☠ ReQuip : The Reaper ☠
Primary Magic
ReQuip : The Reaper
Secondary Magic
N/A
Caster or Holder
Caster
Description:
History : Death. It runs in Joyce's blood and embeds itself in each and every pore of her body. It begins with the fact that she's a descendant of the Death Knight, Shinokishi and is thus capable of accessing his fabled powers. As if that wasn't enough, she took birth under the infamous Shadow Star, thus gaining abilities akin to death and darkness. This also lends her a ferocious affinity to all magicks that associate with the darkness and leaves her capable of understanding and analyzing them to their very bones; and in some cases (certain spells), even recreate them to suit her battle-style and purpose. But all this is thanks to some part luck, some part fate, and other parts destiny, and as Joyce herself loves to say, "If fate doesn't make you laugh, then you just don't get the joke." She was fated to be who she is today. But now comes the training part, the bit where her personal efforts of developing her power counts. At the age of six, Joyce had started working under a group of Dark mages, who, surprisingly, were not as well-known for their pillage or dark deeds, as much as they were known for the unique magic that they wielded. The power of The Grim Reaper - the bringer of death. Rumors say that the dark mages had a pact with that infamous creature, which allowed them to call upon his cursed powers whenever they needed it. The power was vile and malicious, but so were its users. When a toddler Joyce fell into their hands, they knew they'd found the perfect candidate; the perfect apprentice. Fate had worked in her favor, and if efforts did, she'd probably end up as the first synthetic Reaper. The catch of this plan laid in the artificiality though, for the dark mages were blessed with the power of The Reaper and could control it with their bodies as a medium. Of course, The Reaper itself would never approve of his powers being bestowed upon one more person; but, at the same time, the mages needed a young soul and body to carry out certain tasks that they couldn't due to their age at that time. They knew that even as Death Bringers, they themselves were not safe from the clutches of death. Somehow, they picked up the courage and chose the young red-head as their successor - trying their very best to hide their progress from The Reaper and bless the child with the mythical being's power. They were successful to the point that Joyce;s body could handle the strain of about 25% of bodily spells and the aura, thanks to the circumstances that she took birth with. However, the rest of it was trouble. The mages did find a brilliant way out of their dilemma though, as they used their skills of Dark Weapon forgery; embedding each weapon created with some aspect of The Reaper's powers. Then they taught their young apprentice the fabled ReQuip magic (which came easily to her); and gave her the weapons that they'd forged. Thus, Joyce became a wielder of The Reaper's weapons, a user of ReQuip : The Reaper.
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Applicability : ReQuip : The Reaper is, in essence, a dark magic that has been fused into weapons and armours for Joyce's usage. It utilizes a special kind of dark energy that has the capability to specialize into different elements (or remain simple dark energy itself); depending on the weapon or armour in use. The current list includes; fire, poison, ice and wind, all of which, would take the unnatural hue of black when cast by Joyce. However, its not just the color that experiences a change, its also some properties. The fire that Joyce utilizes are like forest fires, massive, crackling and smoking- so that the phrase quiet like a fire doesn't apply. The poison is potent to the point that its only made for decay and death and cannot cause different aliments like, say, itching or rashes like any normal poison user can make their poison cause. The ice is brutally cold, where its meant to cause frost bite more quickly than any other ice, and if Joyce weren't handling the corresponding Frost armour or weapon, she'd suffer the bite too. Then comes the wind, it cannot be used for any healing or support like usual wind users utilize it, but, on the other hand, it has great offensive potential and can be used to create wind-storms, wind-cutters and such. There's also the pure dark energy that is utilized much more by Joyce than any other aforementioned element. It simply because of the fact that it is The Reaper's energy in the purest form and thus ensures Joyce's greater mastery over it. Not to mention that its more versatile, capable of being used for body augmentation and a means of explosive offense as well.
