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    Arthur's Magic(Complete)

    King_of_Trickery
    King_of_Trickery

    Player 
    Lineage : Necromancer's Passion
    Position : None
    Posts : 10
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Arthur's Magic(Complete) Empty Arthur's Magic(Complete)

    Post by King_of_Trickery 24th May 2015, 5:35 pm

    Magic

    Primary Magic:Chain of the Abyss magic
    Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
    Caster or Holder: holder
    Description: The chain of the abyss is an item whose origin cannot be easily traced and is as long as those who have used the magic. The chain of the Abyss allows the users to summon a certain number of chains from the Abyss. The abyss being a pocket dimension which cannot be accessed by either the user of the chain or an opponent, it is a closed space which contains millions of chains, all though, no one knows what they are there for or even why the plain of the abyss exists. However all of the people who have used the chain of the abyss magic have seemingly disappeared, usually each of the people who were seen to use the magic went missing at around the time of twilight and were all about the age of sixty. As the user becomes more efficient in using the magic (goes up in rank) he/she can wield more chains at a time. They also become able to unlock different characteristics of the chains that exist in the abyss. The chains are normally, on average about twenty feet(6.096m) and made of iron, and on each end of the chains they have a thing pyramidal spike. The chain itself, that summons all of the chains is 2.5 feet(0.762m) long in length.

    Arthur mostly uses the chains to restrict his opponents movements or fully restrain them much like snakes coiling up a persons body. He then usually moves quickly to strike a killing blow into his opponents chest area. However he is unsure if his opponent is properly restrained he will continue restraining until he feels content in striking the finishing blow. In order to avoid attacks he will plant a chain somewhere and start moving about and when it seems hes in danger he will pull himself out of their using the chains magic to send the chain back to the abyss which will pull him in the direction of the planted chain. All though, ineffective Arthur can also weave the chains to make a barrier. He will also try to deceive his opponent by directly attacking his opponent, while trying to restrain them with the chains. In a pinch he might resort to swinging the source chain around, in order to block simple non magic based attacks.

    Strengths:

    • The chains can be used to restrain an opponent through wrapping around them.
    • The chains are able to pierce/stab an opponent or a surface such as the ground, a rock, a tree, ect.
    • The Stronger the wizard the more chains that can be summoned and indirectly controlled:
      D Rank-4 chains
      C- Rank-7 chains
      B Rank-10 chains
      A Rank- 13 chains
      S Rank- 18 chains
    • If chains become broken or destroyed the user can summon more
    • Their are different characteristics to the chains as the mage gets more powerful:
      D Rank-Handcuff-these chains are different in the way instead of the end of the chain having its usual spike to stab at an opponent it has iron shackles which can range in size tow be big enough to shackle a person by the waist or small enough to only shackle a finger.
      C Rank-Rusty- these chains have been soaked in a special toxin that stiffens the muscles and makes it harder to move around making it easier to restrain targets.
      B Rank-Invisible- these chains aren't exactly invisible but reflect light around them, and can still be heard and felt by opponents, but are harder to spot with the eyes.
      A Rank-Steel-these chains are harder to breaker and have metal thorns scattered around each individual link of the chains.
      S Rank-Hydra chains-these type of chains at first look like normal iron chains but when the mage commands the chain splits up into thinner chains.


    Weaknesses:

    • Unlike most holder magic the chain that holds the magic can't actually be used for attack by itself, unless its swung like a whip. (unless you count strangulation)
    • All of the chains can be destroyed by magic.The iron chains take one D rank spell or higher to destroy them, while the steel chains need either 4 D rank spells, 2 C rank spells, or a B rank or higher spell.
    • All chains can only be summoned on a surface and can only be summoned if the chain touches a surface, or if it is attached to an object, that objects touches the surface
    • Rusty chains can be broken by any hard object, not just a magic spell
    • Rusty chains can poison teammate or foe, or even the user if they aren't careful enough.
    • Hydra chains get smaller and smaller the more they branch out, so they can be broken easily.
    • Invisible chains can be smelt, felt, and heard by an opponent, they are also broken the same way steel chains are.
    • Chains can easily conduct electricity, and can be eaten by metallic demon/god slayer, and the iron chains can be eaten by iron dragon slayers.
    • Chains move their slowest when their turning around, to loops around.
    • Chains can't move as fast as lightning, nor as fast as a bullet.
    • Hydra chains can only split up seven times, up to one hundred and twenty-eight tiny chains.
    • When a chain is summoned it appears from a black circle on the surface, only the chain that is summoned can go through that circle.

