Name: The Orb of The Hero of Time
Rank: Artifact
Type: Ball
Description: The Orb was forged long ago by a group of 4 powerful mages who wielded time magics and believed that time magic had the potential to become the most powerful form of magic. They decided to combine their knowledge of time magic into a single artifact, which they spent years developing bit by bit. The orb was originally meant to be an even more powerful staff, with the orb simply being the head of the staff, but they died before it's creation was complete. The orb, over years of work, was formed out of concentrated time energy, eventually forming into a completely solid version of time itself. As a result of the material it is made of, it is far easier to repair using time magics than other items, and it's colors are constantly changing, usually in impressive swirling or bolting multicolored patterns.
Weaknesses:
Abilities:
Rank: Artifact
Type: Ball
Description: The Orb was forged long ago by a group of 4 powerful mages who wielded time magics and believed that time magic had the potential to become the most powerful form of magic. They decided to combine their knowledge of time magic into a single artifact, which they spent years developing bit by bit. The orb was originally meant to be an even more powerful staff, with the orb simply being the head of the staff, but they died before it's creation was complete. The orb, over years of work, was formed out of concentrated time energy, eventually forming into a completely solid version of time itself. As a result of the material it is made of, it is far easier to repair using time magics than other items, and it's colors are constantly changing, usually in impressive swirling or bolting multicolored patterns.
- The Orb of The Hero of Time:
- Increases the user's spell power by 1 Rank
- The Orb of The Hero of Time can resist A-ranked spells and below, reducing damage from A-ranked spells by 25% and B-ranked or lower by 50%, and reflect up to 3 B-ranked (or equivalent of 3 B-ranked spells, but nothing higher than B-rank) per fight.
- The Orb also allows the user, if they have Arc of Time, to have an enhanced version of Arc of Time's Clairvoyance effect. This makes the user capable of rolling two attacks for each one of their attacks, along with having two block rolls for each block.
- The Orb is a returning item; This means that it will always return it's rightful owner. It does this immediately at the beginning of the post after the user loses it/throws it.
- In the case of Arc of Time, this orb counts as a Lacrima, meaning it gives the owner clairvoyant power, such as looking into the future or past, or looking into the present but in a different place. The orb grants Abbigail the ability known as "Scrying", an ability that allows the user to spy on people/events from a distance, as long as they have either something that belongs to that person or a lock of hair. It also allows the user to look into the history of any item or place that they are in the presence of, if they focus on that item or place.
- The Orb is restored more easily by time magics, making any time-related repair spell not only usable on it, but quarters the normal time necessary for repairing items/artifacts, rounding up to the higher whole number.
Weaknesses:
- All abilities/perks of the orb are lost the moment it is broken, until it has been restored.
- The Orb of The Hero of Time must remain in contact with the user for most of it's powers to work, other than clairvoyance and it's ability to return to the user.
- The Orb loses most of it's usefulness if the mage does not have the ability to use Arc Of Time.
- The Orb only functions as long as the user still has magic in their magic pool; in other words it will stop functioning for anything except blocking and reflecting spells if the user becomes exhausted.
- The User of this Orb loses all benefits from it if the Orb is broken, until the Orb has been restored.
- Because of the Orb's overwhelming time energies, the user of the Orb cannot cast any non-time-based magics while equipped with the Orb. The energies coming from the orb are so overwhelming that the user cannot focus their magic into any magics that are not time-related in nature.
Abilities:
- spells:
- The user can keep the spell active anywhere from 1 to 4 posts, in case the spell would be non-beneficial after a certain amount of time.
- This spell allows the user to move through non-magical walls and barriers, which is great for recon, infiltration and stealth based operations.
- This spell makes the user slip completely into the timeline itself and move around, meaning that they cannot be attacked or harmed by anything non-magical while the spell is active, and they cannot be seen while the spell is active, making this a very effective spell for running away since it's hard to aim at an invisible target, or even know which way they're running.
- This spell makes the user incapable of attacking/harming, or even moving anything at all while it is active.
- This spell does not keep the user safe from magical sight abilities and attacks, so if fighting a mage the user can still be harmed, and even seen depending on the magic being used.
- The user cannot cast any other spells while this one is active, even defensive or utility/buff spells.
- Name: Flash Duplication
Rank: D
Type: Time, Utility
Description: This spell is cast by tossing any item, weapon, or armor into the air and thrusting both hands towards the item/weapon/armor. The item/weapon/armor in question will then fall back into the user's hands, followed by an exact duplicate of that item/weapon/armor just behind it. This effectively duplicates any item/weapon/armor for a set duration, at the end of which the duplicate will simply vanish into thin air.
Strengths: - This can be done using any item/weapon/armor, allowing for a large range of versatility.
- This spell does copy the item/weapon/armor almost exactly, meaning it copies the item/weapon/armor's effects and abilities as well. The abilities, however, are only their [User Rank] equivalent in damage and power, unless [User Rank] is higher than the ability originally was, in which case it simply stays at it's normal power. Example: A B-ranked fireball ability in a weapon would only come out of the duplication as a D-ranked version of the fireball ability if the user of this spell is D-rank. If the user were C-ranked, the fireball would be it's C-ranked equivalent. If the user were B-ranked, it would stay B-ranked, and if the user were A-ranked or up, the ability's power level would stay at it's B-rank form.
- This spell makes an indistinguishable copy of the item/weapon/armor that it is used on, allowing the user to trick people into thinking they have the real thing while the user sneaks away with the true item/weapon/armor.
Name: Time Slip
Rank: D
Type: Time, Utility
Description: This spell stops time's effect on the user, basically making a wormhole through time that only the user can step through. It allows the user to travel unaffected by time or anything it touches, as the wormhole's own timeline constantly fluctuates and can revert the area around the user to a time where a certain thing wasn't there, however once the spell is over or the user gets past it, whatever that thing was will return to normal (mages should be mindful of this, as this could result in the mage getting stuck in a wall if they don't hustle on through). This allows the user to travel through non-magical walls and barriers, however it also makes the mage incapable of taking any harmful actions on anyone or anything, so they cannot attack/hurt anyone or break anything while the spell is active. It's duration is variable, up to 4 posts, however it's cooldown is double however long the user kept the spell active, up to 8 posts.
[Note: Time passes normally for everyone other than the mage; this does not stop time. Everyone may take their actions as normal, however it appears that the mage has simply vanished.]
Strengths:
Weaknesses:
Duration/Cooldowns Duration - 1-4 posts (the caster can choose to end the spell after 1, 2, 3, or 4 posts) ; Cooldown - 3-12 posts (triple however long the spell lasted)
Weaknesses:- If this spell is cast on a container, it will duplicate that container but NOT it's contents.
- This spell's cooldown does not start until after the duplicate has faded.
- The duplicates that this creates are only D-rank (or weak armor/weapon/item) in durability, even though they keep their abilities. In other works, if struck by a weapon that does more than D-rank damage, the duplicate will shatter and fade immediately; however spell resistances for certain weapon/armor ranks still apply, making the duplicates just as hard to break using spells, though much easier with standard attacks.
- Duration/Cooldowns Duplicates last for 4 posts, or until broken. Cooldown is 5 posts, but does not start until the duration of the spell is over.
- The user can keep the spell active anywhere from 1 to 4 posts, in case the spell would be non-beneficial after a certain amount of time.
Last edited by Abbigail on 1st August 2013, 4:35 am; edited 4 times in total