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    Locking Chain Magic

    Ray Zwight
    Ray Zwight

    Player 
    Lineage : Spirit Link
    Position : None
    Posts : 12
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Locking Chain Magic Empty Locking Chain Magic

    Post by Ray Zwight 29th May 2017, 7:18 am

    Magic

    Primary Magic: Locking Chain Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Locking Chain Magic is a specialized Anti-Magic which focuses on nullifying existing spells and punishing foes who cast them. The basic premise is to designate the targets with a mark, which takes the form of chains wrapping around the limb where it was placed (placed by contact or through specialized spells for marking at a range). So long as the mark remains on the target, and the target remains within a certain range of the caster, activation of any spells will allow the caster of Locking Chain Magic to punish their foes in a a wide array of unique ways. Typically, the punishments are related to chains in some way, but they can be only tangentially related. To cover it's innate weakness of having a certain range to work in, this magic has also developed a means of absorbing magic into chains the user conjurs in order to nullify them and empower other spells they cast.

    Ray, having learned this magic to punish dark mages, has always focused on its Retaliation aspects more than its Nullification Aspects. While he's no slouch in either regard, he's certainly more of a revenge-caster than a counter-speller. That said, Ray uses the magic more as a deterrant than a weapon, using the foe's fear of casting spells while marked to force them into close quarters conflict, so he can beat them with expertise. That said, his punishing power is something worth fearing, and it certainly does make his fists seem like mercy.

    Strengths:

    • Counterspelling: Locking Chain Magic is exceptional against other mages, having many means of punishing the use of magic, or nullifying spells outright.
    • Magic Efficiency:  This magic features a number of ways to keep ahead of foes on Magic Power, from confiscating MP from victims as punishment, to absorbing parts of spells to replenish.
    • Field Control: Locking Chain Magic also features a wonderful, often forgotten feature of CHAINS! They can be used to alter the battlefield in the caster's favor.

    Weaknesses:

    • Large Scale Conflict: Locking Chain Magic works best against small groups of 1-3 enemies, since there is a limit to how many marks he can place and keep track of. Any bigger numbers and it starts becoming a problematic juggling act.
    • Reactionary: There are very few outright offensive spells in Locking Chain Magic, meaning one can only really make the most of this magic via reacting to the opponent. Some opponents don't give the caster much to react to.
    • Meant to be Broken: Any chains created by this magic are capable of being broken, as they are physical actual chains. Doing so prematurely ends the spells, and only requires equal ranked damage targeting the chains directly.
    • Magnetic Magic: Magnets have a decisive effect on Locking Chain Magic spells, since the chains are made of metal.

    Lineage: Spirit Link
    Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
    Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat:

    • The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This axe ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the axe to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the axe will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.
    • The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.
    • The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage.   Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.


    Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.

    Unique Abilities:
    Mark of the Chain: A 'Unique Ability' only in the sense that it functions like one, any user of Locking Chain Magic has this ability. The user can mark targets by touch, the marks appear as animated chains wrapped around and writhing on a circumfrential chunk of skin. This mark will stay on them for up to 24 hours IC time, though its effects don't extend beyond allowing the marked individual to be a viable target for Locking Chain Magic's retaliation spells. This effect is even further limited to marked targets within a certain range of the caster who placed it. The number of marks they may have active at once is based on their currect rank, as is the range in which they are functional. A given target may accrue more than one mark, but this changes none of the functionality. He can place as many marks in each round as he can touch people. Marks are overwritten by excess marks on a first in, first out basis. He can also dismiss marks at will, though that requires a conscious effort.
    Rank, Marks, Range:

    Chain Dowsing: He can extend an ethereal chain from his hand to any marked target's mark as a means of tracking. This chain cannot be broken through mundane means, but cannot be used for any other purpose asides tracking. This ability functions at a range quintuple (5x) that of his mark's effective retaliation range. (60 meters at D-rank, 150 at C-Rank, etc)

    Leech Chains: He passively leeches a bit of extra magic from marked targets who cast spells within his range. Each spell gives him 3% of his MP back and costs the target in question 3% extra. If the foe is one or more ranks higher than him, this does not drain the extra 3% from them, but he still regains 3%. This ability has a 2 post cooldown localized to each individual mark (the cooldown on one mark does not affect other marks), but otherwise happens automatically. If he has someone marked, he does not regenerate MP normally. He can resume regenerating normally by dismissing all his marks, thusly negating this ability as well.

