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Home of the newest generation of powerful mages. Some strive for protection, and annihilation of evil. Others strive for harmony, and peace among all. Some even strive to be rulers of the world. Which one are you? Will you protect the citizens of Fiore? And what's with all these demons coming into our world? It's like Hell is rising over...

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Fairy Tail GX
Home of the newest generation of powerful mages. Some strive for protection, and annihilation of evil. Others strive for harmony, and peace among all. Some even strive to be rulers of the world. Which one are you? Will you protect the citizens of Fiore? And what's with all these demons coming into our world? It's like Hell is rising over...
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Kirina's magic

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Kirina's magic  Empty Kirina's magic

Post by Kirina Wed Jan 09, 2013 12:34 am

- My Magic -

Name: Dream-eater Magic (Sleep magic)
Type: Caster Magic
Description: Kirina's magic is a special magic that revolves around dreams. Whether they be daydreams, past dreams or nightmares, she can use her magic to pull things from dreams and call them into the world. This can sometimes vary, but real stays as physical beings that have some sort of actual form. For example: She cannot call out a whole desert out of nowhere. These are only illusions and involve strictly willpower to wiggle out of. All pain is made mentally and through the mind thinking it's hurt, it wills the body to hurt in follow. However, her magic also involves putting people into sleep or dazing with 'daydreams' or even day terrors.
Strengths: Strong magic, hard to resist
Weaknesses: Weak against strong-willed and very intelligent people. It has horrible 'endurance'. Things hit once tend to die away. Realization often renders her magic useless once 'caught on', also the longer spells last is the more energy drained

- My Magic Skills -

Name: Fallen Dream
Rank: D
Element: None
Description: She has to say "Falling dream" and hold her hand out to form a circle. This then activates, making the body feel weak, or as if they are on a rocking boat. A light-headedness floods the brain and makes the target feel as if they are falling.
Strengths: Gives the sensation of falling, even if on steady ground, might knock some clumsy people over
Weaknesses: Easily avoided, easily broken, not actually falling
Duration: 1
Cooldown: 2

Name: Fatigue
Rank: D
Element: None
Description: Kirina runs a hand over one arm, leading it to the shoulder. After that, she brings her her hand down and flicks. The spell circle will appear, activating Fatigue, which forms a temporary kanji. This kanji will disperse into a small mist that takes up a moderate. Anyone caught in it will feel very sleepy.
Strengths: Quick cast, decent distance
Weaknesses: Doesn't assure sleep, simply makes the opponent drowsy, Rather weak spell
Duration: 3
Cooldown: 3


Name: Insomnia
Rank: D
Element: None
Description: Kirina snaps her fingers, the small circle appears, then she brings her finger to point at the opponent and the circle grows to its full size. It then disperses and the circle appears at the opponent's feet (If she can see them). This spell prevents a person from sleeping and she normally mixes it with Fatigue. The combination of the two will send a person into a daydream state of mind, where their ability to tell dream from reality is further fractured. If a person is not tired, this spell will have no affect on them.
Strengths: Causes a minor insanity for a couple turns, quick cast
Weaknesses: Useless if a person isn't tired, short time
Duration: 2
Cooldown: 3

Name: Slumbering Eye
Rank: D
Element: None
Description: This spell is activated when Kirina presses her fingers together, then to her eyes. After, she touches a sleeping or dazed person, it allows her to see any sort of 'dream' including day dreams or regular dreams. As well she can see nightmares or night terrors.
Strengths: Allows her in her opponent's mind, quick spell
Weaknesses: Leaves her open as long as she is 'connected', neither offensive or defensive
Duration: Up to three turns
Cooldown: 3

Name: Daze
Rank: C
Element: None
Description: Daze is a spell that puts the opponent in a daydream. This spell is cast through Kirina tapping her ears, then pulling her arms across her chest, Her hands spread apart, and the circles appear. She 'throws' these two circles which appear as two light bursts.
Strengths: Takes place quickly
Weaknesses: Requires aim, easy to avoid.
Duration: 2
Cooldown: 2

Name: Shadow Sleep
Rank: C
Element: Dark/Shadow
Description: Stepping forward on one foot, Kirina has to lift one hand and straighten it towards the opponent, while her other arm presses as a fist to her wrist. This activates the magic circle. Then shadow hands (about 4) race along the ground and grab at the opponent. Once touched, the opponent is 'dragged' into a sleepy world. Just a simple touch can put the person asleep for up to three turns.
Strengths: Quick spell, hard to dodge
Weaknesses: Only lasts a small amount of time, short reach (about 15 feet)
Duration: 1-3(depending on hit or miss)
Cooldown: 5

Name: Fantasy
Rank: C
Element: Dark
Description: Kiri presses her hands together, then spreads them apart as if she were placed on an invisible cross. This forms a spell circle, effecting those who look at it. Fighting will is drained and well, libido takes its place. People effected are able to delve into a fantasy of theirs for a short while. It does no harm on its own, but people who are effected are often a bit slower at responses.
Strengths: Slightly weakens an opponent's will to fight, good reach
Weaknesses: Doesn't really effect a person much, slows Kiri's reaction times as long as it is working on someone.
Duration: 3
Cooldown: 5


