: Rank II version of Mend, healing 20 HP.
            Aura Break: Negates the status effect or damage bonus of any incoming spell, forcing the spell to only have base damage output. The effect of this spell can last for the entire RP or until it's negated.
          Discord: Doubles the amount of damage taken on an enemy of choosing. The caster can only keep this status effect on one person at a time.
          Quickdraw: Humans sacrifice 5 points of HP for ammo if they are bow or firearm users. Ammo created through Quickdraw deals an additional 25% damage.


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Comments25
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asshyp's avatar
Hello! I'd like to purchase the Gale element for my newest character Flannel if that's alright! And the spell I'd like is Sonic Boom plus an additional Spiral Arrow for the 20 Heavens. :'>