    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!)

    Chain Lock:

    Leash:
    Vamp Chains:
    Snake Chains:


    Last edited by Ray Zwight on 2nd June 2017, 5:44 am; edited 1 time in total
    Jiyu Kazehime
    Jiyu Kazehime

    Player 
    Posts : 1917
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Wind Magic
    Second Skill: Demonic Takeover
    Third Skill:

    Locking Chain Magic Empty Re: Locking Chain Magic

    Post by Jiyu Kazehime 30th May 2017, 6:35 pm

    I am Jiyu kazehime and I am the one who shall grade your magic so lets get you ready to go, I grade in this color.

    Ray Zwight wrote:Magic

    Primary Magic: Locking Chain Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Locking Chain Magic is a specialized Anti-Magic which focuses on nullifying existing spells and punishing foes who cast them. The basic premise is to designate the targets with a mark, which takes the form of chains wrapping around the limb where it was placed (placed by contact or through specialized spells for marking at a range). So long as the mark remains on the target, and the target remains within a certain range of the caster, activation of any spells will allow the caster of Locking Chain Magic to punish their foes in a a wide array of unique ways. Typically, the punishments are related to chains in some way, but they can be only tangentially related. To cover it's innate weakness of having a certain range to work in, this magic has also developed a means of absorbing magic into chains the user conjurs in order to nullify them and empower other spells they cast.

    Ray, having learned this magic to punish dark mages, has always focused on its Retaliation aspects more than its Nullification Aspects. While he's no slouch in either regard, he's certainly more of a revenge-caster than a counter-speller. That said, Ray uses the magic more as a deterrant than a weapon, using the foe's fear of casting spells while marked to force them into close quarters conflict, so he can beat them with expertise. That said, his punishing power is something worth fearing, and it certainly does make his fists seem like mercy.

    Strengths:

    • Counterspelling: Locking Chain Magic is exceptional against other mages, having many means of punishing the use of magic, or nullifying spells outright.
    • Magic Efficiency:  This magic features a number of ways to keep ahead of foes on Magic Power, from confiscating MP from victims as punishment, to absorbing parts of spells to replenish.
    • Field Control: Locking Chain Magic also features a wonderful, often forgotten feature of CHAINS! They can be used to alter the battlefield in the caster's favor.

    Weaknesses:

    • Large Scale Conflict: Locking Chain Magic works best against small groups of 1-3 enemies, since there is a limit to how many marks he can place and keep track of. Any bigger numbers and it starts becoming a problematic juggling act.
    • Reactionary: There are very few outright offensive spells in Locking Chain Magic, meaning one can only really make the most of this magic via reacting to the opponent. Some opponents don't give the caster much to react to.
    • Meant to be Broken: Any chains created by this magic are capable of being broken, as they are physical actual chains. Doing so prematurely ends the spells, and only requires equal ranked damage targeting the chains directly.
    • Magnetic Magic: Magnets have a decisive effect on Locking Chain Magic spells, since the chains are made of metal.

    Lineage: Spirit Link
    Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
    Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat:

    • The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This axe ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the axe to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the axe will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.
    • The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.
    • The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage.   Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.


    Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.