Name: Distortion
Rank: C
Element: None
Description: This spell allows her to play with the dreams people have. She can place her own mind into that person's and manipulate the dream to her own wants or whims. However, this requires 'connection'. Her spell is is activated by her interlocking her fingers and pressing them forward (both palms facing the opponent)
Strengths: Effective in messing with someone, weakens the opponent
Weaknesses: She has to keep 'connected' with the person, leaves her open, slows reaction time (up close to someone)
Duration: 2
Cooldown: 5

Name: Oasis
Rank: B
Element: None
Description: This is one of the spells that no one really knows Kirina has. This spell comes from a pleasant dream. The soothing feeling of happiness spreads and mixes with pleasure. the spell then eases any pain someone might feel and supports blood flow. It will actually help clot a wound for example, but it cannot actually HEAL wounds, only close them. She has to towhisper "Oasis" (causing her circles to activate), afterwards, the kanji for rest would appear before her. It takes a second, but the spell then spreads into a mist and glows a bit.
Strengths: Healing spell, relatively strong, can affect up to three people
Weaknesses: Strictly healing, leaves her open, might cause slight daydreams to people affected
Duration: 1
Cooldown: 5

Name: Displacement
Rank: B
Element: None
Description: Kirina flips two fingers up on one hand, while bringing her other hand to point to her chest. This activates the circle and said spell. Displacement requires simply to look at the circle and be pulled into a world they know only from a dream. The dream is randomized and only the victim can see it, it as well has 'props' for people that may have been there, but said props don't move or communicate.
Strengths: Quick spell, Lasts long (if not broken)
Weaknesses: Smart people will be able to break the spell with their own mind,
Duration: 3
Cooldown: 5


Name: Shadowman
Rank: B
Element: None
Description: Allows her to 'take the form' of the person 'most desired' by the opponent. This doesn't actually happen, but instead is another dream-induced spell. Her spell is activated by her hand pressing to the opposing elbow and a circle forms on her flat palm. It then swirls around her body (or rather appears to) it actually forms around the opponent's head, manipulating the dream of what they want.
Strengths: Distracting, quick
Weaknesses: one-shot wonder (doesn't normally work more than once), doesn't actually change her physical form or voice
Duration: 1
Cooldown: 4

Name: Slumber
Rank: A
Element: None
Description: A stronger version of Fatigue. She places her hands with one over the other, fingers filling the 'gaps' between fingers. She then thrusts her hands forward and activates the large magic circle. Those within twenty feet fall asleep, but only those within a direct shot.
Strengths: Extremely effective, can affect more than one person
Weaknesses: Takes a lot of magical energy, only works for a short time
Duration: 2
Cooldown: 8

Name: Nightmare
Rank: A
Element: N/A
Description: This allows her to bring out something from a person's nightmare. It is more effective if she is 'connected' to the person. She can throw the person into a 'living' nightmare, that only she and said victims can see. this can affect more than one person, but no more than two, as it drains a lot of her energy. She has to spread her legs slightly, bend her knees and and bring one hand above her head and another pointing down (like the arms on a clock)
Strengths: Effective in immobilizing an opponent or incapacitating them, can affect more than one person
Weaknesses: Drains a lot of magic, has a long recharge time, things in the dream world affect her too
Duration: 3
Cooldown: 7

Name: Night Terror "House of Horrors"
Rank: S
Element: Dark/'Shadow'
Description: To activate this magic, Kirina focuses her mind on the thoughts of a recurring nightmare she once had. As opposed to the usual spells she has that comes from those around her, she can actually also manipulate her own dreams into reality. This certain dream is a terror that kept her nights up screaming. The mind is thrust into the dark mansion within a demon hunts from the shadows, taking forms of various beings and slowly drags the victim into 'Hell'. The story plays different for each person and is controlled by Kirina's conscious thoughts.
Strengths: Very damaging and terrifying, however the damage is purely mental.
Weaknesses: Not really there (illusion), can be overcome with realization that it is not real, Nightmare can vanish if opponent manages to block said nightmare, things in the dream world can affect her too, takes up about one fourth of her magical energy to use
Duration: 4
Cooldown: 10


Last edited by Kirina on Thu Jan 17, 2013 11:24 pm; edited 1 time in total
Kirina
Kirina

Posts : 24
Join date : 2013-01-08

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Post by Kirina Thu Jan 17, 2013 12:35 pm

Bump-o?
Kirina
Kirina

Posts : 24
Join date : 2013-01-08

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Post by Mewtwo Thu Jan 17, 2013 11:29 pm

Kirina's magic  Approv14
Mewtwo
Mewtwo
Admin
Admin

Posts : 185
Join date : 2012-12-20
Age : 31

Character sheet
Rank: Admin-Rank
Stats:
Primary Magic: Admin Powers

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