    Lineage: Necromancer's Passion

    Unique Abilities:

    • The user, Arthur, can return the chains just as easily as it summoned, by the user touching the chain and saying "chain return", in this the chain is reeled in quickly,however if anything is attached to the chain it will stop at the other end of the chain.


    Spells:


    Name: Chain straight
    Rank: D
    Type: Offensive
    Duration:1 post
    Cooldown:2 posts
    Description: The chain begins to rotate in a clockwise roatation in place speeding up dramatically. The user then fires the chain directly in a direction in order for the chain to pierce their opponent using the spike at the end of the chain, this chain is five feet long(1.524m). If it strikes an object then the user can control the chain to pull the item back towards them.
    Strengths:

    • Can be shot in any direction.
    • Can be used to pull big objects towards the user.
    • It could be used in a similar fashion as an arrow.

    Weaknesses:

    • Cannot change direction after its fired.
    • Can hit foe or friend, it also cannot be stopped mid fire.
    • Can still be destroyed before its fired or while its being fired.
    • If an object were to intercept in rotating in a counterclockwise rotation the chain would stop and consequentially fall apart.


    Name: Summon chain
    Rank: D
    Type: supportive
    Duration:1 post
    Cooldown:1 post
    Description: The user touches the chain, the actual item, to the ground or any mostly flat surface, afterwards a black circle ranging from 4 inches(0.1016m) to 5 feet(1.524m). A chain will then appear out from the black circle, depending on the need of the user it could be as long as a mile long(1609.34m) and as wide as 3 feet(09144m) in diameter of the chain pieces. The chains accelerate out of the black circles at an average speed of 50 mph but can reach higher speeds.
    Strengths:

    • Can be used almost anywhere, even on the surface of a large body of water.
    • A long chain can be especially useful as multiple black circles can be used as portals for chains to move to different areas quickly,  create the illusion of more then one chain.
    • The user can control the movements of all the chains htat are summoned without touching any of them.

    Weaknesses:

    • If the surface below the black circle gets destroyed so does the black circle get destroyed.
    • If a chain is in the black circle t the time of the surface's destruction then the chain is broken at the point of viability right before it goes into the black circle.
    • Its harder to summon chains when in the air, or in a mountain area.
    • THe chains can only be summoned on a flat surface or a mostly flat surface and within the size limit of the size of the black circle.


    Name: Chain Trap
    Rank: D
    Type: Supportive
    Duration:4 posts
    Cooldown:5 posts
    Description: The user touches the source chain to a flat surface and creates fifteen black circle in various place in a circular area with an area of about  thirty feet. When an opponent steps into the area chains will appear beneath them and wrap around them starting from the legs, restricting their movement. Unlike the usual summon chain spell, the black circle disappear after the post the spell is cast.
    Strengths:

    • It can target more then one opponent and restrain them.
    • Its best used with less chains as the chains can re-enter any of the other black circles and tighten the grip on an opponent.
    • The user can step on the trap without it activating and trapping them.

    Weaknesses:

    • When one chain uses the black circle as a portal to bind an opponent it has more weaknesses because if any of the black circle it will cause the chain to break.
    • Allies who step on the trap will also get trapped.
    • The spell will not activate if the user is on the top of the spell.
    • This spell can only be place on the ground, not on the surface of water or the side of a building ect.

    Name: Chain vortex
    Rank: D
    Type: offensive/ defensive
    Duration:3 posts
    Cooldown:4 posts
    Description: The user uses two of the chains they have in their control, from previously summoning them, and uses them to protect themselves from most damage by having them circle around them at a fast pace which blocks up to two D rank spells before breaking, if no attack hits the chains the chains will simply return to normal and not break. The chain vortex create a 3 foot circle(0.9144m) in the middle of it where the person will stand protected.
    Strengths:

    • The user can still control any other chains that are under his control and attack with them.
    • This spell can be placed over anyone not just the user.
    • The chain won't break if it doesn't get hit by two D Rank spells.

    Weaknesses:

    • When placed on an ally or an opponent, unlike when placed on the user, the opponent or ally cannot move or they will get hit by the chains.
    • When two D rank spell hit the chains they will slow down until they stop and then shatter.
    • Small attacks or attacks that are more gaseous nature can directly hit the person inside the vortex.
    • Attacks from both the sky and underground are effective as those are the two weak points in the barrier.






    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?)

      Current date/time is 28th April 2024, 9:16 pm