Magic
Primary Magic: Locking Chain Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Locking Chain Magic is a specialized Anti-Magic which focuses on nullifying existing spells and punishing foes who cast them. The basic premise is to designate the targets with a mark, which takes the form of chains wrapping around the limb where it was placed (placed by contact or through specialized spells for marking at a range). So long as the mark remains on the target, and the target remains within a certain range of the caster, activation of any spells will allow the caster of Locking Chain Magic to punish their foes in a a wide array of unique ways. Typically, the punishments are related to chains in some way, but they can be only tangentially related. To cover it's innate weakness of having a certain range to work in, this magic has also developed a means of absorbing magic into chains the user conjurs in order to nullify them and empower other spells they cast.
Ray, having learned this magic to punish dark mages, has always focused on its Retaliation aspects more than its Nullification Aspects. While he's no slouch in either regard, he's certainly more of a revenge-caster than a counter-speller. That said, Ray uses the magic more as a deterrant than a weapon, using the foe's fear of casting spells while marked to force them into close quarters conflict, so he can beat them with expertise. That said, his punishing power is something worth fearing, and it certainly does make his fists seem like mercy.
Strengths:
Weaknesses:
Lineage: Spirit Link
Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat:
Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.
Unique Abilities:
Mark of the Chain: A 'Unique Ability' only in the sense that it functions like one, any user of Locking Chain Magic has this ability. The user can mark targets by touch, the marks appear as animated chains wrapped around and writhing on a circumfrential chunk of skin. This mark will stay on them for up to 24 hours IC time, though its effects don't extend beyond allowing the marked individual to be a viable target for Locking Chain Magic's retaliation spells. This effect is even further limited to marked targets within a certain range of the caster who placed it. The number of marks they may have active at once is based on their currect rank, as is the range in which they are functional. A given target may accrue more than one mark, but this changes none of the functionality. He can place as many marks in each round as he can touch people. Marks are overwritten by excess marks on a first in, first out basis. He can also dismiss marks at will, though that requires a conscious effort.
Chain Dowsing: He can extend an ethereal chain from his hand to any marked target's mark as a means of tracking. This chain cannot be broken through mundane means, but cannot be used for any other purpose asides tracking. This ability functions at a range quintuple (5x) that of his mark's effective retaliation range. (60 meters at D-rank, 150 at C-Rank, etc)
Leech Chains: He passively leeches a bit of extra magic from marked targets who cast spells within his range. Each spell gives him 3% of his MP back and costs the target in question 3% extra. If the foe is one or more ranks higher than him, this does not drain the extra 3% from them, but he still regains 3%. This ability has a 2 post cooldown localized to each individual mark (the cooldown on one mark does not affect other marks), but otherwise happens automatically. If he has someone marked, he does not regenerate MP normally. He can resume regenerating normally by dismissing all his marks, thusly negating this ability as well.
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!)
Primary Magic: Locking Chain Magic
Secondary Magic: N/A
Caster or Holder: Caster
Description: Locking Chain Magic is a specialized Anti-Magic which focuses on nullifying existing spells and punishing foes who cast them. The basic premise is to designate the targets with a mark, which takes the form of chains wrapping around the limb where it was placed (placed by contact or through specialized spells for marking at a range). So long as the mark remains on the target, and the target remains within a certain range of the caster, activation of any spells will allow the caster of Locking Chain Magic to punish their foes in a a wide array of unique ways. Typically, the punishments are related to chains in some way, but they can be only tangentially related. To cover it's innate weakness of having a certain range to work in, this magic has also developed a means of absorbing magic into chains the user conjurs in order to nullify them and empower other spells they cast.
Ray, having learned this magic to punish dark mages, has always focused on its Retaliation aspects more than its Nullification Aspects. While he's no slouch in either regard, he's certainly more of a revenge-caster than a counter-speller. That said, Ray uses the magic more as a deterrant than a weapon, using the foe's fear of casting spells while marked to force them into close quarters conflict, so he can beat them with expertise. That said, his punishing power is something worth fearing, and it certainly does make his fists seem like mercy.
Strengths:
- Counterspelling: Locking Chain Magic is exceptional against other mages, having many means of punishing the use of magic, or nullifying spells outright.
- Magic Efficiency: This magic features a number of ways to keep ahead of foes on Magic Power, from confiscating MP from victims as punishment, to absorbing parts of spells to replenish.
- Field Control: Locking Chain Magic also features a wonderful, often forgotten feature of CHAINS! They can be used to alter the battlefield in the caster's favor.
Weaknesses:
- Large Scale Conflict: Locking Chain Magic works best against small groups of 1-3 enemies, since there is a limit to how many marks he can place and keep track of. Any bigger numbers and it starts becoming a problematic juggling act.
- Reactionary: There are very few outright offensive spells in Locking Chain Magic, meaning one can only really make the most of this magic via reacting to the opponent. Some opponents don't give the caster much to react to.
- Meant to be Broken: Any chains created by this magic are capable of being broken, as they are physical actual chains. Doing so prematurely ends the spells, and only requires equal ranked damage targeting the chains directly.
