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    Locking Chain Magic

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    Ray Zwight

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    Locking Chain Magic

    Post by Ray Zwight on 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:


    • D: 3 Marks at once, 15 meter range.
    • C: 5 Marks at once, 30 meter range.
    • B: 7 Marks at once, 50 meter range.
    • A: 9 Marks at once, 75 Meter Range.
    • S: 12 Marks at once, 100 Meter Range.
    • H+: 15 Marks at Once, 150 Meter 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:
    Name: Chain Lock
    Rank: D
    Type: Metal; Offensive (Punishment)
    Duration: 2 Posts
    Cooldown: 4 Posts
    Description: Activatable only in Retaliation against the spellcasting of a marked target within range, Chain Lock causes a something of an exposion of chains to wrap around an anchor the foe to the ground where they stand, cocooning them and holding them down with the surrounding area's features like trees, walls, and boulders. This occurs at a staggering pace, originating from the chain mark that needs to be placed ahead of time, though its actual speed is only 7 m/s (at that speed, it doesn't need much time at all to complete its task). Viably someone could break out of this with outside help, or if they had strength on par with a D-Ranked spell. The chains will release the victim on their own after 2 posts, though.
    Strengths:

    • Quick Cast: This is cast reactively to spells being cast, and happens at astonishing speed, originating essentially from on the target, meaning it likely outpaces magics that require travel time, and can cancel physical combat enhancements by restraining the caster before they make use of their enhanced fists.
    • On-Point: This spell will not miss the marked target if triggered, as there is no viable way to outright avoid it. It can still be broken or negated in other viable mannerisms though.

    Weaknesses:

    • Mana Drain: Each consecutive post of being active will drain an additional 1/3rd (rounded up) of the MP cost.
    • Requires an Environment: If there isn't much to anchor into, this spell is very easy to escape. In a barren desert, all it can anchor to is sand, which is logically a lot easier to rip chains out of than rock.
    • Is The Current Punishment: While active, the foe can still cast spells that require no somatic components, and not fear for additional punishments, since they are still being punished. He can opt to release them from their chain bindings as they cast in order to Retaliate, but that poses its own strategic weaknesses.


    Leash:
    Name Leash
    Rank: D
    Type: Metal; Offensive (Punishment)
    Description: A rather humorous means of punishment, this spell is used in Retaliation expressly to the offensive projectile spells of marked targets within range. When triggered, this spell will link a chain directly from the mark to the business end of the spell, causing the spell to drag them along with it at its speed, approximately 10 feet behind the spell. Upon impact the victim will collide with the spell's target as well, and also the spell, depending on what it  was. If they are strong enough to resist the pull of the spell, then the spell will instead be pulled back into them like a paddleball, damaging them for 50% of its effect.
    Duration: Instant
    Cooldown: 2  Posts
    Strengths:

    • Quick Cast: This is cast in reaction to a marked target casting a very specific type of spell within a certain range. It happens at basically the same time, making it nigh impossible avoid physically. Someone could still break the chain or negate one of the spells in question to negate this spell though.

    Weaknesses:

    • Limited Casting: Can only really be used in reaction to ranged projectile attack spells, which is an even further restriction than the magic already presents.
    • Hyperspeed Spells: Something that is legitimately too fast usually cannot be latched onto by this, more on account of his reflexes than the capabilities of the spell. Cannot be used to retaliate to anything B-Rank or higher. Cannot reflect anything above D-rank (the chain just breaks if they're strong enough to resist the spell's pull at above that point).
    • Guided Spells: If this is used in Retaliation to a spell the caster themself manipulates, then he just accidentally buffed their spell up to a flight spell. Oops.

    Vamp Chains:
    Name: Vamp Chains
    Rank: D
    Type: Metal; Defensive (Nullification)
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: Ray clasps his hands together and produces a couple chains from in between his palms, then extends them out in a sort of shotgun blast, creating an annoying, zigzagging wall of chains between himself and his targets. Any spell that bumps into these chains will be absorbed into them, and nullified. The MP spend on those spells will be returned to Ray. This can absorb up to 2 D-Rank spells, or it can weaken one C-Rank spell by half, before the chains break. Each spell absorbed by these chains returns a D-rank's worth of MP (Max 5%) to him.
    Strengths:

    • MP Absorption: This spell eats other spells and returns the MP to him.

