Fairy Tail RP

Would you like to react to this message? Create an account in a few clicks or log in to continue.

• Patch Notes •                 • New User Guide •                • Guild Information •

    Lady of Water.

    Igsa Yeoja
    Igsa Yeoja

    Player 
    Lineage : Demonic Carnage
    Position : None
    Posts : 135
    Guild : Lamia Scale.
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Zuo Cii (Deceased)
    Experience : 187.5

    Lady of Water. Empty Lady of Water.

    Post by Igsa Yeoja 25th May 2016, 10:48 pm

    Lady of Water. Ming_hua_by_gramotoons-d7vbpex

    Primary Magic:
    Lady of Water.

    Secondary Magic:
    Unavailable.

    Caster or Holder:
    Caster

    Description:
    The original form of the magic that Igsa uses was heavily lost when her arms were removed. The new form of her magic revolves around the usage of her new arms of water for mobility while she slings out spells of water, ice and steam to disorient enemies and make the field all her own. With that in mind Igsa is very adaptive in what she can do by controlling the temperature in the water she controls but also that of the water around her. Even to a degree if the need arises Igsa can pull the water from her own body to form her arms to get away.

    In combat it is best for Igsa to remain moving as the water she manipulates can be something she would rather not be put to waste. In combat she will move around quickly tricking enemies by hardening the water in her arm for blunt strikes before quickly weaving around them. With each move like a spider she forms a new web of which to trap her enemy, this form being made by her to be utilized for mainly a one versus one fight hoping to use it against the mage who blew up Hargeon. With that in mind she has allowed for her magic to be more resistant to enemy control and even the ability to manipulate the waters temperature fully. This keeps Igsa on her toes and makes her a deadly threat to opponents that think her nothing when she lays a guise of weakness.

    Strengths:

    ~ Using the power to control water's temperature she is able to use an ice mages own magic against them by melting pieces of the ice to use for herself.

    ~ Being so adept at using water to her advantage she is able to freely manipulate the water to improve her aqua prosthetic with ease.

    ~ Her ability to manipulate water comes with the advantage of being able to fight flame mages with ease as even turning her water to steam nets her no disadvantage.

    Weaknesses:

    ~ Due to her body almost always being coated in water around her due to her magic a lightning mage would have a much easier time against her.

    ~ If she loses access to water and she has no way or ability to take the water from her own body to use she is left highly vulnerable as she would have to rely on only her legs to fight.

    ~ Even though she can prevent most control against her water and arms a slayer of the water could easily make a quick snack off her arms which would not only disturb her greatly but also make it harder to fight them.

    ~ While she can pull water from ice a truly powerful ice mage could make ice she herself cannot even manipulate.

    Lineage:

    Demonic Carnage:

    Description:
    A princess unknowingly gave birth to a child of the Fallen Angel, causing the newborn to have the ability of transforming into a demon at will. Although the descendants of the newborn possess weaker demonic transformations compared to the son of the princess, the demonic transformation can still cause havoc and destroy whole villages.

    Ability:
    The user transforms into a demon with horns, wings, and markings that glow in a bright neon green color. In this form the user’s magic capabilities become unusable. Though their magic is not accessible, they gain immense surge in physical speed (50%), strength (75%), and durability (+50% HP). They also gain the ability to shoot blasts of dark energy from their body that deals user ranked spell damage.

    Usage:
    4 post duration with a 6 post cooldown. Can't use magic during use of this ability. Bonus HP is taken first before true HP but temporary HP cannot recover while inactive and if you exit and reenter the state,  the temporary HP is where it left off as.

    Unique Abilities:


    ~Aqua Prosthetic: By using the abilities of her magic Igsa has created prosthetic arms for herself 100% made from water. By doing this she not only can extend these arms into versatile whips (Ranging up to 10m per rank.) but she can also double the amount of arms at B-Rank (4 Arms.) and at S-Rank she can triple it (6 Arms.) With each arm she creates doing the same strike damage as a physical strike would.


    ~Water Level: Igsa has an ability that makes her very dangerous to fight in combat. This ability is that she may control the temperature of water with all water in a 5m radius of herself being susceptible to this effect. This control extends to spells that would involve water, EG, Ice, Steam, ETC. This does have a limit as Igsa cannot affect spells more than one rank above herself and she cannot affect others more than one rank above herself.


    ~Aquabatics: Having trained herself to use the water for a good 10 years Igsa moves an astonishingly 50% faster both due to her body now being lighter with no arms and the very fact she simply toned herself up to be capable of this.


    ~Aqua Awaken: Having trained herself harder than ever Igsa has been able to attune her body to the feel of water around her and with it has gained the ability to sync with water more. With it comes the fact that all her water based spells (Even her ice and steam variants) gain a 25% boost to their damage.