- Magnetic Magic: Magnets have a decisive effect on Locking Chain Magic spells, since the chains are made of metal.
Lineage: Spirit Link
Description: A weathered old monk once had the ability to communicate with spirits. These spirits granted him their abilities, linking with the monk, covering him in a misty white aura, allowing him access to a greater power. The spirits that linked with the monk we’re one of an insane berserker, a warrior with a legendary shield, and a dragon. During a great war, the monk fought for his country, and was supposedly killed in action. It’s rumoured that he fled after the battle, supposedly teaching his family in secret the ways to link with spirits as he once did.
Ability: Allows the user to take on the appearance of a berserker, a guardian, or a dragon in combat:
- The berserker gains a giant two handed spirit claymore, capable of dealing User ranked melee damage + 50%. This axe ignores one rank of a barrier’s defense of user rank or lower(Max S-rank and when used it knocks off a rank of defense for the axe to cut into as if that rank was not there. The rank taken off is 1 rank of the barrier and not of the user’s rank. The user’s rank determines if the axe will be able to take a rank off or not based on the rank of the barrier). No defensive or healing spells may be used in this form.
- The guardian gains a massive shield of adamantium capable of blocking the equivalent of 3 user ranked spells. No additional defensive abilities can be used in this form.
- The dragon gives the user the ability to fly and a roar of pure energy equivalent to a user-ranked beam spell once and projectiles akin to "fireballs" of the caster's normal elemental affinity or will be fire if the user does not have an affinity. The projectiles are user-ranked but deal 50% of normal damage. Also can use claws and tail for basic melee damage (Melee damage + 50%). Cannot use any other spells or magic in this form.
Usage: Each form lasts for 3 posts and has a 10 post cooldown. Each form shares a separate cooldown allowing the user to use one after the other if they choose to.
Unique Abilities:
Mark of the Chain: A 'Unique Ability' only in the sense that it functions like one, any user of Locking Chain Magic has this ability. The user can mark targets by touch, the marks appear as animated chains wrapped around and writhing on a circumfrential chunk of skin. This mark will stay on them for up to 24 hours IC time, though its effects don't extend beyond allowing the marked individual to be a viable target for Locking Chain Magic's retaliation spells. This effect is even further limited to marked targets within a certain range of the caster who placed it. The number of marks they may have active at once is based on their currect rank, as is the range in which they are functional. A given target may accrue more than one mark, but this changes none of the functionality. He can place as many marks in each round as he can touch people. Marks are overwritten by excess marks on a first in, first out basis. He can also dismiss marks at will, though that requires a conscious effort.
- Rank, Marks, Range:
- D: 3 Marks at once, 15 meter range.
- C: 5 Marks at once, 30 meter range.
- B: 7 Marks at once, 50 meter range.
- A: 9 Marks at once, 75 Meter Range.
- S: 12 Marks at once, 100 Meter Range.
- H+: 15 Marks at Once, 150 Meter Range.
- D: 3 Marks at once, 15 meter range.
Chain Dowsing: He can extend an ethereal chain from his hand to any marked target's mark as a means of tracking. This chain cannot be broken through mundane means, but cannot be used for any other purpose asides tracking. This ability functions at a range quintuple (5x) that of his mark's effective retaliation range. (60 meters at D-rank, 150 at C-Rank, etc)
Leech Chains: He passively leeches a bit of extra magic from marked targets who cast spells within his range. Each spell gives him 3% of his MP back and costs the target in question 3% extra. If the foe is one or more ranks higher than him, this does not drain the extra 3% from them, but he still regains 3%. This ability has a 2 post cooldown localized to each individual mark (the cooldown on one mark does not affect other marks), but otherwise happens automatically. If he has someone marked, he does not regenerate MP normally. He can resume regenerating normally by dismissing all his marks, thusly negating this ability as well.
Spells:
- Chain Lock:
- Name: Chain Lock
Rank: D
Type: Metal; Offensive (Punishment)
Duration: 2 Posts
Cooldown: 4 Posts
Description: Activatable only in Retaliation against the spellcasting of a marked target within range, Chain Lock causes a something of an exposion of chains to wrap around an anchor the foe to the ground where they stand, cocooning them and holding them down with the surrounding area's features like trees, walls, and boulders. This occurs at a staggering pace, originating from the chain mark that needs to be placed ahead of time, though its actual speed is only 7 m/s (at that speed, it doesn't need much time at all to complete its task). Viably someone could break out of this with outside help, or if they had strength on par with a D-Ranked spell. The chains will release the victim on their own after 2 posts, though.
Strengths:- Quick Cast: This is cast reactively to spells being cast, and happens at astonishing speed, originating essentially from on the target, meaning it likely outpaces magics that require travel time, and can cancel physical combat enhancements by restraining the caster before they make use of their enhanced fists.
- On-Point: This spell will not miss the marked target if triggered, as there is no viable way to outright avoid it. It can still be broken or negated in other viable mannerisms though.
Weaknesses:- Mana Drain: Each consecutive post of being active will drain an additional 1/3rd (rounded up) of the MP cost.
