Magic
Primary Magic: Celestial Spirit Summoning
Secondary Magic: N/A
Caster or Holder: Holder
Description:
Celestial spirit magic is a summoning based magic, allowing for the user to call upon the constellations, using various keys to conjure up the spirits from their home in the sky, a place called the spirit world. Each summon embodies their constellation, some more then others. They all have varying personalities and abilities, ranging from mages to full on combat assailants. Each spirit has their own set of rules that their summoner must obey in order for the user to be able to summon them. The very first time the key is summoned, the user and the spirit must sit down to talk about these requests, this is refereed to as a contract. As long as the user follows through with the contract, the spirit will be under their control, accepting them as a master, and fighting for them, and/or along side them.
Strengths:
~ Each spirit has its own magic, giving the user a variety of attacks ranging from offensive, defensive, supplementary, or even elemental.
~ Each spirit not only has their own spell set, but their own passive ability as well.
~ The user can summon multiple summons (at a cost that is).
~ The user can fight alongside their user.
~ Spirits can act on their own free will, allowing for them to fight without the users control.
Weaknesses:
~ The user cannot summon a spirit if the key is not in their possession.
~ Each celestial spirit has a contract ,and they can not be summoned unless the requirements for that contract are meant.
~ Each spirit has their own personality, meaning sometimes they clash with the user.
~ The user can be damaged by attacks dealt by their spirit.
~ Spirits are susceptible to Doll play magic and Take over magic.
~ The spells of celestial spirits are taken from the users mana pool.
~ Celestial spirits, when summoned, appear besides the summoner, meaning they can't just pop up behind the target and strike.
Lineage: Backed By Prophecy
~ Forced Close: Usually, spirits and masters have to agree in order for their gate to be closed, however, Blake has the unusual ability to close the gate without the permission of the spirit. The spirit, however, do not have the luxury of closing their gate by themselves, they need permission from Blake to go home. (gold keys can send them selves back to the spirit world due to their immense power)
~ Star Dress: Star dress is a unique ability granted to Celestial spirit mages who have shared a significant bond with their spirits. By linking their magical energy to a gate key, the user of Celestial spirit magic can use that spirits passive ability and their spell(s). The user can only link with one key at a time, and the link only lasts for three posts, going through a 7 post cool down. (All spells used by the user while this ability is active cost an extra 2% of mana then the spell when cast by the spirit themselves.) The spirit the user links to does not have to be the spirit summoned. (this is canon)
~ Self Summon: Once per thread, one of Blakes spirits can summon themselves (as long as the contract requirements are meant). The summoning its self costs no magic power to Blake herself, of course, the duration, cool down, and spell costs of the spirit still apply.
~ Telepathy: Most users of Celestial Spirit magic have the ability to communicate telepathically with their summons, no matter the distance between them as long as they are on earthland.
Celestial Spirits:
Primary Magic: Celestial Spirit Summoning
Secondary Magic: N/A
Caster or Holder: Holder
Description:
Celestial spirit magic is a summoning based magic, allowing for the user to call upon the constellations, using various keys to conjure up the spirits from their home in the sky, a place called the spirit world. Each summon embodies their constellation, some more then others. They all have varying personalities and abilities, ranging from mages to full on combat assailants. Each spirit has their own set of rules that their summoner must obey in order for the user to be able to summon them. The very first time the key is summoned, the user and the spirit must sit down to talk about these requests, this is refereed to as a contract. As long as the user follows through with the contract, the spirit will be under their control, accepting them as a master, and fighting for them, and/or along side them.
Strengths:
~ Each spirit has its own magic, giving the user a variety of attacks ranging from offensive, defensive, supplementary, or even elemental.
~ Each spirit not only has their own spell set, but their own passive ability as well.
~ The user can summon multiple summons (at a cost that is).
~ The user can fight alongside their user.
~ Spirits can act on their own free will, allowing for them to fight without the users control.
Weaknesses:
~ The user cannot summon a spirit if the key is not in their possession.
