Kaito's Starting Spells [COMPLETE]

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Kaito's Starting Spells [COMPLETE]

Post by Kaito Helix on Sat Oct 25, 2014 2:02 am



Magic: Static Fire Make  
Description: A form of molding magic that uses the fire element. Weaving fire into various forms the caster's limits is their imagination. This particular variant of Fire Make Magic allows only inanimate objects to be created. Anything from weapons, shields, traps, utilities, to odds and ends all can be made. The magic is cast through various hand movements sometimes requiring both hands, and the magic always is connected in some way to the caster's hands. Due to this fire being controlled completely by the caster, it loses the wildness that fire is often compared with. This fire will not burn anyone unless the caster wills it. Nor can it catch other things on fire, unless the caster wills it, regardless of how combustible the material is.

Advantages: The strength of this magic, is that it is really good against ice and poison magic. This is because while it may not burn things unless the caster desires the heat still is radiating, thus ice will melt, and heat will kill poison. Unlike people who dabble in Dynamic Fire Make, or people that dabble in a mix of the two, Static Fire Make magic makes the fire more dense than the other makers previously mentioned. This gives a slight advantage over others in the same field of magic. The only limitation to something that can be created is nothing living, which leaves people to wonder just what exactly the caster may create. This magic also benefits greatly in hot weather. This is due to the fact in the heat it is easier to start a fire, especially strong dangerous fires. This magic, due to the amount of light some spells emanate, darkness spells may find a harder time reaching the caster, granted fire itself is not strong or weak against darkness, it would give it a slightly harder time than say ice, or earth would.  

Disadvantages: This magic is weak to most water magics. It also has the limitation of having to be connected to the caster, meaning that it leave the caster in some cases very vulnerable. It also limits the amount of spells that can be cast, or deployed, for naturally the caster only has two hands. Even still some spells require two hands, and as such only that spell may be active. While this magic tends to be strong against ice, it does have a trouble in cold weather, for there is a distinct lack of heat and the spells spend more energy trying to maintain a constant stable heat to keep the structure maintained, it will loose a bit of power due to this. This magic is also very poor at not being noticed. I mean it is creations of pure fire, fire gives off a tremendous amount of light, anyone would notice a light in the dark, and even during the day if the light doesn't give it away the heat radiating from the object would still be noticeable, even though it wouldn't necessarily burn you even if you touched the fire.  

Spells

Name: Fire-Make Kickball

Rank: D

Cost: 10MP

Requirements: Use of one arm and the opposite foot. The hand is held in a position palm to the sky.

Class: Offensive

Effect: In the sky facing palm magic will gather forming a ball shape, about a diameter of 5in. This forms up in a span less than a half second. The caster then takes the ball in his hand and rotates it pulling back his arm as he does so, appearing to be readying to throw a fireball. Then as it looks like it is about to be released to be thrown, the caster let's go of the ball, causing it to drop straight down only to be hurled forward by the caster's foot. Regardless of how hard the ball is kicked, it loses energy quickly by not touching the caster's hand. It can only maintain form for a little over one second, causing it to only be able to hit people at best 10 meters away. The thing with this is, it does not cause very much damage upon impact, only extremely minor bruises, however, once it impacts with something, including the ground the magic is lost on the ball and the flames lose their shape, but not without raging a small explosive inferno about 1 meter diameter. The quick flash of flames disappears just as quickly as it came, thus leaving anyone within the area, including the caster, feel a heat that leaves reddened skin like that of a moderate sunburn.  

Duration: Instant

Cooldown: 1 post
________________________________

Name: Fire-Make Column

Rank: D

Cost: 10MP /5MP per consecutive posts.

Requirements: A free hand. With the index finger a line must be drawn, horizontally or vertically, about 4in long. Then they must pull their hand into a fist while rotating their wrist. After which they pop their hand flat, along the imaginary drawn line.  

Class:Supportive/ Defensive

Effect: After the requirements have been met, along the line that was drawn, the column will begin to form. It will grow to be about 2 meters tall. It is wide enough to hide a single person. This spell requires for the caster to be touching it at all times, else it will dissipate. Primarily used as a quick defensive measure, it can take up to one C rank spell of damage, or 2 D rank spells before fading. When used supportively, It can act like a support beam, to prevent structures from collapsing, in certain cases even act as a narrow bridge, though the caster themselves would find it a hard feat to cross the column as a bridge. When used like a short bridge, it can only support the weight of two people.

