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    Warden's Will

    Basima Hakim
    Basima Hakim

    1 Year Anniversary- Player 
    Lineage : Marksman's Aim
    Position : None
    Posts : 22
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 50

    Warden's Will Empty Warden's Will

    Post by Basima Hakim 21st June 2016, 5:51 pm

    Magic

    Primary Magic: Warden's Will
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Basima was never taught magic formerly. The environment she was in for most of her life, prison that is, did not foster the kind of learning necessary for that kind of pursuit. Instead, the magic that Basima practices is the product of her very willpower (that is how she would describe it anyway). It is a manifestation of her soul in the form of magic and reflects her need to imprison others. This comes in the form of the power to create magical chains and what can be described as cages.

    First, the chains. Basima can produce magical chains (teal in color and with a glow) from her body. The chains have various purpose to suit the needs of the spell but they all possess the same utility of binding. The chains can attach themselves to people, objects, and even other magic spells to bind the target in place. Additionally, Basima can move the chains and whatever’s on the other end very easily with her hand movements, meaning she can often fling or move whatever’s on the other end. Finally, the chains can theoretically be used to lash at enemies, but it is not idea.

    The cages, however, are designed to keep things in place rather than bind them outright. These “cages” are also better described as magical cubes than actual cages. Like the chains, they glow teal in color and are see-through. Unlike the chains, these cubes do not need to originate from Basima’s body and can instead be created out of thin air. These spells require much more hand movement to create however, making them much less idea as close range.

    Once Basima has learned to fuse her spells together, she can begin producing chains from the cages and can use the reverse (cages from chains) to save time on hand movements. This can be used to create surprise chains and to quickly create cages, depending on the spell fusion.

    Strengths:

    • The chains excel in binding people, objects, and even magic.
    • The cubes excel in trapping people and magic.
    • The chains can be used to fling whatever they're attached to.

    Weaknesses:

    • Terrible at dishing out damage.
    • The cubes require complex hand movements to create.
    • The chains can be grabbed in mid-air.
    • The chains require hand movements to control.

    Lineage: Marksman's Aim
    Unique Abilities:

    • Basima can pay "bail" when it comes to enemy barriers and binding spells. Simply by touching the binding/barrier spell and paying spell-rank amounts of MP on the spell, she can deactivate it and force it into cooldown. This will not work on spells of higher rank.
    • Seeing as how Basima depends heavily on binding and trapping her opponents, she has learned to make her opponents much more vulnerable with her magic. When an opponent is trapped by one of her non-offensive spells, they receive 10% more damage from all sources. However, her magic requires a tremendous amount of concentration that makes her just as vulnerable. Therefore, she too receives 10% more damage from all sources. These effects increase by an additional 10% for each rank above D-rank that Basima achieves. Once the opponent (or opponents) is free from the spell, the damage modifiers return to normal.
    • A good warden is aware of everything that goes on in the prison. Aware of this, Basima has developed her chain spells to be capable of tapping into the sensory information of any person the chains touch. She can see what they see, smell what they smell, and so on.


    Spells:

    Name: Jail Cell
    Rank: D
    Type: Supportive - Barrier
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Basima holds both her hands in front of her to form a triangle, with the tips of her thumbs touching and the tips of her index fingers touching. The center of this triangle acts as the targeting reticule as a small cube forms in the center. After a brief moment of aiming, Basima causes the cube to fly at the target at 10 m/s up to 10 meters. Once it hits something or reaches its maximum range, the cube rapidly expands at 10 m/s and, once it reaches 5 meters by 5 meters in dimensions, it solidifies and acts as a cage to keep whatever it caught inside. This cube can withstand 2 D-rank damage.
    Strengths:

    • The expansion of the cube will take opponents by surprise.
    • Can catch multiple enemies at once.
    • Prevents moving outside the cube until destroyed.

    Weaknesses:

    • The enemy should have no trouble hitting the cube.
    • The cube can theoretically be destroyed with 2 D-rank damage before it expands.
    • The cube protects the enemy from outside attacks.
    • The main perk of this spell is its surprise, which wears off after the first.


    Name: Execution
    Rank: D
    Type: Offensive - Sustained
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: This is a spell that first requires a cube spell to be active. When an enemy is trapped within a cube spell, Basima claps her palms together and causes the cube to begin shrinking. The idea is to crush the enemy or enemies inside for 40% D-rank damage (8 HP damage) each post. However, Basima must continually hold her palms together and concentrate on the task for this to work.
    Strengths:

    • Enemies will find it difficult to move and attack the cube.
    • Works on multiple enemies at once if several are within the cube.