    Unique Abilities:
    Mark of the Chain: A 'Unique Ability' only in the sense that it functions like one, any user of Locking Chain Magic has this ability. The user can mark targets by touch, the marks appear as animated chains wrapped around and writhing on a circumfrential chunk of skin. This mark will stay on them for up to 24 hours IC time, though its effects don't extend beyond allowing the marked individual to be a viable target for Locking Chain Magic's retaliation spells. This effect is even further limited to marked targets within a certain range of the caster who placed it. The number of marks they may have active at once is based on their currect rank, as is the range in which they are functional. A given target may accrue more than one mark, but this changes none of the functionality. He can place as many marks in each round as he can touch people. Marks are overwritten by excess marks on a FIFO basis. i apologize but I need you to explain what FIFO means as I haven't the foggiest.
    Rank, Marks, Range:

    Chain Dowsing: He can extend an etherial chain from his hand to any marked target's mark as a means of tracking. This chain cannot be broken through mundane means, but cannot be used for any other purpose asides tracking. Furthermore this only works within 1 km. 1 km is far too vast for this ability to work, please lower this.

    Leech Chains: He passively leeches a bit of extra magic from marked targets who cast spells within his range. Each spell gives him 3% of his MP back and costs the target in question 3% extra. If the foe is one or more ranks higher than him, this does not drain the extra 3% from them, but he still regains 3%. You must have a cooldown and duration on this ability.
    Also since you are using the ability as a drain you can not regen MP if you don't drain someone.


    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!)

    Chain Lock:

    Leash:
    Vamp Chains:
    Snake Chains:


    _____________________________________________________________________________________


    Locking Chain Magic Miku_chibi_by_kenneos-d4l2s2w

    Locking Chain Magic H6NcPbM Locking Chain Magic H6NcPbM Locking Chain Magic H6NcPbM Locking Chain Magic H6NcPbM

    Ray Zwight
    Ray Zwight

    Player 
    Lineage : Spirit Link
    Position : None
    Posts : 12
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Locking Chain Magic Empty Re: Locking Chain Magic

    Post by Ray Zwight 2nd June 2017, 5:46 am

    Sorry for the delay. I believe I've addressed all the blue concerns.
    Ray Zwight
    Ray Zwight

    Player 
    Lineage : Spirit Link
    Position : None
    Posts : 12
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Locking Chain Magic Empty Re: Locking Chain Magic

    Post by Ray Zwight 9th June 2017, 3:28 pm

    Um... Can I bump this post? Does that help this move along? Otherwise I don't know what to do in this circumstance.
    Hania
    Hania

    Demonically Bound


    Demonically Bound

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Have Seijin On Your Friends List- Player 
    Lineage : Warrior of Steel
    Position : None
    Posts : 1093
    Guild : Rune Knights
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 206,450

    Character Sheet
    First Skill: Requiem
    Second Skill:
    Third Skill:

    Locking Chain Magic Empty Re: Locking Chain Magic

    Post by Hania 10th June 2017, 10:35 am

    Hi Ray, my name is Tamashi and I will be taking over from Jiyu as your grader. Anything I asked to be altered or corrected will be made in this wonderful colour.

    With that being said, lets begin shall we.

    Ray Zwight wrote:Magic

    Primary Magic: Locking Chain Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Locking Chain Magic is a specialized Anti-Magic which focuses on nullifying existing spells and punishing foes who cast them. The basic premise is to designate the targets with a mark, which takes the form of chains wrapping around the limb where it was placed (placed by contact or through specialized spells for marking at a range). So long as the mark remains on the target, and the target remains within a certain range of the caster, activation of any spells will allow the caster of Locking Chain Magic to punish their foes in a a wide array of unique ways. Typically, the punishments are related to chains in some way, but they can be only tangentially related. To cover it's innate weakness of having a certain range to work in, this magic has also developed a means of absorbing magic into chains the user conjurs in order to nullify them and empower other spells they cast.

    Ray, having learned this magic to punish dark mages, has always focused on its Retaliation aspects more than its Nullification Aspects. While he's no slouch in either regard, he's certainly more of a revenge-caster than a counter-speller. That said, Ray uses the magic more as a deterrant than a weapon, using the foe's fear of casting spells while marked to force them into close quarters conflict, so he can beat them with expertise. That said, his punishing power is something worth fearing, and it certainly does make his fists seem like mercy.