    Weaknesses:

    • Directional: This spell only defends from one direction, which cannot be changed after execution.
    • Guided Spells: It's only a wall of chains, spells of small size can potentially weave through the web they make if they're guided well enough.
    • Physical Spells: This cannot absorb spells like requip weapons and armor, nor can it absorb celestial spirits, or takeover. It can absorb spells originating from those sources though.

    Snake Chains:
    Name: Snake Chains
    Rank: D
    Type: Metal; Offensive (Multiple Hits, Channeled)
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Ray whips his arms out, producing a pair of chains from his hands, which have snake-like heads made of magic energy. These chains attempt to attack the enemy again and again and again, as if they had minds of their own. These two snake chains will move at about 7 m/s, capable of extending to 15 meters in any direction surrounding him. If they strike, they hit for 35% of D-Rank damage each, but they can keep hitting each post, for a maximum of 2x D-Rank damage at the end of their duration. Furthermore, anyone striken by this spell can and generally will be given the Mark of the Chain, rendering them a target for Retaliation spells. He must remain focused on casting this spell to keep it going, but he can move and cast other spells as well, so long as nothing breaks his concentration.
    Strengths:

    • Guided: These snakes are guided spells, meaning that they can move around freely and precisely within their range constantly at their top speed.
    • Mark of the Chain: This spell acts as an alternative marking method, allowing him to mark people from a distance while also doing damage.

    Weaknesses:

    • Channeled: These snakes can only be sustained with concentration. While they don't interfere with him casting other spells, a single blow to him, even a rankless one, can break his concentration enough to stop the spell.
    • Entanglement: If they miss three times in a row, they'll get tangled and the spell will end.
    • Music Magic: The snakes have minds of their own: When someone plays magical music in their direction, they can be manipulated like a snake charmer performance.



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

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Player -
    Lineage : Inugami
    Position : Rising Star # 6
    Posts : 1446
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    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    Re: Locking Chain Magic

    Post by Jiyu Kazehime on 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:


    • D: 3 Marks at once, 15 meter range.
    • C: 5 Marks at once, 30 meter range.
    • B: 7 Marks at once, 50 meter range.
    • A: 9 Marks at once, 75 Meter Range.
    • S: 12 Marks at once, 100 Meter Range.
    • H+: 15 Marks at Once, 150 Meter 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:
    Name: Chain Lock
    Rank: D
    Type: Metal; Offensive (Punishment)
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Activatable only in Retaliation against the spellcasting of a marked target within range, Chain Lock causes a something of an exposion of chains to wrap around an anchor the foe to the ground where they stand, cocooning them and holding them down with the surrounding area's features like trees, walls, and boulders. This occurs at a staggering pace, originating from the chain mark that needs to be placed ahead of time. Viably someone could break out of this with outside help, or if they had strength on par with a D-Ranked spell. The chains will release the victim on their own after 3 posts, though. You can only immobilize someone for 1 post normally, 2 with a severe drawback or extremely good reason. Also this spell must move at 7m/s or slower.
    Strengths:

    • Quick Cast: This is cast reactively to spells being cast, and happens at astonishing speed, originating essentially from on the target, meaning it likely outpaces magics that require travel time, and can cancel physical combat enhancements by restraining the caster before they make use of their enhanced fists.
    • On-Point: This spell will not miss the marked target if triggered, as there is no viable way to outright avoid it. It can still be broken or negated in other viable mannerisms though.