    ~* Spells *~

    ~Signature Spells~

    Name: Aqua Lash.

    Rank: Same as User.

    Type: Water, Offense, Physical Strike.

    Duration: Instant.

    Cooldown: 1 Posts.

    Description: Holding back an arm Igsa sends out a large strike forward with a claw made from pure water that strikes opponents caught in it within the radius of the claws strike (5m) the claw extends for up to 25m at 18m/s and deals the users rank in damage.

    Strengths:

    ~ Allows her to strike multiple enemies in one go.

    ~ Can be used in narrow areas to help deal with pesky fools.

    Weaknesses:

    ~ The strike is only in a straight line so Igsa cannot redirect the strike.

    ~ Someone can side step it by predicting it.

    ~ The wind up is like if she was pitching a ball so someone can see it coming if they see the signs.




    Name: Steam Cloak.

    Rank: D-Rank.

    Type: Water, Air, Defensive, Reactive.

    Duration: 2 Posts.

    Cooldown: 3 Posts.

    Description: Channeling magic over her body she creates a quick seal on herself that causes it so that when she next is hit by a physical strike a cloak of boiling steam will coat a 5m radius around her. This steam blocks 10 damage from a D-Rank spell or strike and 5 from anything ABOVE D-Rank. The seal on her will fade after two posts never triggering the steam if it does this. The steam also deals D-Rank spell damage to all caught in it.

    Strengths:

    ~ Can be used to help fight physical attackers by punishing their foolishness.

    ~ The steam an be used to block the strike or at least absorb some of the impact from a spell that is physical in nature.

    Weaknesses:

    ~ The spell MUST be triggered by anything that is an actual physical strike so a spell that impacts with a object does not count.

    ~ The spell is only really good against someone the would go hand to hand or weapon combat against her.

    ~ While niche the damage block WILL be negated against anyone that is two or more ranks higher than Igsa.




    ~D-Rank Spells~

    Name: Steam Flow.

    Rank: D-Rank.

    Type: Water, Air, Offense.

    Duration: Instant.

    Cooldown: 3 Posts.

    Description: Using her ability to manipulate temperature Igsa first throws water forwards towards an enemy and rapidly converts it to boiling hot steam. The steam is in the form of a ball and will very rapidly dissipate becoming a 5m wide ball of boiling hot gas by the time it reaches them at the max range of 15m traveling at 10m/s. The steam deals D-Rank damage and the steam itself will greatly harm those it touches causing large amounts of pain.

    Strengths:

    ~ Can be used to throw off slayers by making it look like the water ball itself is the spell before it explodes into steam.

    ~ Can be very good in closed spaces cause there is less area for the steam to go and it becomes more dense.

    Weaknesses:

    ~ The spell can be stopped if the ball of water is destroyed somehow.

    ~ Steam can and will hurt her own allies if they are stupid enough to get caught in it.

    ~ The steam can be eaten by air slayers (Though she would wonder why they would hurt their lungs like that.)




    Name: Frozen Hook.

    Rank: D-Rank

    Type: Water, Ice, Offense, Physical Strike.

    Duration: 2 Posts.

    Cooldown: 4 Posts.

    Description: Combining all her power into the tips of her arms she creates two hooks made from pure blue ice. These hooks enhance her physical strikes making them deal D-Rank damage per strike at the cost of greatly slowing herself (50%) These ice hooks are 12 inches long and can easily cut through most materials. The main weakness besides the self-slow is that if her hooks are cut off by any means the spell will instantly end. (Note that a slayer can eat the ice hooks without receiving spell damage but still gaining spell mana back.)

    Strengths:

    ~ Can enhance her close range combat greatly.

    ~ Makes her a lethal engine on the field.

    Weaknesses:

    ~ Igsa must be much more cautious while this spell is active as even one misstep and she could lose the spell.

    ~ The self slow keeps herself on par with those her rank but also means those faster than her now can easily cut off her hooks.

    ~ The spell can be ended early which means she could deal NO damage with this spell if she times it even a little wrong.




    Name: Aqua Field.

    Rank: D-Rank.

    Type: Water, Offensive, Area of Effect.

    Duration: Instant.

    Cooldown: 3 Posts.

    Description: Igsa creates a massive pool of water around herself that lightly coats the ground in a 10m radius around herself expanding at 9m/s. After a few seconds the pool detonates creating a large torrent of water upwards 10m that deals D-Rank damage to all caught in it's center and 75% of that to those near the edges. Should the spell actually finish off any enemies they are turned into a water clone that simply stands around for a few seconds before screaming as they are turned into more water.

    Strengths:

    ~ Can create more water for her to manipulate around herself.

    ~ Does a nice chunk of damage in a large area around herself.

    Weaknesses:

    ~ Unless devoid of sense an enemy would know not to stay in the big circle of water long.

