All of my notes will be in this color throughout.
Please note that anything in Description/Strengths/Weaknesses must still be in a UA or spell to be usable. I will make note of things that would require it. ^^
Please note that anything in Description/Strengths/Weaknesses must still be in a UA or spell to be usable. I will make note of things that would require it. ^^
Lemon Lime wrote:Magic
Primary Magic: Skeleton Key Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Skeleton Key Magic is incredibly rare, not because it's 'lost' or anything like that, but because it is entirely unique to Ashleen. Originally, it was also known by an elderly mage who lived in the village where Ashleen grew up. After teaching it to her though, he passed away, leaving to her the responsibility of developing it and passing it on.
Skeleton Key Magic is named after it's most notable feature, which is the magical ability to lock and unlock nearly anything, literally or figuratively, using keys that are generated by the user. These generated keys can be any shape, as long as it's still identifiable as a key, and can range in size based on power and the desire of the creator. These keys are durable enough to use as weapons themselves, and all spells in the magic revolve around attacking with the keys or "locking" and "unlocking" various things with them. All spells can originate either from the caster or any of their keys, and keys generated are generally permanent unless dissolved by the user, wave magic or similar abilities, or if they are broken in any way.
Ashleen tends to prefer free-form creation of these keys, for use as weapons. She is proficient in a sort of mock swordsmanship utilizing one or more larger keys as "blades", though all keys are blunt by default. She also uses small, thick, heavy keys as throwing weapons, but she prefers her primary technique of using two arming-sword-sized keys together, one for deflecting and distracting and the other for attacking. Still, when necessary, Ashleen will use her spells to entrap, debuff, and generally disable her opponent while enhancing her own abilities. She also makes use of directly offensive spells and, more particularly, supplemental spells and abilities, opting for a fairly balanced approach to utilizing her magic.
Strengths:
- Single-Target Combat, since Ashleen can focus her debilitating spells on a single target.
- High supplementary/support potential.
- Durable item creation.
- Variable size and weight of keys.
- Cannot effect self negatively with spell effects, unless intentional.
- Magic cost efficiency. Spells cast through keys stay in the keys if they don't connect. Once the key touches a viable target, the spell is immediately expended, used on that target.
Weaknesses:
- Long-range Combat. Most spells are cast via contact with one of the keys, so long distance combat is tricky, to say the least.
- Spells can effect unintentional targets, such as allies or other enemies than the one Ashleen originally meant to hit.
- Cooldowns do not start if a spell is kept stored in a key, until that spell is finally used. However, the spell being stored also cannot be used again until it is used or dispelled, then until it cools down.
- Limited number of stored spells at any given time, starting at 2 and going up by 1 every rank after D rank. If the mage has the maximum number of spells stored currently, any further spells cast cannot be stored, but can dull be cast.
- If the keys created are damaged in any way, such as a small chip or crack, they immediately dissipate, causing any stored spell to be lost.
- The extent to which the keys can be altered in regards to size and weight is limited by mage rank. (See spoiler, "size and weight limits").
- Magnetic Magic. Though normal magnets generally have little to no effect on the keys, magical magnetism or magically enhanced magnetism attracts the keys powerfully.
- Size and weight limits:
- D-Rank: Between 5 centimetres and 2 meters in length, and up to 25 kilograms in weight.
- C-Rank: 3 cm. to 4 m., up to 50 kg.
- B-Rank: 1 cm. to 6 m., up to 100 kg.
- A-Rank: 5 mm. to 10 m., up to 150 kg.
- S-Rank/SS-Rank: 1 mm. to 15 m., up to 200 kg.
- H-Rank: 1 mm. to 20 m., up to 500 kg.
Lineage:
- Seductor's Touch:
Seductor's Touch
Description: You come from the blood of those who are masters of speechcraft. Hidden from the public, usually, unless they require something, these particular mages can seduce anyone to do almost anything.
Ability: The user is able to bend the will of anyone but mages and the undead. Can't command anyone/thing with a higher effective rank than the user(S Max). Anyone targeted by this has to do anything commanded by the user.
The user gains a single user-ranked spell related to mind control(Max S-rank) in addition to their spells and is in general more seductive and alluring.
Usage: 2 post duration with a 6 post cooldown. Gains a mind control-like spell in addition to their own spells of S-rank or lower.
Unique Abilities:
- Skeleton Key: Ashleen can use this magic to create a "Skeleton Key", which can unlock any mundane lock, as well as any magical locks or bindings of equal or loiter rank to Ashleen's mage rank. She can create multiple keys like this, and manipulate their size, shape, and weight, as long as the key remains generally key shaped. Keys created this way may also be used as weapons, with durability and damage equal to a basic item equal to Ashleen's rank. (Maximum S-Rank) If used as a weapon they'd have to follow along the weapon ranks (weak(D)/normal(C)/strong(B)/legendary(A)/artifact(S) And you'll need a limit to how many you can have at one time (I would suggest 1 per rank.)
- Spell Storing: As mentioned in strengths and weaknesses, Ashleen can store spells in her keys, with certain limited on how many spells can be stored at once. Additionally, Ashleen may cancel stored spells, re-absorbing the magical energy used to cast the spell, but placing that spell on cooldown. Half the magical energy used. Free cancellation means an error on your part would go without notice. Only getting half back means you have to play smarter or you suffer. As for the limit to storing, I'd would say 1 per key, and maybe increase it to 2 per key at S rank.