The way Joyce utilizes this magic in combat is by focusing mostly on dealing as much damage as possible in the shortest span of time. She lives by the creed of, "Offense is the best form of defense." Since she is a soldier who relies heavily on intuition, rather than on careful and planned strikes, her creed is undoubtedly beneficial for ensuring her victory. Knowing what Joyce's main aim is, its not really hard to guess her style of fighting; its the kind focused on speed and delivering some crushing damage. Due to this, majority of her spells are made either for supplementary or offensive purposes. Defense plays a very small part and probably makes for a neglected bit in some spells, but sometimes, just sometimes, there might be completely defense-aimed spells. Counter-offensive techniques also make a fair part of this red-head's arsenal.
Strengths
☢ Versatility is the name of the game in the mage world and ReQuip : The Reaper provides heaps of it. Not only does it stem from the hundreds of weapons and armours a ReQuipper can store and then summon at the most crucial time in a battle, it can also be seen in the various elements that are capable of being controlled at Joyce's beck and call with the use of this magic. Of course, the correct use of the elements is very conditional and Joyce, as the wielder of this power, should take care to see that she uses the power to her best advantage.
☢ This magic has several offensive and supplementary uses, thanks to the nature of The Reaper's energy as well as Joyce's fighting style. All the elements utilized in this magic are designed to deal some heavy damage. Supplementary spells are also utilized with the purpose of increasing damage or reducing the time; thus giving less chance to the opponent to actually reiterate or defend.
☢ Unlike other mages who continuously need to spend magical energy to cast spells each time they want to cause damage to their adversary, ReQuip mages have the ability to spend it once on a weapon and then access its passive ability as well as the active. Of course, the damage caused by the sword of a ReQuip mage is less than the damage caused by a spell of a usual mage; but its easier to use, much faster and maybe even a tad bit more effective nevertheless.
Weaknesses
☢ Just like any other ReQuip magic out there, Joyce's powers are limited in range as well, thanks to most weapons (except guns) being designed specifically for close-combat. Of course, she has the option to use different kinds of spells that work in tandem with the weapon itself, but since a ReQuipper is a weapon master in essence, she tends to use the raw weapon much more. Besides, not every spell of a weapon is long-range, right?
☢ Unlike Celestial Spirit magic or Take-Over, where the former can call upon a ranging number of spirits depending on their rank and Take Over mages who can use several partial forms to create a stronger, Full Take Over, ReQuipper have the limitation regarding numbers. There's only a certain number that they can handle at one time, due to the bane of physical limitations. For example, Joyce can only take two swords simultaneously, or an armour and a sword. No matter what her rank is, she can't handle five swords without the use of another spell (Say, something that promotes telekinesis). So, yes, Joyce is dependent on other powers and spells for getting rid of the limitation problem.
☢ A variety of elements at Joyce's disposal means she has a great strength against other elemental mages, since she can adopt the element that her adversary is weak against and then turn the tides of the battle. At the same time, this variety is also a bane. Say, due to some reason, she cannot de-summon her current weapon and summon a new one, but her opponent who just showed up has the power of bending an element that she is weak against in the current scenario. Also, fighting against more than one enemy always increases the chances of such strong element triumphs over weak situations; since there are more enemies in the battlefield and thus, more kinds of powers too.
☢ ReQuip is a heavily skill-based magic, actually more than other magicks out there in the mage world. Mostly because its based on weapons and armours, rather than huge AoE-spells or simple, long-range ones. When using a weapon, aspects such as speed, nimbleness and strength of the opponent coming into play. When someone like Joyce is handling a weapon and is on an attacking roll, the task of blocking the attack becomes much more tiresome for the opponent; since the attack will be close-ranged and quick, dealing the maximum possible damage. While this is a strength, its worth noticing that if the opponent is skilled enough, the boons of the battle will be tipped in their side and not Joyce's.
Lineage
- Shinokishi: The Death Knight -
☢ Description - One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
☢ Ability - The user can envelop death magic around his spells, or himself - never both. Being able to destroy spells that attempt to target the user. Enveloping death magic around his spells give the user +25% magic boost.