    Weaknesses:

    • Mana Drain: Each consecutive post of being active will drain an additional 1/3rd (rounded up) of the MP cost.
    • Requires an Environment: If there isn't much to anchor into, this spell is very easy to escape. In a barren desert, all it can anchor to is sand, which is logically a lot easier to rip chains out of than rock.
    • Is The Current Punishment: While active, the foe can still cast spells that require no somatic components, and not fear for additional punishments, since they are still being punished. He can opt to release them from their chain bindings as they cast in order to Retaliate, but that poses its own strategic weaknesses.


    Leash:
    Name Leash
    Rank: D
    Type: Metal; Offensive (Punishment)
    Description: A rather humorous means of punishment, this spell is used in Retaliation expressly to the offensive projectile spells of marked targets within range. When triggered, this spell will link a chain directly from the mark to the business end of the spell, causing the spell to drag them along with it at its speed, approximately 10 feet behind the spell. Upon impact the victim will collide with the spell's target as well, and also the spell, depending on what it  was. If they are strong enough to resist the pull of the spell, then the spell will instead be pulled back into them like a paddleball. This punishment's real effect is that it lifts any immunity or resistance to one's own magic the victim may possess, letting the spell harm them to its fullest. You can not remove someone's immunity to their own magic, you can corrupt it with your own but even then it should only be reflected back at half strength since this spell is doing two things and doesn't have many weaknesses.
    Duration: Instant
    Cooldown: 2  Posts
    Strengths:

    • Quick Cast: This is cast in reaction to a marked target casting a very specific type of spell within a certain range. It happens at basically the same time, making it nigh impossible avoid physically. Someone could still break the chain or negate one of the spells in question to negate this spell though.
    • Immunity Removal: The target will pay the full consequences of casting their spell. If they are hit by their own spell while this chain is in contact with them, they will be hurt by it completely, ignoring resistance or immunity.

    Weaknesses:

    • Limited Casting: Can only really be used in reaction to ranged projectile attack spells, which is an even further restriction than the magic already presents.
    • Hyperspeed Spells: Something that is legitimately too fast usually cannot be latched onto by this, more on account of his reflexes than the capabilities of the spell. Cannot be used to retaliate to anything B-Rank or higher. This spell can not relflect anything higher then D rank.
    • Guided Spells: If this is used in Retaliation to a spell the caster themself manipulates, then he just accidentally buffed their spell up to a flight spell. Oops.

    Vamp Chains:
    Name: Vamp Chains
    Rank: D
    Type: Metal; Defensive (Nullification)
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: Ray clasps his hands together and produces a couple chains from in between his palms, then extends them out in a sort of shotgun blast, creating an annoying, zigzagging wall of chains between himself and his targets. Any spell that bumps into these chains will be absorbed into them, and nullified. The MP spend on those spells will be returned to Ray. This can absorb up to 2 D-Rank spells, or it can weaken one C-Rank spell by half, before the chains break. Each spell absorbed by these chains returns a D-Rank worth of MP to him. You may only be given 5% mp max with this.
    Strengths:

    • MP Absorption: This spell eats other spells and returns the MP to him. It's efficient enough for him to potentially get a net gain of MP.

    Weaknesses:

    • Directional: This spell only defends from one direction, which cannot be changed after execution.
    • Guided Spells: It's only a wall of chains, spells of small size can potentially weave through the web they make if they're guided well enough.
    • Physical Spells: This cannot absorb spells like requip weapons and armor, nor can it absorb celestial spirits, or takeover. It can absorb spells originating from those sources though.

    Snake Chains:
    Name: Snake Chains
    Rank: D
    Type: Metal; Offensive (Multiple Hits, Channeled)
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Ray whips his arms out, producing a pair of chains from his hands, which have snake-like heads made of magic energy. These chains attempt to attack the enemy again and again and again, as if they had minds of their own. These two snake chains will move at about 7 m/s, capable of extending to 15 meters in any direction surrounding him. If they strike, they hit for 40% of D-Rank damage each, but they can keep hitting each post, for a maximum of 2.4x D-Rank damage at the end of their duration. Furthermore, anyone striken by this spell can and generally will be given the Mark of the Chain, rendering them a target for Retaliation spells. He must remain focused on casting this spell to keep it going, but he can move and cast other spells as well, so long as nothing breaks his concentration. You can only get up to 1x additional damage on this one.
    Strengths:

    • Guided: These snakes are guided spells, meaning that they can move around freely and precisely within their range constantly at their top speed.
    • Mark of the Chain: This spell acts as an alternative marking method, allowing him to mark people from a distance while also doing damage.

