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    Lock Magic

    Sero
    Sero

    Player 
    Lineage : Gynophobic Grave
    Position : None
    Posts : 14
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Lock Magic
    Second Skill:
    Third Skill:

    Approved Lock Magic

    Post by Sero 1st November 2014, 12:32 pm

    Magic

    Primary Magic: Lock Magic
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Lock Magic is a special magic which Sero uses. It is, in essence, very basic magic. It allows for the user to lock and unlock objects. It is how Sero uses it that give it its special qualities. Sero uses it in a way that he is able to lock and unlock not only everyday objects such as doors, chests or hatches, but also on more abstract or literal things. His most common use of it being to lock joints to prevent his opponent from moving.
    Strengths:

    • Single Target
    • Area of effect
    • Fast

    Weaknesses:

    • Non-elemental
    • Little to no offensive abilities
    • Can catch allies in some attacks
    • Easy to chain, so can lead to exhaustion

    Abilities/Powers:

    • Magic Locked! (At-will) - Sero possesses the ability to passively lock and unlock basic objects at will, without consuming much of his magic reserves or he can select one of his spells and be only able to use it, passively and without spending much of energy. This means that Sero is able to cast to rid himself of the cooldown period of one of his speels and be able to cast four iterations of the locked spell in rapid succession without repercussions.  Afterwards, Sero will find himself without the ability to cast magic for one post.


    Spell Template

    Name: Limb Lock
    Rank: D
    Type: Supportive
    Description: The tattoos on Sero's palms begin to glow, the glow spreading all across his hands. Once he touches someones joint, it instantly locks together. This can be only done through physical touch.
    Strengths:

    • Prevents Sero's opponent from moving.
    • Can lock spine in place to cause temporary paralysis
    • It can prevent on-coming physical attack.

    Weaknesses:

    • Sero has to come in physical contact with the target
    • Other than the limb locking together, it offers no damage to the target.
    • Won't work against someone who doesn't have any joints (someone who can turn themselves into water or into an etheral form.)
    • Duration: 3 Posts, Cooldown: 4 posts


    Name: Locked Up
    Rank: D
    Type: Supportive
    Description: Sero touches an object such as a door, chest, hatch, etc. that works off of a lock system, or even a simple lock. Once casted, the object won't open nor budge regardless of the amount of force put onto it. The spell won't be broken until the caster removes the spell or if someone with the key opens it up. (disintegrating or destroying the door is a different matter entirely)
    Strength:

    • Can stall for time
    • Can make objects seem as if they possess magical power.
    • Keeps objects locked

    Weaknesses:

    • Doesn't really do anything other than keeping people from reading your diary.
    • Offers no Offensive capabilities
    • Someone with the key to the locked object can bypass and break the spell, making it useless in everyday situations.
    • Duration: 2 Posts, Cooldown: 3 Posts


    Name: Locked on Silent
    Rank: D
    Type: Supportive
    Description: Sero touches a living being, who, once caught, will find that their mouth will immediately shut and then once opened up again won't be able to utter a single sound. Not only that, but any sound that they'd create would now be muted.
    Strength:

    • Silences enemies
    • Can keep himself quiet
    • Can allow for silent take downs

    Weaknesses:

    • Doesn't do any damage.
    • Offers the same strengths to enemies
    • Can give opponents he can't defeat an added stealth element to their attacks
    • Duration: 2 Post, Cooldown: 3 Posts


    Name: Stuck in the Mud
    Rank: D
    Type: Supportive
    Description: Sero touches a living being or an object, once cast that person/thing can not move from the spot they were in for a certain amount of time. When they try, they will find they find that they have been glued to the ground or stuck in mid-air.
    Strength:

    • Stops people from getting away
    • Prevents others from chasing him
    • Perfect for an all out attack on a single opponent

    Weaknesses:

    • Offers no damage
    • Doesn't stop them from hitting back
    • Only stops them from moving in place, them swinging their arms about (or if stuck in the air) their legs about is perfectly fine as long as it doesn't move them from the place they are stuck in.
    • Duration: 2 Posts, Cooldown: 3 Posts


    Last edited by Sero on 12th December 2014, 2:43 am; edited 5 times in total
    avatar
    Guest
    Guest

    Approved Re: Lock Magic

    Post by Guest 4th November 2014, 3:47 am

    Hey there Sero, I'm Legacy and I'll be reviewing your magic for you.

    My biggest issue right now is your lack of strengths and weaknesses. Every spell must have at least 3 strengths and 4 weaknesses, and you must always have one more weakness than you have strengths.

    Once this is done then lemme know and I'll re-review.
    Sero
    Sero

    Player 
    Lineage : Gynophobic Grave
    Position : None
    Posts : 14
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Lock Magic
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Sero 23rd November 2014, 10:30 am

    everything has now been updated, pretty hard to find strengths and weaknesses for utility magic like mine, hence why it took such a long time.
    Tuna
    Tuna

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player 
    Lineage : Armored Beast
    Position : None
    Posts : 631
    Guild : Tartarus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 300

    Character Sheet
    First Skill: Hihiirogane (日色金) - Sun-Colored Metal
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Tuna 5th December 2014, 11:02 am

    Sero wrote:Abilities/Powers:

    • Magic Locked! (At-will) - Sero possesses the ability to passively lock and unlock basic objects at will, without consuming much of his magic reserves or he can select one of his spells and be only able to use it, passively and without spending much of energy. This can be activated instantly, but once released the user has to spend an entire turn without the ability to call upon his magic before returning to normal. <<< So this ability needs a LOT more explanation. To begin with, I don't completely get what you are getting at with the second part of its description. You are able to use an ACTIVE spell and make it PASSIVE?  How does that work? Does he somehow lock the spell's effects to make them permanent? Tell me how he uses this ability to fight. I want examples.


    Spell Template

    Name: Limb Lock <<< Awesome spell. I really like it. But could the spell be broken? As in, someone's joint gets locked. Could they break the lock somehow? If yes, how?
    Rank: D
    Type: Supportive
    Description: The tattoos on Sero's palms begin to glow, the glow spreading all across his hands. Once he touches someones joint, it instantly locks together. This can be only done through physical touch.
    Strengths:

    • Prevents Sero's opponent from moving.
    • Can lock spine in place to cause temporary paralysis
    • It can prevent on-coming physical attack.

    Weaknesses:

    • Sero has to come in physical contact with the target
    • Other than the limb locking together, it offers no damage to the target.
    • Won't work against someone who doesn't have any joints (someone who can turn themselves into water or into an etheral form.)
    • Duration: 3 Posts, Cooldown: 4 posts


    Name: Locked Up
    Rank: D
    Type: Supportive
    Description: Sero touches an object such as a door, chest, hatch, etc. that works off of a lock system, or even a simple lock. Once casted, the object won't open nor budge regardless of the amount of force put onto it. The spell won't be broken until the caster removes the spell or if someone with the key opens it up. (disintegrating or destroying the door is a different matter entirely)
    Strength:

    • Can stall for time
    • Can make objects seem as if they possess magical power.
    • Keeps objects locked

    Weaknesses:

    • Doesn't really do anything other than keeping people from reading your diary.
    • Offers no Offensive capabilities
    • Someone with the key to the locked object can bypass and break the spell, making it useless in everyday situations.
    • Duration: 2 Posts, Cooldown: 3 Posts


    Name: Locked on Silent
    Rank: D
    Type: Supportive
    Description: Sero touches a living being, who, once caught, will find that their mouth will immediately shut and that once opened up again won't be able to utter a single sound. <<< I have a proposition to make the spell more powerful. How about you could not only lock someone's mouth shout, but also any other sound they make? As in, casting the spell on yourself making ALL of your movements completely silent? If that isn't in the prospect of how you envision the magic, that's fine, just thought I'd mention it as an option.
    Strength:

    • Silences enemies
    • Can keep himself quiet
    • Can allow for silent take downs

    Weaknesses:

    • Doesn't do any damage.
    • Someone could still create noise by clapping or stamping their feet
    • Only affects the vocal cords of someone
    • Duration: 1 Post, Cooldown: 2 Posts


    Name: Stuck in the Mud
    Rank: D
    Type: Supportive
    Description: Sero touches a living being or an object, once cast that person/thing can not move from the spot they were in for a certain amount of time. When they try, they will find they find that they have been glued to the ground. <<< I could see being able to lock airborn targets mid-air. Just saying, it is an option.
    Strength:

    • Stops people from getting away
    • Prevents others from chasing him
    • Perfect for an all out attack on a single opponent

    Weaknesses:

    • Offers no damage
    • Doesn't stop them from hitting back
    • Can only be used if the opponent has a foot on the ground and if only one foot is on the ground at the time, the opponents other foot is free to move around.
    • Duration: 2 Posts, Cooldown: 3 Posts



    _____________________________________________________________________________________

    Sero
    Sero

    Player 
    Lineage : Gynophobic Grave
    Position : None
    Posts : 14
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Lock Magic
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Sero 6th December 2014, 4:24 pm

    Edited.