~ Each celestial spirit has a contract ,and they can not be summoned unless the requirements for that contract are meant.
~ Each spirit has their own personality, meaning sometimes they clash with the user.
~ The user can be damaged by attacks dealt by their spirit.
~ Spirits are susceptible to Doll play magic and Take over magic.
~ The spells of celestial spirits are taken from the users mana pool.
~ Celestial spirits, when summoned, appear besides the summoner, meaning they can't just pop up behind the target and strike.
Lineage: Backed By Prophecy
- Lineage Description:
- Description: A long time ago, someone consulted an ancient Oracle, who was said to have never failed in his prophecies before. After the exchange of many gifts, the passing of many favours and a good deal of ka-ching in the mix, the Oracle gave him a prophecy: that the forty-second generation mage of that someone's bloodline would become a true hero, worthy of ballads and plays, loved by both the sky, the ocean and the earth, the gods and the people, that would wipe out any enemy or overcome all hurdles to achieve transcendence on par with the heavens. And you know what, that forty-second generation mage is you! Yes, throughout your entire childhood, this prophecy has been relayed to you over and over again and it has instilled within you a rare and powerful confidence or expectation, depending on how you took it. Of course, no one ever told you that the same prophecy has been passed down to sixty other long-distance descendants in the same generation as you, but you won't supposed to know that now, won't you?
Ability: The confidence that your journey is backed by omnipotent gods has never been more self-assured and indomitable. Whenever you make an attack, sometimes this confidence can really get to your head, pushing you to pour in everything you got in that attack, safe in the knowledge that the gods, who will surely be backing a Main Character like you, will make it strike true. Or will they? If you fail to hit, your resolve falters by a lot, you stumble(for close-combat) or freeze(for ranged) and in the shock of your failure, you are vulnerable to a single attack. But don't worry, you will get over it.
Usage: A single attack or magic will be given triple the damage of its original and cannot miss(but still blockable), but it will not overcome a spell of a higher rank no matter what. The amount of magical energy used, if the attack is a spell, would be doubled. If an opponent blocks successfully, he gets one free hit in of any of his spells(if multi-projectile, only one projectile) and the user gets hit for double damage due to the shock weakening his defense. Note: Charge-up spells will not be viable for the free hit by the opponent.
Cooldown: 3 posts. 4 posts if you fail(you are gonna take some time to get back that confidence again). Can only be used 3 times per thread.
~ Forced Close: Usually, spirits and masters have to agree in order for their gate to be closed, however, Blake has the unusual ability to close the gate without the permission of the spirit. The spirit, however, do not have the luxury of closing their gate by themselves, they need permission from Blake to go home. (gold keys can send them selves back to the spirit world due to their immense power)
~ Star Dress: Star dress is a unique ability granted to Celestial spirit mages who have shared a significant bond with their spirits. By linking their magical energy to a gate key, the user of Celestial spirit magic can use that spirits passive ability and their spell(s). The user can only link with one key at a time, and the link only lasts for three posts, going through a 7 post cool down. (All spells used by the user while this ability is active cost an extra 2% of mana then the spell when cast by the spirit themselves.) The spirit the user links to does not have to be the spirit summoned. (this is canon)
~ Self Summon: Once per thread, one of Blakes spirits can summon themselves (as long as the contract requirements are meant). The summoning its self costs no magic power to Blake herself, of course, the duration, cool down, and spell costs of the spirit still apply.
~ Telepathy: Most users of Celestial Spirit magic have the ability to communicate telepathically with their summons, no matter the distance between them as long as they are on earthland.
Celestial Spirits:
- Signature Spell:
Name: Eridanus
Title: Guardian of the river styx
Key Color: silver
Type: Melee, mid-ranged, & mage
Rank: C
Contract: Eridanus has no conditions to her contract, except that she not be asked to hold back during a fight.