    Weaknesses:

    • A sustained spell, meaning Basima must concentrate and hold her hand position each post.
    • The cube can still be destroyed.
    • The duration can be reduced depending on how long the cube spell beforehand has been active.


    Name: Handcuffs
    Rank: D
    Type: Supportive - Bind
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: A magical chain forms on the stomach region of Basima's body. Once she waves her hand, the chain extends toward its target at 15 m/s up to 8 meters. This spell is designed to hit limbs, so once the end of the chain touches a limb, it will attach itself and prevent said limb from any movement. The rest of the target's body will still be able to move however. To escape, the target simply needs to deal D-rank damage to the chain.
    Strengths:

    • Paralyzes the target's limb.
    • Punching or kicking the end of the chain before it attaches to something will result in it simply attaching to the fist or leg unless that physical attack does D-rank damage or more.
    • Can attach to enemy weapons (likely resulting in a tug of war).

    Weaknesses:

    • The chain can be destroyed by D-rank damage.
    • Only touching the end of the chain will result in a limb being unable to move.
    • Basima cannot fling the target effortlessly like with any other chain spell of hers, though she could physically tug on the chain with her hands to try and pull him or her closer.
    • A much stronger opponent can pull the on the chain and force Basima closer.


    Name: Angry Chain
    Rank: D
    Type: Offensive - Instant
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: A magical chain forms on Basima's abdomen and extends outward at 10 m/s. With Basima's hand guiding the chain, the end of it attaches to any nearby object (preferably something big and heavy). Basima then waves her hand toward the target (up to 10 meters) and tries to strike with the attached object for D-rank damage.
    Strengths:

    • If there is a weapon on the chain, the attack will add the weapon damage to the D-rank damage.
    • Lets Basima lift heavy objects.

    Weaknesses:

    • Both the chain and the object (if it's not a weapon) can be destroyed by D-rank damage.
    • Requires some object to work with, so it's not idea for some environments.
    • The chain can get stuck on something.
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    King Elyx

    The Vanquisher


    The Vanquisher

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    Posts : 4043
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    Cosmic Coins : 0
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    Age : 27
    Experience : 1,538,536.25

    Character Sheet
    First Skill: ???
    Second Skill: ???
    Third Skill:

    Warden's Will Empty Re: Warden's Will

    Post by King Elyx 21st June 2016, 5:59 pm

    Basima Hakim wrote:Magic

    Primary Magic: Warden's Will
    Secondary Magic: N/A
    Caster or Holder: Caster
    Description: Basima was never taught magic formerly. The environment she was in for most of her life, prison that is, did not foster the kind of learning necessary for that kind of pursuit. Instead, the magic that Basima practices is the product of her very willpower (that is how she would describe it anyway). It is a manifestation of her soul in the form of magic and reflects her need to imprison others. This comes in the form of the power to create magical chains and what can be described as cages.

    First, the chains. Basima can produce magical chains (teal in color and with a glow) from her body. The chains have various purpose to suit the needs of the spell but they all possess the same utility of binding. The chains can attach themselves to people, objects, and even other magic spells to bind the target in place. Additionally, Basima can move the chains and whatever’s on the other end very easily with her hand movements, meaning she can often fling or move whatever’s on the other end. Finally, the chains can theoretically be used to lash at enemies, but it is not idea.

    The cages, however, are designed to keep things in place rather than bind them outright. These “cages” are also better described as magical cubes than actual cages. Like the chains, they glow teal in color and are see-through. Unlike the chains, these cubes do not need to originate from Basima’s body and can instead be created out of thin air. These spells require much more hand movement to create however, making them much less idea as close range.

    Once Basima has learned to fuse her spells together, she can begin producing chains from the cages and can use the reverse (cages from chains) to save time on hand movements. This can be used to create surprise chains and to quickly create cages, depending on the spell fusion.

    Strengths:

    • The chains excel in binding people, objects, and even magic.
    • The cubes excel in trapping people and magic.
    • The chains can be used to fling whatever they're attached to.

    Weaknesses:

    • Terrible at dishing out damage.
    • The cubes require complex hand movements to create.
    • The chains can be grabbed in mid-air.
    • The chains require hand movements to control.