    Weaknesses:

    • Channeled: These snakes can only be sustained with concentration. While they don't interfere with him casting other spells, a single blow to him, even a rankless one, can break his concentration enough to stop the spell.
    • Entanglement: If they miss three times in a row, they'll get tangled and the spell will end.
    • Music Magic: The snakes have minds of their own: When someone plays magical music in their direction, they can be manipulated like a snake charmer performance.



    ___________________________________________________________________



    For my ref:
    1320000 then 775000, 2095000 total.
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    Ray Zwight

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    Re: Locking Chain Magic

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

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

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    Re: Locking Chain Magic

    Post by Ray Zwight on 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.
    avatar
    Tamashi

    Developer/GFX Artist- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Tamato Achievement- Have Seijin On Your Friends List- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Player -
    Lineage : Requiem's Soul
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    Character Name: Advent
    Primary Magic: Requiem
    Secondary Magic:

    Re: Locking Chain Magic

    Post by Tamashi on 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:


    • D: 3 Marks at once, 15 meter range.
    • C: 5 Marks at once, 30 meter range.
    • B: 7 Marks at once, 50 meter range.
    • A: 9 Marks at once, 75 Meter Range.
    • S: 12 Marks at once, 100 Meter Range.
    • H+: 15 Marks at Once, 150 Meter 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:
    Name: Chain Lock
    Rank: D
    Type: Metal; Offensive (Punishment)
    Duration: 2 Posts
    Cooldown: 4 Posts
    Description: Activatable only in Retaliation against the spellcasting of a marked target within range, Chain Lock causes a something of an exposion of chains to wrap around an anchor the foe to the ground where they stand, cocooning them and holding them down with the surrounding area's features like trees, walls, and boulders. This occurs at a staggering pace, originating from the chain mark that needs to be placed ahead of time, though its actual speed is only 7 m/s (at that speed, it doesn't need much time at all to complete its task). Viably someone could break out of this with outside help, or if they had strength on par with a D-Ranked spell. The chains will release the victim on their own after 2 posts, though.
    Please state the range of this spell.

    Strengths:

    • Quick Cast: This is cast reactively to spells being cast, and happens at astonishing speed, originating essentially from on the target, meaning it likely outpaces magics that require travel time, and can cancel physical combat enhancements by restraining the caster before they make use of their enhanced fists.
      I'm sorry but this strength almost comes off as an auto hit/null, if you want to keep it please reword it.
    • On-Point: This spell will not miss the marked target if triggered, as there is no viable way to outright avoid it. It can still be broken or negated in other viable mannerisms though.
      Again this strength also makes the spell sound like an auto hit; if you want to keep it please reword.

    Weaknesses:

    • Mana Drain: Each consecutive post of being active will drain an additional 1/3rd (rounded up) of the MP cost.
    • Requires an Environment: If there isn't much to anchor into, this spell is very easy to escape. In a barren desert, all it can anchor to is sand, which is logically a lot easier to rip chains out of than rock.
    • Is The Current Punishment: While active, the foe can still cast spells that require no somatic components, and not fear for additional punishments, since they are still being punished. He can opt to release them from their chain bindings as they cast in order to Retaliate, but that poses its own strategic weaknesses.