☢ Usage - The user can envelop death magic around his spells a total of 5 times giving a +25% magic boost to those spells (deals 25% more damage). He can also envelop death magic around himself to destroy other spells up to the users rank (caps at S-Rank). When he activates the death magic that envelops himself it lasts 5 turns. This lineage can only be activated once per a thread.
Unique Abilities
☢ Weapon Mastery - After having trained with all kinds of weapons for several years, Joyce is capable of handling swords, axes, hammers, bows, etc. with superb ease. Using these weapons come naturally to her, regardless of their shape and size, just like how it would work for a born prodigy. Apart from this, due to the long and severe training, Joyce has made her body fit enough to have a higher speed, momentum and strength than normal mages. She can run at the speed of 35 MPH with relative ease, bench press 220 lbs and has an extremely flexible body.
☢ Authority - This ability is a particularly handy one, something that's like a must-have for most ReQuip mages. If Joyce's weapons were knocked out of her hand in any battle, she can use this ability to call it back into her hand with minimal concentration. Its just a question of holding out her hand and the sword, recognizing its owner gets back into the correct hands by a small teleportation technique. This also works when the weapon is being held by someone else via non-magical means. That is, they haven't bound the weapon into their authority with any sort of spell.
☢ Perseverance - The durations of a ReQuip mage's weapons are limited, just like the spells of a normal mage. However, since ReQuip mages completely rely on their weapons to deal damage, it is necessary that they have an ability to increase the durations of their weapon and armour spells, with consequences, of course. Perseverance allows Joyce to increase the duration of any spell of hers by one post at the cost of 2% MP.
Primary Magic
ReQuip : The Reaper
Secondary Magic
N/A
Caster or Holder
Caster
Description:
History : Death. It runs in Joyce's blood and embeds itself in each and every pore of her body. It begins with the fact that she's a descendant of the Death Knight, Shinokishi and is thus capable of accessing his fabled powers. As if that wasn't enough, she took birth under the infamous Shadow Star, thus gaining abilities akin to death and darkness. This also lends her a ferocious affinity to all magicks that associate with the darkness and leaves her capable of understanding and analyzing them to their very bones; and in some cases (certain spells), even recreate them to suit her battle-style and purpose. But all this is thanks to some part luck, some part fate, and other parts destiny, and as Joyce herself loves to say, "If fate doesn't make you laugh, then you just don't get the joke." She was fated to be who she is today. But now comes the training part, the bit where her personal efforts of developing her power counts. At the age of six, Joyce had started working under a group of Dark mages, who, surprisingly, were not as well-known for their pillage or dark deeds, as much as they were known for the unique magic that they wielded. The power of The Grim Reaper - the bringer of death. Rumors say that the dark mages had a pact with that infamous creature, which allowed them to call upon his cursed powers whenever they needed it. The power was vile and malicious, but so were its users. When a toddler Joyce fell into their hands, they knew they'd found the perfect candidate; the perfect apprentice. Fate had worked in her favor, and if efforts did, she'd probably end up as the first synthetic Reaper. The catch of this plan laid in the artificiality though, for the dark mages were blessed with the power of The Reaper and could control it with their bodies as a medium. Of course, The Reaper itself would never approve of his powers being bestowed upon one more person; but, at the same time, the mages needed a young soul and body to carry out certain tasks that they couldn't due to their age at that time. They knew that even as Death Bringers, they themselves were not safe from the clutches of death. Somehow, they picked up the courage and chose the young red-head as their successor - trying their very best to hide their progress from The Reaper and bless the child with the mythical being's power. They were successful to the point that Joyce;s body could handle the strain of about 25% of bodily spells and the aura, thanks to the circumstances that she took birth with. However, the rest of it was trouble. The mages did find a brilliant way out of their dilemma though, as they used their skills of Dark Weapon forgery; embedding each weapon created with some aspect of The Reaper's powers. Then they taught their young apprentice the fabled ReQuip magic (which came easily to her); and gave her the weapons that they'd forged. Thus, Joyce became a wielder of The Reaper's weapons, a user of ReQuip : The Reaper.