    Strengths:

    • Counterspelling: Locking Chain Magic is exceptional against other mages, having many means of punishing the use of magic, or nullifying spells outright.
    • Magic Efficiency:  This magic features a number of ways to keep ahead of foes on Magic Power, from confiscating MP from victims as punishment, to absorbing parts of spells to replenish.
    • Field Control: Locking Chain Magic also features a wonderful, often forgotten feature of CHAINS! They can be used to alter the battlefield in the caster's favor.

    Weaknesses:

    • Large Scale Conflict: Locking Chain Magic works best against small groups of 1-3 enemies, since there is a limit to how many marks he can place and keep track of. Any bigger numbers and it starts becoming a problematic juggling act.
    • Reactionary: There are very few outright offensive spells in Locking Chain Magic, meaning one can only really make the most of this magic via reacting to the opponent. Some opponents don't give the caster much to react to.
    • Meant to be Broken: Any chains created by this magic are capable of being broken, as they are physical actual chains. Doing so prematurely ends the spells, and only requires equal ranked damage targeting the chains directly.
    • Magnetic Magic: Magnets have a decisive effect on Locking Chain Magic spells, since the chains are made of metal.

    Lineage: Spirit Link
    Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
    Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat:

    • The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This axe ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the axe to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the axe will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.
    • The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.
    • The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage.   Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.


    Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.

    Unique Abilities:
    Mark of the Chain: A 'Unique Ability' only in the sense that it functions like one, any user of Locking Chain Magic has this ability. The user can mark targets by touch, the marks appear as animated chains wrapped around and writhing on a circumfrential chunk of skin. This mark will stay on them for up to 24 hours IC time, though its effects don't extend beyond allowing the marked individual to be a viable target for Locking Chain Magic's retaliation spells. This effect is even further limited to marked targets within a certain range of the caster who placed it. The number of marks they may have active at once is based on their currect rank, as is the range in which they are functional. A given target may accrue more than one mark, but this changes none of the functionality. He can place as many marks in each round as he can touch people. Marks are overwritten by excess marks on a first in, first out basis. He can also dismiss marks at will, though that requires a conscious effort.
    Rank, Marks, Range:

    Chain Dowsing: He can extend an ethereal chain from his hand to any marked target's mark as a means of tracking. This chain cannot be broken through mundane means, but cannot be used for any other purpose asides tracking. This ability functions at a range quintuple (5x) that of his mark's effective retaliation range. (60 meters at D-rank, 150 at C-Rank, etc)
    I am going to ask you to go only 10 meters max above each rank as five times the range is simply unfair.

    Leech Chains: He passively leeches a bit of extra magic from marked targets who cast spells within his range. Each spell gives him 3% of his MP back and costs the target in question 3% extra. If the foe is one or more ranks higher than him, this does not drain the extra 3% from them, but he still regains 3%. This ability has a 2 post cooldown localized to each individual mark (the cooldown on one mark does not affect other marks), but otherwise happens automatically. If he has someone marked, he does not regenerate MP normally. He can resume regenerating normally by dismissing all his marks, thusly negating this ability as well.



    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!)

    Chain Lock:

    Leash:
    Vamp Chains:
    Snake Chains:

    Once you have altered the things I have requested of you please feel free to bump this up and I will get back to you as soon as I can.


    _____________________________________________________________________________________

    Locking Chain Magic 59875_s


    True sins are the ones that you cannot atone for.
    Golden Lacrima: Valid until December 8th 2019
    desirée
    desirée

    Crystals


    Crystals

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    Posts : 1555
    Guild : ☽ luminous rose guild mistress ☾
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    Age : 335
    Mentor : ☽ diamandis stellavera ☾
    Experience : 915,017

    Character Sheet
    First Skill: ☽ blooms of chrysalis: crystal rose demon slayer ☾
    Second Skill: ☽ pink dominion ☾
    Third Skill: ☽ gemstone serpentine ☾

    Locking Chain Magic Empty Re: Locking Chain Magic

    Post by desirée 16th December 2017, 6:35 pm

    Locking Chain Magic XEibTrW


    _____________________________________________________________________________________

    Locking Chain Magic IY2eFxu


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