    And the spell is set-up that only Sero can unlock the spell or if someone possesses magic that negates someones spell or straight out removes it can do so. The other way is for the duration of the spell to wear off.

    On a side note, what rank would me being able to lock someones magic up temporarily be along with the ability to lock a celestial spirit mages gates be? I figure the latter would really work with the theme of the magic along with Spirit mages, them using actual doors and gates would be a funny counter.
    Tuna
    Tuna

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player 
    Lineage : Armored Beast
    Position : None
    Posts : 631
    Guild : Tartarus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 300

    Character Sheet
    First Skill: Hihiirogane (日色金) - Sun-Colored Metal
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Tuna 8th December 2014, 3:33 pm

    Your unique ability needs more explanation.

    "Sero possesses the ability to passively lock and unlock basic objects at will, without consuming much of his magic reserves or he can select one of his spells and be only able to use it, passively and without spending much of energy. This means that Sero no longer has to have a charge up time and can instantly activate a spell when the conditions are met (the majority of his spells work through physical contact, so after locking onto a certain on his spells, he casts it at the moment of contact until he unlocks the spell.) This can be activated instantly, but once released the user has to spend an entire turn without the ability to call upon his magic before returning to normal."

    Are you under the impression that spells have some sort of long casting period before they are useable? If so, you are under a false impression. Most spells happen quite fast.

    If you mean that you can undermine castin requirements such as physical contact for a single spell, then that is a feasible ability, will need more restrictions and a clear definition though.

    I want to know EXACTLY what you want to be able to do. System-wise. Do you want to outgo durations and cooldowns for a single spell? Do you want to reduce casting period and requirements? Also, what kind of repercussions are those? He returns to normal from what? Locking his magic? Why would it be useable when locked, and at a faster rate at that? Please elaborate more, and be concise with your description.


    _____________________________________________________________________________________

    Sero
    Sero

    Player 
    Lineage : Gynophobic Grave
    Position : None
    Posts : 14
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Lock Magic
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Sero 10th December 2014, 12:26 pm

    "Are you under the impression that spells have some sort of long casting period before they are useable? If so, you are under a false impression. Most spells happen quite fast."

    As it so happened, this was what I had in mind, my mistake ^^"

    Though ideally, I'd be able to use the ability to remove the cooldown period for a single attack and can only use that single attack. Think of the choice scarf from Pokemon.
    Tuna
    Tuna

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player 
    Lineage : Armored Beast
    Position : None
    Posts : 631
    Guild : Tartarus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 300

    Character Sheet
    First Skill: Hihiirogane (日色金) - Sun-Colored Metal
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Tuna 10th December 2014, 1:26 pm

    I'd say you could use that ability to focus on one spell, reduce the cooldowns to 0 and have 4 iterations until the ability ends. Meaning you can use one spell 4 times om rapid succession without repercussions, then you can't use your magic for one post. That would be acceptable.


    _____________________________________________________________________________________

    Sero
    Sero

    Player 
    Lineage : Gynophobic Grave
    Position : None
    Posts : 14
    Guild : Lamia Scale
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Lock Magic
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Sero 12th December 2014, 2:43 am

    All edited again

    On a side note, what rank would me being able to lock someones magic up temporarily be along with the ability to lock a celestial spirit mages gates be? I figure the latter would really work with the theme of the magic along with Spirit mages, them using actual doors and gates would be a funny counter.

    ^Mind checking this too? : >
    Tuna
    Tuna

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- 1 Year Anniversary- Player 
    Lineage : Armored Beast
    Position : None
    Posts : 631
    Guild : Tartarus
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 300

    Character Sheet
    First Skill: Hihiirogane (日色金) - Sun-Colored Metal
    Second Skill:
    Third Skill:

    Approved Re: Lock Magic

    Post by Tuna 12th December 2014, 11:15 am

    It sounds quite interesting o.O Locking someone's magic, or certain spells, as well as CS gates.

    Anyways, this is approved.


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