----------------------------------------------
Applicability : ReQuip : The Reaper is, in essence, a dark magic that has been fused into weapons and armours for Joyce's usage. It utilizes a special kind of dark energy that has the capability to specialize into different elements (or remain simple dark energy itself); depending on the weapon or armour in use. The current list includes; fire, poison, ice and wind, all of which, would take the unnatural hue of black when cast by Joyce. However, its not just the color that experiences a change, its also some properties. The fire that Joyce utilizes are like forest fires, massive, crackling and smoking- so that the phrase quiet like a fire doesn't apply. The poison is potent to the point that its only made for decay and death and cannot cause different aliments like, say, itching or rashes like any normal poison user can make their poison cause. The ice is brutally cold, where its meant to cause frost bite more quickly than any other ice, and if Joyce weren't handling the corresponding Frost armour or weapon, she'd suffer the bite too. Then comes the wind, it cannot be used for any healing or support like usual wind users utilize it, but, on the other hand, it has great offensive potential and can be used to create wind-storms, wind-cutters and such. There's also the pure dark energy that is utilized much more by Joyce than any other aforementioned element. It simply because of the fact that it is The Reaper's energy in the purest form and thus ensures Joyce's greater mastery over it. Not to mention that its more versatile, capable of being used for body augmentation and a means of explosive offense as well.
The way Joyce utilizes this magic in combat is by focusing mostly on dealing as much damage as possible in the shortest span of time. She lives by the creed of, "Offense is the best form of defense." Since she is a soldier who relies heavily on intuition, rather than on careful and planned strikes, her creed is undoubtedly beneficial for ensuring her victory. Knowing what Joyce's main aim is, its not really hard to guess her style of fighting; its the kind focused on speed and delivering some crushing damage. Due to this, majority of her spells are made either for supplementary or offensive purposes. Defense plays a very small part and probably makes for a neglected bit in some spells, but sometimes, just sometimes, there might be completely defense-aimed spells. Counter-offensive techniques also make a fair part of this red-head's arsenal.
Strengths
☢ Versatility is the name of the game in the mage world and ReQuip : The Reaper provides heaps of it. Not only does it stem from the hundreds of weapons and armours a ReQuipper can store and then summon at the most crucial time in a battle, it can also be seen in the various elements that are capable of being controlled at Joyce's beck and call with the use of this magic. Of course, the correct use of the elements is very conditional and Joyce, as the wielder of this power, should take care to see that she uses the power to her best advantage.
☢ This magic has several offensive and supplementary uses, thanks to the nature of The Reaper's energy as well as Joyce's fighting style. All the elements utilized in this magic are designed to deal some heavy damage. Supplementary spells are also utilized with the purpose of increasing damage or reducing the time; thus giving less chance to the opponent to actually reiterate or defend.
☢ Unlike other mages who continuously need to spend magical energy to cast spells each time they want to cause damage to their adversary, ReQuip mages have the ability to spend it once on a weapon and then access its passive ability as well as the active. Of course, the damage caused by the sword of a ReQuip mage is less than the damage caused by a spell of a usual mage; but its easier to use, much faster and maybe even a tad bit more effective nevertheless.
Weaknesses
☢ Just like any other ReQuip magic out there, Joyce's powers are limited in range as well, thanks to most weapons (except guns) being designed specifically for close-combat. Of course, she has the option to use different kinds of spells that work in tandem with the weapon itself, but since a ReQuipper is a weapon master in essence, she tends to use the raw weapon much more. Besides, not every spell of a weapon is long-range, right?
☢ Unlike Celestial Spirit magic or Take-Over, where the former can call upon a ranging number of spirits depending on their rank and Take Over mages who can use several partial forms to create a stronger, Full Take Over, ReQuipper have the limitation regarding numbers. There's only a certain number that they can handle at one time, due to the bane of physical limitations. For example, Joyce can only take two swords simultaneously, or an armour and a sword. No matter what her rank is, she can't handle five swords without the use of another spell (Say, something that promotes telekinesis). So, yes, Joyce is dependent on other powers and spells for getting rid of the limitation problem.
☢ A variety of elements at Joyce's disposal means she has a great strength against other elemental mages, since she can adopt the element that her adversary is weak against and then turn the tides of the battle. At the same time, this variety is also a bane. Say, due to some reason, she cannot de-summon her current weapon and summon a new one, but her opponent who just showed up has the power of bending an element that she is weak against in the current scenario. Also, fighting against more than one enemy always increases the chances of such strong element triumphs over weak situations; since there are more enemies in the battlefield and thus, more kinds of powers too.
☢ ReQuip is a heavily skill-based magic, actually more than other magicks out there in the mage world. Mostly because its based on weapons and armours, rather than huge AoE-spells or simple, long-range ones. When using a weapon, aspects such as speed, nimbleness and strength of the opponent coming into play. When someone like Joyce is handling a weapon and is on an attacking roll, the task of blocking the attack becomes much more tiresome for the opponent; since the attack will be close-ranged and quick, dealing the maximum possible damage. While this is a strength, its worth noticing that if the opponent is skilled enough, the boons of the battle will be tipped in their side and not Joyce's.
Lineage
- Shinokishi: The Death Knight -
☢ Description - One of the Seven Knights of King Kuroryu, this Knight was no ordinary knight, he was known as the Death Knight for his mass destruction. He killed 5 of the Knights of the order, leaving only himself and his brother alive. Shinokishi was so feared by civilians, King Kuroryu had exiled him. This caused Shinokishi to slay the knights. A battle between Kuroryu and Shinokishi went on for 7 days, there was no winner - instead Kuroryu sacrificed himself to seal Shinokishi away into the void with Kuroryu. Shinokishi remains a legendary knight that can be seen in some cultures as a God.
☢ Ability - The user can envelop death magic around his spells, or himself - never both. Being able to destroy spells that attempt to target the user. Enveloping death magic around his spells give the user +25% magic boost.
☢ Usage - The user can envelop death magic around his spells a total of 5 times giving a +25% magic boost to those spells (deals 25% more damage). He can also envelop death magic around himself to destroy other spells up to the users rank (caps at S-Rank). When he activates the death magic that envelops himself it lasts 5 turns. This lineage can only be activated once per a thread.
Unique Abilities
☢ Weapon Mastery - After having trained with all kinds of weapons for several years, Joyce is capable of handling swords, axes, hammers, bows, etc. with superb ease. Using these weapons come naturally to her, regardless of their shape and size, just like how it would work for a born prodigy. Apart from this, due to the long and severe training, Joyce has made her body fit enough to have a higher speed, momentum and strength than normal mages. She can run at the speed of 35 MPH with relative ease, bench press 220 lbs and has an extremely flexible body.
☢ Authority - This ability is a particularly handy one, something that's like a must-have for most ReQuip mages. If Joyce's weapons were knocked out of her hand in any battle, she can use this ability to call it back into her hand with minimal concentration. Its just a question of holding out her hand and the sword, recognizing its owner gets back into the correct hands by a small teleportation technique. This also works when the weapon is being held by someone else via non-magical means. That is, they haven't bound the weapon into their authority with any sort of spell.
☢ Perseverance - The durations of a ReQuip mage's weapons are limited, just like the spells of a normal mage. However, since ReQuip mages completely rely on their weapons to deal damage, it is necessary that they have an ability to increase the durations of their weapon and armour spells, with consequences, of course. Perseverance allows Joyce to increase the duration of any spell of hers by one post at the cost of 2% MP.
- Spells:
- D Rank spells:
- Cerberus of the Bloodsea:
- Type
Offensive
Duration
3 posts
Cooldown
4 posts
Description- Visual:
Strengths
- Easy to wield.
- Can be used with just one hand.
- Is extremely light and maneuverable.
Weaknesses
- Provides no defense.
- Enemy can try and stop Joyce from attacking by holding onto the weapon at the handle.
- Has a wide swing, so it may hurt allies if not used cautiously.
