Fairy Tail RP

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    Cr1tikal
    Cr1tikal

    Player 
    Posts : 1756
    Cosmic Coins : 8
    Dungeon Tokens : 0
    Age : 34
    Experience : 0

    Character Sheet
    First Skill: FrostFire Dragon Slayer
    Second Skill: Cosmic Slayer
    Third Skill:

    derp Empty Re: derp

    Post by Cr1tikal 21st August 2017, 10:51 pm

    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. ^^


    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:

    Lineage:
    Seductor's Touch:

    Unique Abilities:

    1. 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.)
    2. 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.
    3. 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:
    D Rank:
    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?)
    Description:
    Duration:
    Cooldown:
    Strengths:
    Weaknesses:


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    derp MQNhOUw

    Lemon Lime
    Lemon Lime

    Player 
    Lineage : None
    Position : None
    Posts : 21
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 62.5

    derp Empty derp

    Post by Lemon Lime 21st August 2017, 11:14 pm

    I've made the requested edits. Thanks!

      Current date/time is 5th November 2024, 7:06 am