- Spell Lockup: Ashleen can use her keys to "lock away" spells or magical abilities. She must see the spell or ability in question at least once before this can be done. If the spell or ability being locked away has a cooldown, that cooldown is increased by 2 posts. If not, it is cancelled for 2 posts. This ability has a cooldown of 4 posts, starting immediately after activation. This ability can target spells and magical abilities of people, creatures, and items of her rank or lower. This ability can be used on the same post as casting a spell. I dislike abilities like this, as it's a free way to just tell someone they can't use a spell once you've seen it once. Maybe have it 'lock' an ability by making it cost half the cost of a spell equal to your rank for them to cast that spell when it is next used. Either that or you would need to spend the MP cost of the spell you're trying to lock to do what you want.
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!)
- D Rank:
Name: Joint Lock
Rank: D-Rank
Type: Offensive
Duration: 1 Post
Cooldown: 3 Posts
Description: Ashleen channels this spell into one of her non-spell keys, usually one that she is using as a weapon, and attacks one of the target's limbs. If the attack hits a limb, that limb becomes paralyzed, locked in the position that it was in when the attack connected.
Strengths:
- Paralysis of a limb creates a significant opening for attack in combat.
- Can be used to prevent movement or retreat for a short time.
- Can be attached to a damaging basic attack using Ashleen's keys.
Weaknesses:
- Can only affect one limb at a time, leaving all other limbs perfectly usable unless the position of the locked limb prevents range of motion.
- Can accidently strike allies or other unintended targets (besides Ashleen), paralyzing them instead.
- Paralysis only functions at half effect on creatures and characters of c-rank or higher, only locking the elbow or knee (or equivalent). Fails altogether on b-rank or higher.
- Paralysis duration is very short, only giving Ashleen a single post to do something with it.
Name: Unlock Inner Strength
Rank: D
Type: Supplementary
Duration: 3 Posts
Cooldown: 4 Posts
Description: Ashleen generates a translucent blue key, thrusting it into herself or another creature. The key phases into the body of the target, unlocking hidden stores of strength and giving the subject a sensation of incredible vitality. 50% boost to strength and strength-based damage. Lower this to 30% buff to each, as it's buffing two stats at the same time.
Strengths:
- Effective alone, or as part of a team.
- High damage boost for a long duration.
- Key generated phases through objects, preventing it from being damaged.
Weaknesses:
- This Spell must be generated and used on its own. As such, it cannot be "stored" like other spells.
- If intercepted, the key may grant its benefits to unintended targets.
- Ashleen cannot end the effects of this spell prematurely, regardless of the target effected.
- This Spell must be used at melee range and cannot be thrown in any way. If Ashleen releases the key before thrusting it into herself or another creature, the spell dissipates and goes on cooldown.
Name: Key Storm
Rank: D
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: Ashleen gestures at her target with an open hand, launching a spray of small, heavy keys from her palm and fingers. The keys travel up to 30 meters away at a rate of 45 meters per second, slamming into the target and pelting them repeatedly, dealing slightly higher damage than normal (25 hp, rather than 20). Is this one hit for 5 extra damage overall? Or 25 damage per key hit? Wanna make sure before I say anything on it. If it's just 25 total, than it's okay. If it's per hit you'll need to list how many keys and how much damage they do per hit. (They'd deal less than 100% damage per key)
Strengths:
- Can be used to do damage at a range, which is generally uncommon in Skeleton Key Magic.
- Deals slightly increased damage from the norm.
- Fires nearly instantly, with little prior warning, and travels very quickly to the intended target.
Weaknesses:
- Due to the nature of the spell, it also cannot be "stored" like other spells.
- Range reduced to half three maximum range for a D-rank spell.
- Though there is little prior warning to the spell being cast, Ashleen must call out her target by gesturing at them, advertising who exactly she is targeting.
- Since the spell does its damage through repetitive strikes on a single target, defensive spells tend to be more effective against it. The spell can be used to destroy barriers or break through defenses that have already been damaged, but they do half damage to such barriers on their own.
Name: Lower Defenses
Rank: D-Rank
Type: Offensive
Duration: Instant
Cooldown: 2 Posts
Description: Ashleen channels the spell into one of her keys, then attacks either a target creature or barrier. If the key would pass through a magical barrier or defensive spell of D rank or lower, it negates that spell entirely, and in the case of attacking a creature, her basic attack will then continue to target that creature as normal. Rather than go through AND negate it I'd prefer if you either had it do damage to the shield AND got through. Negation and going through would mean it's doing 2x-3x D rank spell damage(standard shield hp) plus damage of hitting someone with the current writing.
Strengths:
- Allows Ashleen to attack through physical defensive spells and cancel them simultaneously.
- Can be used at melee range or within throwing distance of Ashleen, as the attack itself acts normally.
- Relatively short cooldown allows for more frequent use.
Weaknesses:
- Ineffective entirely against evasion based defensive spells. The barrier or spell being cancelled has to be struck or passed through by the key for this spell to have any effect.
- This spell causes the key used to glue a bright, noticeable blue color, making it easier to identify and avoid.
- Spell does not effect non-magical barriers. Also does not effect armor, magical or otherwise.
- This Spell has absolutely no effect on spells of a higher rank. The attack just bounces off, doing damage as normal and expending the spell instead of storing it.
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses: