Arm of Glass (Right) [600]
Requirements: Physical, Range, Area Shield, Remote Control
This is one of Stein's more powerful spells. By sacrificing his arm, he can gain a replacement; an Arm of Glass. To do this, he must first sacrifice his arm, which takes five seconds. During this time, his arm is converted to glass and painfully shattered piece by piece. He can still preform regular combat maneuvers with disadvantage due to pain. Another product of pain is that during this time he cannot use any other spells, even though his other hand is considered free. The spell does not end if he takes damage, unless it would outright kill him. Even after completion, the pain makes it impossible to cast another spell for another 20 seconds.
Stein suffers major damage, from the loss of his arm during the initial process. Upon complete shattering of his natural arm, the wound is sealed and covered by a smoked-glass pauldron. This pauldron emits an energy stream connecting it without solid structure to an accompanying gauntlet.
This gauntlet is an effective combination of various other types of shields; most noticeably the Hook and the Comet shields. The structure is quite large, with an overall length of two meters, most of that being the comet-like shield emitting from the back of the massive structure's hand. The energy beam connects to where the wrist should be.
There is no time limit to the Arm of Glass, however the gauntlet can be broken. If this happens, or if the gauntlet is lost, the pauldron will create a new gauntlet after five seconds. If damaged, but not destroyed and within two meters of Stein, the energy beam will slowly repair it if it is within two meters of Stein. It takes roughly five seconds from nearly destroyed to full strength.
The Arm of Glass has a combination of functions, its primary being a massive shield. This shield is what makes the gauntlet alone so useful, as it has an incredibly high durability that can take most damage with ease, short of a Super Attack. Its long-range and large size only add to the usefulness. Unlike the shields it combines, it can brace itself on the ground to absorb higher kinetic impact than normal.
Its secondary ability is that it is effectively a hand with a massive reach. Stein can maneuver it perfectly up to twenty meters, and up to thirty with poor dexterity and strength. If pushed beyond this range, the energy beam will become too weak and fail. The gauntlet then finger-walks back to Stein, if not restrained or otherwise incapable of movement. The gauntlet's peak movement speed is 20 meters per second (44 miles per hour, just under the world speed punch record.) Though Stein does not feel its weight, the gauntlet weighs in at roughly 50 kilograms, meaning that a punch from the gauntlet is both moderately damaging and likely to knock an opponent around.
While the Arm of Glass is a powerful tool of defense, and even offense, it limits the range of spells Stein can use. The arm cannot be used to manifest or maintain any spells. While it is being repaired, it is considered to be a "maintained" spell, as well as when it moves beyond the 20 meter "perfect" range.
In exchange for the lack of spells, the Gauntlet portion of the Arm of Glass can be augmented on command. This still yields the Augment's Universal Cooldown (5 seconds) and lasts until the Gauntlet is shattered, or until another Augment is applied.
The energy stream that connects the pauldron to the gauntlet is semi-solid. It can be "cut" in a sense, which disables the gauntlet for a brief amount of time before it automatically reconnects. It takes one second per ten meters for the energy stream to reengage. Stein can reconnect immediately if he is within five meters.
Stein can increase his effective range by charging up the energy stream. For each two seconds the arm charges, the range increases ten meters beyond Stein's "Perfect" range. (Perfect range is 20 meters, so 2 seconds for 30, 4 seconds for 40) His maximum achievable range is 100 meters at 16 seconds charge time. The energystream can remain extended for half of the charge up time before it automatically retracts. If an object grabbed is too heavy to move, the energy beam will instead pull Stein towards the gauntlet, much like a grappling hook.
The sacrificed arm does not begin to regenerate until the Arm of Glass is willingly discarded. During this time, the arm heals normally. (Requires Advanced Regeneration) This means that once this spell is used, it is there to stay for a while. Even if he has time to recover, he is considered to 4 unrecoverable damage.
Simplified Mechanics:
Downsides:
- 20 seconds Universal Cooldown (all moves + lower combat maneuverability)
- 5 second charge up (No other spells, lowered combat maneuverability)
- ~7 pts damage
- Loss of original limb
- New arm cannot use 2H spells.
- Energy Stream can be disrupted, takes time or proximity to reconnect.
- Can be captured.
Benefits:
- New arm does not yield damage/repairs itself if within 2 meters.
- Can be reconstructed in 5 second charge up.
- Can be Augmented after completion, lasts until gauntlet breaks.
- Can extend its range via charge up (+300 OM)
- BIG, powerful shield
- Moderage damage output (with knockback for average weight foes.)