    ~ The water all along the ground can be used by slayers and eaten with ease negating the damage in those portions.

    ~ The big pool of water is not very nice to be in when electricity is introduced.




    Name: Aqua Slam.

    Rank: D-Rank.

    Type: Water, Offense, Physical Strike.

    Duration: Instant.

    Cooldown: 2 Posts.

    Description: Combining both of her water arms together Igsa creates one double their normal length and slams it down on the ground affecting enemies caught in its large 5m radius slam. This slam will hit the ground for D-Rank damage up to 15m forwards and slams down at 12m/s.

    Strengths:

    ~ Is a very large strike and can deal damage in front of her very easily.

    ~ The slam creates shock waves which can potentially shake someone off their feet.

    Weaknesses:

    ~ The slam can be seen coming due to the size of the tentacle.

    ~ Even with all the size it has the fact she needs to combine both arms can potentially ruin the surprise.

    ~ Because the slam is forwards someone can avoid it with a quick enough sidestep.




    ~C-Rank Spells~

    Name: Steam Vent.

    Rank: C-Rank.

    Type: Water, Air, Offense, Trap.

    Duration: 3 Posts.

    Cooldown: 4 Posts.

    Description: Setting an arm down of the ground Igsa draws her family crest and charges it with both a bit of water and magic laying a trap. Should an enemy come within at least 1m of this small trap which would be about the radius of a basket ball in size it will cause a massive vent of boiling steam with a 2m radius to pour out from the symbol. This steam deals C-Rank damage. If the trap is never triggered then the symbol simply fades away.

    Strengths:

    ~ The trap can be used to throw off enemies on where she really is.

    ~ This can be used to cause an enemy to flinch leaving them open.

    Weaknesses:

    ~ The symbol can be destroyed from range if noticed preventing the trap from triggering.

    ~ The trap requires someone to be rather close to be of use.

    ~ Larger areas means this spell may become more useless as odds lower of it being triggered.




    Name: Frost Dart.

    Rank: C-Rank.

    Type: Water, Ice, Offense, Ranged.

    Duration: Instant.

    Cooldown: 2 Posts.

    Description: Condensing ice into her arms Igsa throws razor shards of ice towards an enemy. These shards fly at 20m/s due to being small and aerodynamic and go to a max range of 25m forwards. Those struck by the shards are hit for C-Rank damage and feeling like that really stung.

    Strengths:

    ~ Can be used to distract enemies due to the stings of multiple shards of ice.

    ~ Is no slouch in damage either though it can only really hit an enemy for damage once but the sting continues.

    Weaknesses:

    ~ The damage from multiple shards does not stack.

    ~ The shards are easy to see coming when she throws them since they all travel forwards.

    ~ Without much option someone could by all means duck under the shards and travel forwards to get at her quicker.




    Name: Aqua Prison.

    Rank: C-Rank.

    Type: Water, Offense, Collapse.

    Duration: Instant.

    Cooldown: 4 Posts.

    Description: Igsa leaps forwards by up to 5m and creates a large ring of rapidly rotating water. This water deals 2x C-Rank damage and towers up at 30m tall. The ring starts 10m around Igsa and quickly comes inwards. Once five seconds has passed the wall of water crashes in dealing the damage to all enemies that were inside the prison (And allies including herself)

    Strengths:

    ~ Can be used to trap a multitude of enemies in with her and give them almost no way out.

    ~ The damage can be devastating.

    Weaknesses:

    ~ Deals the damage to herself and allies.

    ~ The wall can be flown out as it is only a wall and one can fly out the top.

    ~ Once the spell is done Igsa will be coated in water leaving her highly susceptible to electric attacks.





    Last edited by Igsa Yeoja on 26th May 2016, 12:51 pm; edited 1 time in total
    avatar
    Guest
    Guest

    Lady of Water. Empty Re: Lady of Water.

    Post by Guest 26th May 2016, 12:23 pm

    Hello Igsa Yeoja,

    I'm Marceline Anicetus the most favored moderator on the site, but feel free to call me Marshy or Marcy for short. I'll be the one grading your magic application today, so if you have any questions or concerns about it, please message me. You can contact me via Skype at secret_sorrow or you can shoot me a PM on here and I'll answer it when I can. Because I have my graduation ceremony today, I may not be able to answer any questions that you have right away and I apologize for that. With that being said, you can find any suggestions and requested edits in this color on the quote app below.

    Sincerely,
    Marceline Anicetus (Marshy/Marcy)
    Original:
    avatar
    Guest
    Guest

    Lady of Water. Empty Re: Lady of Water.

    Post by Guest 26th May 2016, 12:53 pm

    Changes discussed over Skype.
    Lady of Water. QbJa7GR

      Current date/time is 21st November 2024, 8:26 am