- Melee weapon.- Passive ability:
- With every successful attack on an enemy, the scythe is most likely to have its blade bloodied, thanks to the sharp blade that is donned by it. So, with each attack, the scythe draws power from the blood that is on it and gains 10% increase in damage power. This only works till 10 attacks (100% damage stacked), after which, Joyce does one double-rank damage and this passive ability does not work until the scythe is re-summoned the next time.
- Active ability:
Type
Offensive
Duration
Instant
Cooldown
2 posts
Description
Joyce simply slashes the air with the scythe, causing an arc composed of dark energy to travel in a linear direction and hit her opponent; provided the opponent is standing right in front of her. The arc is two inches thick and thirty centimeters long, travelling at a speed of 7.5 m/s, it can reach a maximum distance of fifteen meters. It deals pure D Rank magical damage on impact.
Strengths
- Simplicity of usage.
- Increases the range of the otherwise melee weapon.
- Can catch an opponent off-guard if fired at point blank range.
Weaknesses
- Can be blocked by any D Rank defensive spell or any spell above D Rank.
- Easily avoidable.
- Has a limited range.
- Joyce obligatorily needs to swing the scythe to initiate the spell.
- Final Linear:
Type
Offensive
Duration
3 posts
Cooldown
4 posts
Description
A simple spell that can only be cast by using Cerberus of the Bloodsea as a medium. Joyce holds the scythe like a staff, with its blade pointing straight towards the enemy. The next second, an arcane circle appears at the bottom tip of the scythe and at its disappearance, swirls of dark energy that is vaguely reminiscent of people's faces will burst from the bottom tip and move towards the blade while encircling around the long handle. This all happens in a span of two seconds, and the next moment Joyce makes a stabbing action (like how they do in fencing) and causes the swirling energy to leave the blade and hit the enemy in front. The swirl is about five meters thick and does not harm Joyce in any way (when its circling around the handle of the scythe). It can travel to a maximum distance of 15 meters and can travel at the speed of 7.5 m/s. After hitting the opponent it results in an explosion with a diameter of 10 meters.
Strengths
- Simplicity of usage.
- Explosion will deal damage to main opponent as well as his / her allies.
- Has a decent AoE range.
Weaknesses
- Linear in direction.
- Explosion can hurt Joyce's allies.
- Need the Cerberus Of The Bloodsea to cast the spell.
- Takes about three seconds to initiate the spell and cast it.
- Burst:
Type
Offensive
Duration
Instant
Cooldown
2 posts
Description
A rather simple spell that requires no chanting or concentration at all. It works when Joyce readies the spell before her next attack, and this is done without any fancy lights whatsoever. It activates at her will in an entirely discreet manner. When the scythe's blade meets the enemy's flesh the next time, it'll result in the launching-off of an explosion with a diameter of 15 meters, with the energy moving out at the speed of 7.5 m/s. However, the energy does not hurt Joyce even when she is within its range.
Strengths
- Does not hurt Joyce.
- Great AoE.
- Entirely discreet.
Weaknesses
- Physical contact of the scythe with the enemy is necessary.
- The explosion can hurt nearby allies.
- Due to the large swing of the scythe, there's always a chance of Joyce hitting her ally and thus dealing the 100% AoE damage.
- Joyce can't see till the energy dissipates; which is about 3 seconds.
- Dark Agony:
- Type
Offensive / Weapon
Duration
3 posts
Cooldown
4 posts
Description- Visual:
Strengths
- Small and easy to use.
- Works beautifully in tandem with the scythe.
- Increases Joyce's reflexes.
Weaknesses
- Melee weapon.
- Minimal damage when used on bare skin with nothing to augment its powers.
- Can't be used to block heavy and huge spells / weapons / attacks.
- Joyce has to pay real concentration when using the scythe and the dagger at the same time.- Passive ability:
- It increases Joyce's reaction time by 25% when used alone. When used in tandem with Cerberus of the Bloodsea, it increases her speed by 25% and reaction time by only 10%.
