Name: Little Crow
Rank: Legendary (+)
Type: One-Handed Sword
Description: A short sword with a grip that leaves space for two hands to grip it. The end of the grip has a rounded structure that leaves space for about a finger. The blade itself has no guard and is therefore only useful for attacking or parrying. The blade is about an arm's length and not pointed but slightly rounded off. It is a small, stealthy weapon perfect for fast-paced, lethal swordsmanship.
Strengths:
- Can't rust or decay through simple age or use and is immune to time and time magic effects
- If wielded by anyone but a Time Magic user, the blade would rot away
- Deals A Ranked physical damage on-hit
Weaknesses:
- Can only resist up to B Rank spells
- Physical damage is easily avoidable
- Requires Close Quarter Combat to be effective
- Should the sword be wielded in a field of Gravity Magic, it will begin to rust and break after three posts
- Abilities:
- Name: Chronolever
Rank: A
Type: Defensive; Counter
Description: A simple application of time magic. This sword slowly distorts and warps time around it. This affects the physical damage done, as it stops the flow of time around wounds and prevents healing magic from influencing it. It also permanently extends its slashing range by a meter every post and deals magic damage in that range. Every third post, when the extended range is at three meters, the user can choose to combust the time distortion, creating a blast of 1 meter in diameter and up to 20 meters in length that deals A Rank magic damage that knocks opponents back and can be wielded as an extension of the blade for a short burst. Upon having used up the blast, the sword turns normal for the remaining post and begins warping time again on the next, increasing its range.
Strengths:- Deals magic damage in its extended range
- Physical damage dealt by the blade can not be
- The blast damage ignores physical armor
Weaknesses:- Blast has a small length for a ranged ability
- Healing magic 2 ranks higher can offset the debuff applied by physical damage
- Easy to anticipate, as a visibly distorted field grows around the blade
- Range can not grow in fields of Gravity Magic
Duration: Requires three posts of charging to create the blast, blast is instant
Cooldown: 1 post
Name: Loop Trigger
Rank: A
Type: Supportive
Description: This spell freezes all damage this sword deals in time for a certain duration. Every time the blade should be cutting skin or hitting armor, it will not. Every time it should break bones or pierce flesh, it will instead, deal no damage at all. The opponent will feel no sensation of pain and receive no wounds. Upon the end of this spell's duration, the user unfreezes the damage and repeats it so that it is dealt twice. Any damage taken over the course of this spell will be dealt twice at the end of it.
Strengths:- High damage output for little risk
- Can easily surprise opponents who think the sword deals no damage
- The sword will move through things as it would potrude it although it doesn't appear so, mimicking intangibility
Weaknesses:- Spell itself is useless and only useful it dealing damage
- Requires channeling, does not come into effect on intial post of casting
- Requires Close Quarter Combat to be effective
- This spell can not be activated in fields of Gravity Magic
Duration: 5 posts
Cooldown: 6 posts - Deals magic damage in its extended range
Name: Great Falcon
Rank: Artifact
Type: Light Armor
Description: The armor itself is a light armor consisting of mainly body-fitted leather padding around the lower parts of limbs and rounded steel padding of the upper regions of limbs as well as the primary joints, meaning elbows and knees. Chest, stomach, hips and neck are leather padded again, while the wearer's back is a mixture of steel and leather padding. The armor comes with several belts that can be used to attach weapons of many kinds to the armor itself.
The most noticeable thing about this armor would be the many small, round green-shining orbs that are embedded all over the leather padding. Those are magic receptors that improve the wearer's relation to his magic, allowing for a more even flow of magic throughout the body and quicker casting of spells.