Requirements: Physical, Range, Area Shield, Remote Control
This is one of Stein's more powerful spells. By sacrificing his arm, he can gain a replacement; an Arm of Glass. To do this, he must first sacrifice his arm, which takes five seconds. During this time, his arm is converted to glass and painfully shattered piece by piece. He can still preform regular combat maneuvers with disadvantage due to pain. Another product of pain is that during this time he cannot use any other spells, even though his other hand is considered free. The spell does not end if he takes damage, unless it would outright kill him. Even after completion, the pain makes it impossible to cast another spell for another 20 seconds.
Stein suffers major damage, from the loss of his arm during the initial process. Upon complete shattering of his natural arm, the wound is sealed and covered by a smoked-glass pauldron. This pauldron emits an energy stream connecting it without solid structure to an accompanying gauntlet.
This gauntlet is an effective combination of various other types of shields; most noticeably the Hook and the Comet shields. The structure is quite large, with an overall length of two meters, most of that being the comet-like shield emitting from the back of the massive structure's hand. The energy beam connects to where the wrist should be.
There is no time limit to the Arm of Glass, however the gauntlet can be broken. If this happens, or if the gauntlet is lost, the pauldron will create a new gauntlet after five seconds. If damaged, but not destroyed and within two meters of Stein, the energy beam will slowly repair it if it is within two meters of Stein. It takes roughly five seconds from nearly destroyed to full strength.
The Arm of Glass has a combination of functions, its primary being a massive shield. This shield is what makes the gauntlet alone so useful, as it has an incredibly high durability that can take most damage with ease, short of a Super Attack. Its long-range and large size only add to the usefulness. Unlike the shields it combines, it can brace itself on the ground to absorb higher kinetic impact than normal.
Its secondary ability is that it is effectively a hand with a massive reach. Stein can maneuver it perfectly up to twenty meters, and up to thirty with poor dexterity and strength. If pushed beyond this range, the energy beam will become too weak and fail. The gauntlet then finger-walks back to Stein, if not restrained or otherwise incapable of movement. The gauntlet's peak movement speed is 20 meters per second (44 miles per hour, just under the world speed punch record.) Though Stein does not feel its weight, the gauntlet weighs in at roughly 50 kilograms, meaning that a punch from the gauntlet is both moderately damaging and likely to knock an opponent around.
While the Arm of Glass is a powerful tool of defense, and even offense, it limits the range of spells Stein can use. The arm cannot be used to manifest or maintain any spells. While it is being repaired, it is considered to be a "maintained" spell, as well as when it moves beyond the 20 meter "perfect" range.
In exchange for the lack of spells, the Gauntlet portion of the Arm of Glass can be augmented on command. This still yields the Augment's Universal Cooldown (5 seconds) and lasts until the Gauntlet is shattered, or until another Augment is applied.
The energy stream that connects the pauldron to the gauntlet is semi-solid. It can be "cut" in a sense, which disables the gauntlet for a brief amount of time before it automatically reconnects. It takes one second per ten meters for the energy stream to reengage. Stein can reconnect immediately if he is within five meters.
Stein can increase his effective range by charging up the energy stream. For each two seconds the arm charges, the range increases ten meters beyond Stein's "Perfect" range. (Perfect range is 20 meters, so 2 seconds for 30, 4 seconds for 40) His maximum achievable range is 100 meters at 16 seconds charge time. The energystream can remain extended for half of the charge up time before it automatically retracts. If an object grabbed is too heavy to move, the energy beam will instead pull Stein towards the gauntlet, much like a grappling hook.
The sacrificed arm does not begin to regenerate until the Arm of Glass is willingly discarded. During this time, the arm heals normally. (Requires Advanced Regeneration) This means that once this spell is used, it is there to stay for a while. Even if he has time to recover, he is considered to 4 unrecoverable damage.
Simplified Mechanics:
Downsides:
- 20 seconds Universal Cooldown (all moves + lower combat maneuverability)
- 5 second charge up (No other spells, lowered combat maneuverability)
- ~7 pts damage
- Loss of original limb
- New arm cannot use 2H spells.
- Energy Stream can be disrupted, takes time or proximity to reconnect.
- Can be captured.
Benefits:
- New arm does not yield damage/repairs itself if within 2 meters.
- Can be reconstructed in 5 second charge up.
- Can be Augmented after completion, lasts until gauntlet breaks.
- Can extend its range via charge up (+300 OM)
- BIG, powerful shield
- Moderage damage output (with knockback for average weight foes.)