Duration: until it takes stated damage, or is dispelled.

Cooldown: 1 post after the final post of use.
________________________________

Name: Fire-Make Chain

Rank: D

Cost: 10MP
Requirements: Requires both hands. The hands must be clasped together. Then they are brought together to form the look of 'praying hands'.

Class: Supportive

Effect: Once the requirements are met fiery strains of magic shoot from the fingertips. Half the strands shoot to the caster's chosen target, and if successful, wraps around one of their limbs, be it arm or leg. The other strands wrap around the caster's arm up the elbow. Then as the caster brings apart his hands the strands connect together now linking the target to the caster. This spell does not restrict their movement, save for now they will find, they can only be as far away from me as they were when the spell hit them. Naturally they can move closer, but moving further turns into a tug of war battle. The chain itself connecting the caster and the target, is ultra fine, only about half an inch thick. This chain can also be used to grab onto other things like tree branches or just about anything a chain could go around, within a 15 meter radius that is. Since the chain restricts movement it is treated like a self and other debuff, thus unless destroyed the chain lasts for one post.  

Duration: 1 post(this mean once cast in one post, it won't disappear until the end of the caster's next post)

Cooldown: 2 posts
________________________________

Name: Fire-Make Sword

Rank: C Rank

Cost: 20MP

Requirements: Two free hands. Both hand go down towards one side as if holding a scabbard and hilt.

Class: Offensive

Effect: Once requirements are met, the caster then quarter turns the top hand, the hand that would be holding the sword and then moves both hands quickly away from each other. A fiery sword will form in the caster's hand as if they did just pull it out of a sheathe. The style of sword varies, depending on the user's desire, but the blade will be the same length on each, 24in long. The type of blade cannot change after the initial cast. This sword is made of pure compacted flames and does NOT have a flaming edge. The caster cannot dismiss this blade either, it must remain out for a set duration, unless it is destroyed, or dropped. In the case of the blade dropping, there are still remnants of magic on the hand that held the sword, rendering that hand unable to cast another spell, or assist in casting a spell until it fades. The blade is not very sharp, just enough to do cuts deep enough to hit muscle.  

Duration: 3

Cooldown: 2 posts after spell has faded.
________________________________

Name: Fire-Make Body Armor

Rank: C

Cost: 20MP

Requirements: Two free hands. The caster forms the hands into fists and punches them together.

Class: Defensive

Effect: As soon as the fists collide, flames spurt forth encasing the caster. Quickly the fire forms the shape of armor covering the caster completely.(for those that want a visual here is a picture of what the armor would look like I have a picture below) This armor allows the caster to move freely as normal, and while peripheral vision is hindered due to the helmet, the caster can still see through his creation. The armor can withstand up to 1 B rank of damage. As the caster is free to move, and the armor takes the damage, as long as the blow does not exceed the damage, the caster will not be knocked back or the like. The big downfall about this spell, is that it covers the caster's hands with the magic, rendering more spell casting impossible due to the unspoken requirement that the creation must be touching the caster's hand. The armor provides no boost to physical strength, thus the best use of this magic is as means to ignore attacks to get into a more strategic position, which could include running away or jumping in the way to take a blow for a friend.  

Picture of Armor: Just lose the cape and keyblade and this is what it looks like
Spoiler:

Duration: Until destroyed

Cooldown: 2 posts after destruction


Last edited by Kaito Helix on Sun Oct 26, 2014 12:20 am; edited 1 time in total
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Kaito Helix


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Re: Kaito's Starting Spells [COMPLETE]

Post by Tsukiya Ishida on Sun Oct 26, 2014 12:18 am

Kickball- Even if the spell happens instantly, you need to include the duration to state as such.

Other than that I can see no issues with these spells, bump when the edit is made.
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Re: Kaito's Starting Spells [COMPLETE]

Post by Kaito Helix on Sun Oct 26, 2014 12:22 am






fixed....
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Re: Kaito's Starting Spells [COMPLETE]

Post by Tsukiya Ishida on Sun Oct 26, 2014 12:26 am

Approved.
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Re: Kaito's Starting Spells [COMPLETE]

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