Primary Magic: Gloves of Fury
Secondary Magic: N/A
Caster or Holder: Holder
Description: These magical items were made by boxers for boxers. In order for a formal martial art such as boxing to stay relevant, boxers must be able to deal damage to mages, so with the Gloves of Fury they are given access to a source of magic within the gloves while they have them equipped. While using them, boxers are able to deal out much more damage than with regular gloves, they are faster and they have a larger amount of stamina. The stronger of a mage the boxer is, the better the gloves get.
Oliver uses the Gloves of Fury as intended. He is a boxer so he fights his opponents solely with that martial art as long as the gloves are on his hands. Since he isn't that strong of a mage yet, he can't use the gloves as good as some other people, but he has been getting the hang of them. He will be able to use them to their full potential in no time.
Strengths:
- When used as intended, the user has access to a magical source that enhances their punches to be able to dish out large amounts of damage to enemies.
- Aside from offensive use, the gloves can also be used to obtain an excellent guard that can block really powerful blows as long as the user is a strong enough mage.
Weaknesses:
- Since the gloves were only made with boxers in mind, the longest range that their attacks can go is based on the length of the user's own hands.
- The user cannot use the attacking power of the gloves if they are not equipped to their hands.
- Due to Oliver being a traditionalist, he refrains from using any styles other than boxing with these gloves on, so he can't use his legs or any other magic as long as they remain attached to his hands.
- Lineage:
- Spirit Of Corruption:
Description: Aeons ago, a noble king made a deal with a deity of deception and malice. The deal was that he would sacrifice his entire family, along with himself, in a dark ritual in honour of the being, but would have his kingdom spread across the world to become a global empire. What really was the case, however, was that the same deity had previously forged a contract with a rivalling kingdom. The deceiving god would ruin the noble king's growing country and would in turn receive the hand of the rivalling king's daughter, whom was so beautiful even the god had become captivated by her. Thus, the deity tricked the noble king to kill himself and all heirs to the throne, eventually leading to political wars for the empty throne of power which ravaged the kingdom and killed it from within.
To this day the deceived king's angered spirit roams the world in it's quest for vengeance, sometimes possessing the bodies of children at birth and remaining dormant within them until his wrath is called upon.
Ability: Calling upon the power of the king, and the vast population that died upon the deal’s completion, the user can expel an energy burst outward from themselves, knocking anything around the user away or unconscious. The energy blast has a range of 20 meters, in which the first ten meters from the epicenter can cause intense vertigo or loss of consciousness for anyone that is at least two ranks below the user. If one is 11 meters to 20 meters away from the epicenter, they will simply be knocked back violently. Can be resisted by those who are well braced and sturdy. Anything caught in the energy burst will be dealt user ranked spell damage(max S-rank)
Usage: Instant effect with an 8 post cooldown.
Unique Abilities:
- Floating: The gloves can float around the user when they are not attached to the hands. They have to stay within 5 feet of the user to stay afloat. They cannot be used to fight while floating.
- D Rank Spells:
- Power Jab:
- Name: Power Jab
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: A quick, straight punch thrown with the lead hand from the guard position (magic enhances the punch to mage standards). The jab is accompanied by a small, clockwise rotation of the torso and hips, while the fist rotates 90 degrees, becoming horizontal upon impact. As the punch reaches full extension, the lead shoulder can be brought up to guard the chin. The rear hand remains next to the face to guard the jaw. After making contact with the target, the lead hand is retracted quickly to resume a guard position in front of the face.
Strengths:
- Can be chained with other power punches in quick succession to deal great damage.
Weaknesses:
- Only useful in close range.
- Due to being a simple Jab with just some extra power behind it, it can be easily dodged or countered.
- Power Cross:
- Name: Power Cross
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: A powerful, straight punch thrown with the rear hand (magic enhances the punch to mage standards). From the guard position, the rear hand is thrown from the chin, crossing the body and traveling towards the target in a straight line. The rear shoulder is thrust forward and finishes just touching the outside of the chin. At the same time, the lead hand is retracted and tucked against the face to protect the inside of the chin. For additional power, the torso and hips are rotated counter-clockwise as the cross is thrown.
Strengths:
- Can be chained with other power punches in quick succession to deal great damage.
Weaknesses:
- Only useful in close range.
- Due to being a simple cross with just some extra power behind it, it can be easily dodged or countered.
- Power Hook:
- Name: Power Hook
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: A semi-circular punch thrown with the lead hand to the side of the opponent's head (magic enhances the punch to mage standards). From the guard position, the elbow is drawn back with a horizontal fist (knuckles pointing forward) and the elbow bent. The rear hand is tucked firmly against the jaw to protect the chin. The torso and hips are rotated clockwise, propelling the fist through a tight, clockwise arc across the front of the body and connecting with the target.
Strengths:
- Can be chained with other power punches in quick succession to deal great damage.
Weaknesses:
- Only useful in close range.
- Due to being a simple hook with just some extra power behind it, it can be easily dodged or countered.
- Power Uppercut:
- Name: Power Uppercut
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: A vertical, rising punch thrown with the rear hand (magic enhances the punch to mage standards). From the guard position, the torso shifts slightly to the right, the rear hand drops below the level of the opponent's chest and the knees are bent slightly. From this position, the rear hand is thrust upwards in a rising arc towards the opponent's chin or torso.
Strengths:
- Can be chained with other power punches in quick succession to deal great damage.
Weaknesses:
- Only useful in close range.
- Due to being a simple uppercut with just some extra power behind it, it can be easily dodged or countered.
- Fusion Spells:
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Oliver Windhelm on 4th September 2016, 4:13 pm; edited 1 time in total