Height: 5'8"
Personality: Younger sister to the gold key of the scales, Libra, Eridanus is a firm believer in balance. An eye for an eye is a saying that she carries with her, and once she starts battling, she will not stop until she believes that she has made something balanced. Eridanus is fine with being summoned for simple tasks, however, she is not alright with being summoned for practice. She only wishes to be summoned if the target deserves to be punished.
Weapon(s): Spear(s)
Passive: River styx blessing: Eridanus an pull water from the air, taking out the hydrogen molecules around her and using them to create spears. These spears can be used to throw her target, or be used for close ranged, melee combat. This water, however, is not regular water. Once the spear is touched by Eridanus, it is manipulated, forming the same liquid found in the river styx of the underworld. This causes the water to become acidic, causing 2nd degree burns to any thing touched by it. She can only conjure up two per post, the max limit of spears being 5 spears conjured at once, each spear lasting until she is sent back to the spirit world.
Strengths:
~ Is a very versatile spirit, working in melee and mid-ranged combat with her spears.
~ The acidic nature of the liquid can burn humans, animals, or even plants.
~ Eridanus is a loyal spirit. She will do what ever she is commanded to do, the only problem with that being that she will typically not stop until she completes the task. Even if her master tells her too.
Weaknesses:
~ Majority of Eridanus's body is made of water, meaning that lightning attacks cause an extra 25 % damage.
~ Eridanus is at a disadvantage when against particularly fast opponents, due to it being harder to aim at something that runs at above average speeds.
~ Eridanus refuses to hold back, making some possible tension between her and her summoner.
~ Will typically not stop until she completes the task. Even if her master tells her too.
Duration: 5 posts
Cooldown: 6 posts- Eridanus's Spell:
- Name: N/A
Rank: C
Type: Water/Offensive
Duration: Instant
Cooldown: 3 posts
Description: Eridanus causes all the spears around her to explode, causing C-rank damage and 2nd degree burns to anyone hit. Each explosion only hits a 5 foot radius, the number of explosions however depends on the number of spears currently on the battle field. (Max is five due to the ability restrictions)
Strengths:
~ Can hit multiple targets
~ Second degree burns to anything struck.
~ various explosions
Weaknesses:
~ All the spears are destroyed once activated.
~ If multiple spears over lap each other, the range does not extend.
~ Can harm Eridanus's summoner and allies.
~ The explosions are merely water, and can be blocked by C-ranked blocking spells and strong weapons.
- C-Rank Spirits:
- The Water Bearer; Aquarius :
Name: Aquarius
Title: The Water Bearer
Key Color: Gold
Type: Mage
Rank: C
Contract: Aquarius can only be summoned if the tip of her key is begin immersed in water. Weather it be a puddle, a lake, an ocean, or even toilet water, she will come forth. Of course, Aquarius will not be happy if she is summoned from dirty water or a toiler, no mater or prestigious and clean the toilet may be.
Height: 5'9", 6'3" from tip of the tail to top of the head.
Personality: Aquarius is a moody and ill-tempered Celestial Spirit. While other Celestial Spirits serve their master obediently, Aquarius seems to act irritated by them. She can, however, be very loyal, loving and kind depending on the severity of the situation.
Weapon(s): Magical Urn
Passive: Water Bearers Compensation: Being the one burdened to be the caretaker of all the water in the universe, along with given such a strict contract in order to be summoned, Aquarius was given a few perks when around water. She is allowed to levitate as long as there is water directly beneath her, along with being able to manipulate that water by conjuring it up into her urn and shooting it out of her urn like a cannon. The major focus of this passive, however, makes Aquarius's spells 50% more powerful if she is actually in the water, not just levitating on top of it.
Strengths:
~ Good for AoE attacks.
~ 50% spell boost when in water.
~ Strong against fire attacks.
Weaknesses:
~ Can only be summoned where there is water.
~ Extremely weak against lightning attacks.
~ Her ill-tempered manor can sometimes clash with her summoner.
~ Aquarius will often obey orders, however, usually harming her summoner while doing so.