    Leash:
    Name Leash
    Rank: D
    Type: Metal; Offensive (Punishment)
    Description: A rather humorous means of punishment, this spell is used in Retaliation expressly to the offensive projectile spells of marked targets within range. When triggered, this spell will link a chain directly from the mark to the business end of the spell, causing the spell to drag them along with it at its speed, approximately 10 feet behind the spell. Upon impact the victim will collide with the spell's target as well, and also the spell, depending on what it  was. If they are strong enough to resist the pull of the spell, then the spell will instead be pulled back into them like a paddleball, damaging them for 50% of its effect.
    Duration: Instant
    Cooldown: 2  Posts
    Strengths:

    • Quick Cast: This is cast in reaction to a marked target casting a very specific type of spell within a certain range. It happens at basically the same time, making it nigh impossible avoid physically. Someone could still break the chain or negate one of the spells in question to negate this spell though.

    Weaknesses:

    • Limited Casting: Can only really be used in reaction to ranged projectile attack spells, which is an even further restriction than the magic already presents.
    • Hyperspeed Spells: Something that is legitimately too fast usually cannot be latched onto by this, more on account of his reflexes than the capabilities of the spell. Cannot be used to retaliate to anything B-Rank or higher. Cannot reflect anything above D-rank (the chain just breaks if they're strong enough to resist the spell's pull at above that point).
    • Guided Spells: If this is used in Retaliation to a spell the caster themself manipulates, then he just accidentally buffed their spell up to a flight spell. Oops.

    Vamp Chains:
    Name: Vamp Chains
    Rank: D
    Type: Metal; Defensive (Nullification)
    Duration: 2 Posts
    Cooldown: 3 Posts
    Description: Ray clasps his hands together and produces a couple chains from in between his palms, then extends them out in a sort of shotgun blast, creating an annoying, zigzagging wall of chains between himself and his targets. Any spell that bumps into these chains will be absorbed into them, and nullified. The MP spend on those spells will be returned to Ray. This can absorb up to 2 D-Rank spells, or it can weaken one C-Rank spell by half, before the chains break. Each spell absorbed by these chains returns a D-rank's worth of MP (Max 5%) to him.
    Please remove the mana regain.
    Strengths:

    • MP Absorption: This spell eats other spells and returns the MP to him.
      Please remove the returning mp

    Weaknesses:

    • Directional: This spell only defends from one direction, which cannot be changed after execution.
    • Guided Spells: It's only a wall of chains, spells of small size can potentially weave through the web they make if they're guided well enough.
    • Physical Spells: This cannot absorb spells like requip weapons and armor, nor can it absorb celestial spirits, or takeover. It can absorb spells originating from those sources though.

    Snake Chains:
    Name: Snake Chains
    Rank: D
    Type: Metal; Offensive (Multiple Hits, Channeled)
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Ray whips his arms out, producing a pair of chains from his hands, which have snake-like heads made of magic energy. These chains attempt to attack the enemy again and again and again, as if they had minds of their own. These two snake chains will move at about 7 m/s, capable of extending to 15 meters in any direction surrounding him. If they strike, they hit for 35% of D-Rank damage each, but they can keep hitting each post, for a maximum of 2x D-Rank damage at the end of their duration. Furthermore, anyone striken by this spell can and generally will be given the Mark of the Chain, rendering them a target for Retaliation spells. He must remain focused on casting this spell to keep it going, but he can move and cast other spells as well, so long as nothing breaks his concentration.
    Please drop to 1 D-Rank of damage, if you wish it to be any higher please add drawbacks
    Strengths:

    • Guided: These snakes are guided spells, meaning that they can move around freely and precisely within their range constantly at their top speed.
    • Mark of the Chain: This spell acts as an alternative marking method, allowing him to mark people from a distance while also doing damage.

    Weaknesses:

    • Channeled: These snakes can only be sustained with concentration. While they don't interfere with him casting other spells, a single blow to him, even a rankless one, can break his concentration enough to stop the spell.
    • Entanglement: If they miss three times in a row, they'll get tangled and the spell will end.
    • Music Magic: The snakes have minds of their own: When someone plays magical music in their direction, they can be manipulated like a snake charmer performance.


    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.


    ___________________________________________________________________

    The bystanders, while pitying us, were even farther away than the life or death we longed for.
    In a tiny garden at the end of the ends, there would be a boundless miracle, I believe that.

      Current date/time is 19th November 2017, 12:56 pm