Strengths:
- Can't rust or decay through simple age or use and is immune to time and time magic effects
- The armor returns to its initial constitution should it not be completely destroyed, repairing minor damage
- Has little weight and allows for flexibility and acrobatics whilst wearing it
Weaknesses:
- Can only resist up to A Rank damage
- Leather padding is weaker than steel padding and more prone to physical damage
- Can not repair heavy damage to itself
- Gravity Magic can easily shatter and break this armor apart
- Abilities:
- Name: Continuum Fix
Description: This passive ability allows the user to control the time of other equipment and fix it almost instantaneously. It can hover over almost any magical equipment and simply reconstitute it to its natural form. By accessing the timeline of his sword "Little Crow" or the timeline of his "Chrono Orb", he can call either of them back to his hand in a 100 meter range, fixing themmid-flight should they be broken. The armor can also fix dents, cracks and crevices on itself, by itself.
Name: Paradigm Shift
Description: The user, while wearing this armor is completely immune to any form of Time Magic and its effects as long as it is user-ranked or below. Furthermore, this ability enhances the casting speed of Arche der Zeit is greatly enhanced. Channels, charges that happen in a single post are ignored. It also allows the user to control and manipulate user-ranked Time Magic effects of unrelated sources. Meaning Time Mages of the wearer's rank are at a heavy disadvantage.
Name: Chrono Orb
Rank: Legendary (+)
Type: Crystal Orb (Item)
Description: A small, black, floating orb, about the size of a handball. This floating orb can be controlled at high speeds in a 50 meter radius around the user. It is magical in nature, quite heavy, about the weight of a very large bowling ball and primarily functions as a radar for everything happening in a 100 meter radius around it. It enhances the range of the user's perception, giving him peripheral awareness of the environment. It has additional abilities that allow the orb to duplicate itself and cause time distortions.
Strengths:
- Can be controlled at very high speeds, dealing A Rank physical damage on impact
- Greatly enhances the user's awareness
- Incredibly versatile item that is small, stealthy and quick all in one
Weaknesses:
- Peripheral awareness does not use regular senses and can not identify people, only action
- Orbs can not take any form of direct damage and shatters upon impact
- Slow does not stack if orbs have a shared range
- Can still be flown in fields of Gravity Magic but can not create duplicates or apply slowing effect
- Abilities:
- Name: Chronofield
Description: This is the Chrono Orb's primary ability. It gives the user peripheral awareness in a 100 meter range. The orb itself causes a distortion in time in a 10 meter radius that slows down any opponents inside by 20%.
Name: Paradox Trigger
Description: The orb has the ability to call alternative possibilities of itself into existence. This essentially recreates the orb with the exact same passive as before, also able to be controlled in the same range at the same speed. The alternative orbs can also be combusted at the cost of 3 mp, dealing B Rank magic damage in a 10 meter range that ignores armor and draws in everything in that range to the centric point. The orb can create one duplicate every post at the cost of 3 mp.
Name: Whistling Swallow
Rank: Strong (+)
Type: Pair of Boots (Item)
Description: A pair of combat boots with a rather simple effect. Imbued with War God magic, they enable the user to stand in mid-air as if it were solid ground. The boots create solid surfaces right beneath the soles for the user to stand on. This enables the wearer to combat in mid-air without needing to worry about falling down from anywhere.
Strengths:
- Allows the user to be standing in mid-air as if it were solid ground
- Can break falls and render a number of terrain effects useless
- Can extend the ability to rest of armor, making losing balance difficult
Weaknesses:
- Can't resist any type of direct damage (wont break from AoE damage or similar indirect damage)
- As this isn't flying, but standing, the user will still be able to lose his balance
- In mid-air, the user will be suspectible to wind mages
- User can't fly, physical strain is still upon him to propel and move in mid-air
- Ability:
- Name: Ground Zero
Description: With this ability, the user is able to stand in empty space as if there were solid ground beneath, granting the ability of limited flight or something he likes to call "airwalking". Even from hands, arms or the torso, empty space can be turned into ground for the user to find balance on. Additionally, the boots give the user a 20% increase to movement speed.
Last edited by Lyserg-Tuna on 23rd July 2015, 5:03 pm; edited 11 times in total