    Lineage: Marksman's Aim
    Unique Abilities:

    • Basima can pay "bail" when it comes to enemy barriers and binding spells. Simply by touching the binding/barrier spell and paying spell-rank amounts of MP on the spell, she can deactivate it and force it into cooldown. This will not work on spells of higher rank.
    • Seeing as how Basima depends heavily on binding and trapping her opponents, she has learned to make her opponents much more vulnerable with her magic. When an opponent is trapped by one of her non-offensive spells, they receive 10% more damage from all sources. However, her magic requires a tremendous amount of concentration that makes her just as vulnerable. Therefore, she too receives 10% more damage from all sources. These effects increase by an additional 10% for each rank above D-rank that Basima achieves. Once the opponent (or opponents) is free from the spell, the damage modifiers return to normal.
    • A good warden is aware of everything that goes on in the prison. Aware of this, Basima has developed her chain spells to be capable of tapping into the sensory information of any person the chains touch. She can see what they see, smell what they smell, and so on.


    Spells:

    Name: Jail Cell
    Rank: D
    Type: Supportive - Barrier
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: Basima holds both her hands in front of her to form a triangle, with the tips of her thumbs touching and the tips of her index fingers touching. The center of this triangle acts as the targeting reticule as a small cube forms in the center. After a brief moment of aiming, Basima causes the cube to fly at the target at 10 m/s up to 10 meters. Once it hits something or reaches its maximum range, the cube rapidly expands at 10 m/s and, once it reaches 5 meters by 5 meters in dimensions, it solidifies and acts as a cage to keep whatever it caught inside. This cube can withstand 2 D-rank damage.
    Strengths:

    • The expansion of the cube will take opponents by surprise.
    • Can catch multiple enemies at once.
    • Prevents moving outside the cube until destroyed.

    Weaknesses:

    • The enemy should have no trouble hitting the cube.
    • The cube can theoretically be destroyed with 2 D-rank damage before it expands.
    • The cube protects the enemy from outside attacks.
    • The main perk of this spell is its surprise, which wears off after the first.


    Name: Execution
    Rank: D
    Type: Offensive - Sustained
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: This is a spell that first requires a cube spell to be active. When an enemy is trapped within a cube spell, Basima claps her palms together and causes the cube to begin shrinking. The idea is to crush the enemy or enemies inside for 40% D-rank damage (8 HP damage) each post. However, Basima must continually hold her palms together and concentrate on the task for this to work.
    Strengths:

    • Enemies will find it difficult to move and attack the cube.
    • Works on multiple enemies at once if several are within the cube.

    Weaknesses:

    • A sustained spell, meaning Basima must concentrate and hold her hand position each post.
    • The cube can still be destroyed.
    • The duration can be reduced depending on how long the cube spell beforehand has been active.


    Name: Handcuffs
    Rank: D
    Type: Supportive - Bind
    Duration: 3 Posts
    Cooldown: 4 Posts
    Description: A magical chain forms on the stomach region of Basima's body. Once she waves her hand, the chain extends toward its target at 15 m/s up to 8 meters. This spell is designed to hit limbs, so once the end of the chain touches a limb, it will attach itself and prevent said limb from any movement. The rest of the target's body will still be able to move however. To escape, the target simply needs to deal D-rank damage to the chain.
    Strengths:

    • Paralyzes the target's limb.
    • Punching or kicking the end of the chain before it attaches to something will result in it simply attaching to the fist or leg unless that physical attack does D-rank damage or more.
    • Can attach to enemy weapons (likely resulting in a tug of war).

    Weaknesses:

    • The chain can be destroyed by D-rank damage.
    • Only touching the end of the chain will result in a limb being unable to move.
    • Basima cannot fling the target effortlessly like with any other chain spell of hers, though she could physically tug on the chain with her hands to try and pull him or her closer.
    • A much stronger opponent can pull the on the chain and force Basima closer.


    Name: Angry Chain
    Rank: D
    Type: Offensive - Instant
    Duration: 1 Post
    Cooldown: 2 Posts
    Description: A magical chain forms on Basima's abdomen and extends outward at 10 m/s. With Basima's hand guiding the chain, the end of it attaches to any nearby object (preferably something big and heavy). Basima then waves her hand toward the target (up to 10 meters) and tries to strike with the attached object for D-rank damage.
    Strengths:

    • If there is a weapon on the chain, the attack will add the weapon damage to the D-rank damage.
    • Lets Basima lift heavy objects.

    Weaknesses:

    • Both the chain and the object (if it's not a weapon) can be destroyed by D-rank damage.
    • Requires some object to work with, so it's not idea for some environments.
    • The chain can get stuck on something.


    Warden's Will Merp%202.jpg_zpszdcapnj1
    Well someone most certainly did their homework owo.

      Current date/time is 22nd November 2024, 7:49 am