- Requires an Environment: If there isn't much to anchor into, this spell is very easy to escape. In a barren desert, all it can anchor to is sand, which is logically a lot easier to rip chains out of than rock.
- Is The Current Punishment: While active, the foe can still cast spells that require no somatic components, and not fear for additional punishments, since they are still being punished. He can opt to release them from their chain bindings as they cast in order to Retaliate, but that poses its own strategic weaknesses.
- Quick Cast: This is cast reactively to spells being cast, and happens at astonishing speed, originating essentially from on the target, meaning it likely outpaces magics that require travel time, and can cancel physical combat enhancements by restraining the caster before they make use of their enhanced fists.
- Leash:
- Name Leash
Rank: D
Type: Metal; Offensive (Punishment)
Description: A rather humorous means of punishment, this spell is used in Retaliation expressly to the offensive projectile spells of marked targets within range. When triggered, this spell will link a chain directly from the mark to the business end of the spell, causing the spell to drag them along with it at its speed, approximately 10 feet behind the spell. Upon impact the victim will collide with the spell's target as well, and also the spell, depending on what it was. If they are strong enough to resist the pull of the spell, then the spell will instead be pulled back into them like a paddleball, damaging them for 50% of its effect.
Duration: Instant
Cooldown: 2 Posts
Strengths:- Quick Cast: This is cast in reaction to a marked target casting a very specific type of spell within a certain range. It happens at basically the same time, making it nigh impossible avoid physically. Someone could still break the chain or negate one of the spells in question to negate this spell though.
Weaknesses:- Limited Casting: Can only really be used in reaction to ranged projectile attack spells, which is an even further restriction than the magic already presents.
- Hyperspeed Spells: Something that is legitimately too fast usually cannot be latched onto by this, more on account of his reflexes than the capabilities of the spell. Cannot be used to retaliate to anything B-Rank or higher. Cannot reflect anything above D-rank (the chain just breaks if they're strong enough to resist the spell's pull at above that point).
- Guided Spells: If this is used in Retaliation to a spell the caster themself manipulates, then he just accidentally buffed their spell up to a flight spell. Oops.
- Quick Cast: This is cast in reaction to a marked target casting a very specific type of spell within a certain range. It happens at basically the same time, making it nigh impossible avoid physically. Someone could still break the chain or negate one of the spells in question to negate this spell though.
- Vamp Chains:
- Name: Vamp Chains
Rank: D
Type: Metal; Defensive (Nullification)
Duration: 2 Posts
Cooldown: 3 Posts
Description: Ray clasps his hands together and produces a couple chains from in between his palms, then extends them out in a sort of shotgun blast, creating an annoying, zigzagging wall of chains between himself and his targets. Any spell that bumps into these chains will be absorbed into them, and nullified. The MP spend on those spells will be returned to Ray. This can absorb up to 2 D-Rank spells, or it can weaken one C-Rank spell by half, before the chains break. Each spell absorbed by these chains returns a D-rank's worth of MP (Max 5%) to him.
Strengths:- MP Absorption: This spell eats other spells and returns the MP to him.
Weaknesses:- Directional: This spell only defends from one direction, which cannot be changed after execution.
- Guided Spells: It's only a wall of chains, spells of small size can potentially weave through the web they make if they're guided well enough.
- Physical Spells: This cannot absorb spells like requip weapons and armor, nor can it absorb celestial spirits, or takeover. It can absorb spells originating from those sources though.
- MP Absorption: This spell eats other spells and returns the MP to him.
- Snake Chains:
- Name: Snake Chains
Rank: D
Type: Metal; Offensive (Multiple Hits, Channeled)
Duration: 3 Posts
Cooldown: 4 Posts
Description: Ray whips his arms out, producing a pair of chains from his hands, which have snake-like heads made of magic energy. These chains attempt to attack the enemy again and again and again, as if they had minds of their own. These two snake chains will move at about 7 m/s, capable of extending to 15 meters in any direction surrounding him. If they strike, they hit for 35% of D-Rank damage each, but they can keep hitting each post, for a maximum of 2x D-Rank damage at the end of their duration. Furthermore, anyone striken by this spell can and generally will be given the Mark of the Chain, rendering them a target for Retaliation spells. He must remain focused on casting this spell to keep it going, but he can move and cast other spells as well, so long as nothing breaks his concentration.
Strengths:- Guided: These snakes are guided spells, meaning that they can move around freely and precisely within their range constantly at their top speed.
- Mark of the Chain: This spell acts as an alternative marking method, allowing him to mark people from a distance while also doing damage.
Weaknesses:- Channeled: These snakes can only be sustained with concentration. While they don't interfere with him casting other spells, a single blow to him, even a rankless one, can break his concentration enough to stop the spell.
- Entanglement: If they miss three times in a row, they'll get tangled and the spell will end.
- Music Magic: The snakes have minds of their own: When someone plays magical music in their direction, they can be manipulated like a snake charmer performance.
- Guided: These snakes are guided spells, meaning that they can move around freely and precisely within their range constantly at their top speed.
Last edited by Ray Zwight on 2nd June 2017, 5:44 am; edited 1 time in total