- Active ability:
- Type
Offensive
Duration
Instant
Cooldown
3 posts
Description
Joyce sends a surge of magical energy into the dagger, then proceeds to stab her opponent with it- but when she succeeds in doing so, the opponent will feel no pain at all. It'll be as if the dagger has no physical form and just passed through the opponent's body. However, this is the strength of this dagger, because the wounds that should have been inflicted can be inflicted whenever Joyce desires. She makes the wounds apparent, with the pain and blood-loss by pushing her thumb into the mouth-like form on top of the handle of the dagger.
Strengths
- Kind of like a surprise attack for the enemy.
- Since the dagger won't hurt the first time, there's a high chance that the enemy won't block against more attacks.
- A really cool aspect of an otherwise normal dagger? >.>
Weaknesses
- Inserting the thumb into the mouth-like piece is a prerequisite.
- Needs to be done before the duration of the spell is completed.
- Physical contact is necessary.
- Has no other purpose than this little offense.
- C Rank spells:
- Burning Agony:
- Type
Offensive
Duration
3 posts
Cooldown
4 posts
Description- Visual:
Strengths
- Can be wielded with one hand.
- Easy to use for Joyce.
- Larger in size, thus heavier and capable of dealing more damage.
Weaknesses
- Joyce needs to have at least one free hand to control this weapon.
- Weak against water spells.
- Melee weapon.
- Does not provide proper defense.- Passive ability:
- Gives Joyce a 25% speed boost.
- Active ability:
- Type
Offensive
Duration
2 posts
Cooldown
4 posts
Description
Joyce focuses her magic into the sword called as Burning Agony and causes a substantial layer of fire to coat its blade. Whenever she swings the blade during the duration of this spell, that is, when the fire is burning furiously, she lands D Rank physical damage + burn damage. The fire extends from the sword like a whip when slashed strongly, reaching a maximum distance of 5 meters from the sword's tip.
Strengths
- Deals burn damage.
- Can set things alight if held over a combustible item for a little while.
- Fire extends from the sword to form some kind of splash damage.
Weaknesses
- Weak against earth spells.
- The fire can be doused by one D Rank water spell.
- The fire whip is highly uncontrollable and can cause damage to allies as well.
- Weak against metal spells.
- Burning Rage:
Type
Offensive
Duration
Instant
Cooldown
3 posts
Description
Joyce slams Burning Agony into the ground, using the earth as a sheath for the blade. The second she does this, a magic circle will erupt on the ground, casting an ethereal red and black light on Joyce as well as the sword. Several streams of fire would swirl around the blade, sourcing from the center of the arcane circle and twisting around the red-head's frame. When she mutters the words, "Burning Rage" the fire streams will burst out in the shape of a torrent with an AoE of 30 meters in all directions at the speed of 15 m/s.
Strengths
- Decent AoE.
- Relatively simple to use.
- Can cause damage to several enemies as long as they are within the spell's range.
Weaknesses
- Can damage allies.
- Sheathing the sword into the ground is a prerequisite.
- Has a limited range and can be dodged if you run away from the torrent.
- Is a bit flashy, and tends to warn enemies that harm is on its way.
- Flaming Cuts:
Type
Offensive
Duration
Instant
Cooldown
3 posts
Description
Joyce focuses on any one point in mid-air, causing an orb of fire with a diameter of one feet to float on that point. As the orb pulsates, Joyce proceeds to use Burning Agony to cut the orb with one horizontal and one vertical slash, thus dividing the sphere into four perfect pieces. The moment this is done, the four pieces turn into fire streams with a width of one feet each, that home in on any target within a 30 meter range from Joyce. Each stream deals half a D Rank damage and causes an explosion with a diameter of 3 meters. All streams can home in on one target if necessary, thus stacking up the damage.
Strengths
- Instant to cast.
- Homes in on target.
- Streams travel at a speed of 15 m/s.
Weaknesses
- Can be blocked by D Rank / C Rank defensive spells and any other spell of a higher rank.
- Enemies can move out of the 30 meter range and save themselves from the homing in.
- The explosion can cause damage to Joyce's allies as well.
- The orb can be destroyed by one C Rank spell or above before Joyce gets a chance to slash at it.