Duration: 3 posts
Cooldown: 4 posts- Tsunami Wave:
Name: Tsunami Wave
Rank: C
Type: Water/Offensive
Duration: Instant
Cooldown: Once per thread
Description: Aquarius conjures up a large amount of water, and and throws it with tremendous force, causing it to engulf and damage anyone, ally or enemy, within a 30 meter radius. It causes C-rank AoE damage.
Strengths:
~ Causes Damage to anyone within a 30 meter radius
~ Causes C-rank AoE damage + the 50% of the buff (making 125% C-rank damage to all)
~ Can move boats, or even buildings.
Weaknesses:
~ Strikes Ally and Enemy
~ Strikes Summoner
~ Electric Spells could travel through the current, striking Aquarius.
~ Ice of a higher rank could freeze it.
- Guardian of gold; Draco:
Name: Draco
Title: Guardian of gold
Key Color: Silver
Type: Melee & ranged combat
Rank: C
Contract: Draco can be summoned at any time of any day, however, she requires to have room to breath. Places like forests or cramped rooms will not suffice. Draco is not claustrophobic, she just enjoys having room to expand her wings, and if the situation calls for it, transform. Draco will not allow for the user to summon her if these requirements are not met. She also requires something every time she is summoned, whether it be one simple jewel, a ring, a necklace, anything with value. Draco refuses to be summoned at the same time as Hercules, well, unless Blake wants to see Draco tear him to shreds.
Height: 5'11"
Personality: Draco is a very obedient spirit, that is, if you can fulfill your end of the contract and give into her greed. She loves shiny things, and practically craves them. Every time she is summoned she must be given something, along with this, she can get easily distracted by her own thoughts. If she sees gold or jewelry, or anything of the sorts, that will catch her attention more then the commands of her master.
Weapon(s): None
Passive: Dragon Soul: Dragon soul is Draco's passive ability, allowing for her to not only use the wings on her back as flying utensils, but allowing for her to conjure up fire from her hand and manipulate it at will, using it as projectiles to strike down targets that are up to 20 meters away. Draco can not carry people with this ability, meaning that she can only fly solo.
Strengths:
~ Can fly
~ Can manipulate fire
~ Good at Melee combat.
Weaknesses:
~ Cannot carry others when she is flying
~ Easily distracted by shiny and/or valuable things
~ Cannot be summoned in cramped spaces
~ Fire abilities are at an obvious disadvantage when against
Duration: 4 posts
Cooldown: 6 posts- Dragon Heart:
- Name: Dragon Heart
Rank: C
Type: Take over
Duration: Until Summoned (max 4 posts)
Cooldown: until re-summoned (6 posts)
Description: Draco turns into an 8 foot tall (when standing on her back legs) dragon. She can claw at people with her talons, fly in the air with up to 2 people on her back, and once per post she can spit C-rank flames, spraying fire up to 10 meters out in front of her.
Strengths:
~ Can fly with two people on her back.
~ Can spit fire once per post.
~ Is a dragon.
Weaknesses:
~ She is even more vulnerable to water attacks, taking 40% more damage.
~ Bigger body means bigger target.
~ Fire can be blocked by strong shields or C-ranked defenses.
~ She is coated in metallic armor, making her a good target for lightning magic.
- Hero of the twelve trials; Hercules:
Name: Hercules
Title: Hero of the twelve trials
Key Color: Silver
Type: Melee Combat
Rank: C
Contract: Hercules must be summoned for combat purposes at least once a week (might have to solo a thread every once in awhile to accomplish this), so that he can fight. He also can only be summoned for the purpose of violence, or doing important tasks. He will not oblige to tedious commands and mundane tasks.
Height: 6'
Personality: Hercules doesn't have much of a personality. He typically does what he is told, and communicates by smashing things. He is much like Eridanus when it comes to combat, not holding back during a fight. However, this is simply because he does not know how to hold back. Unlike Eridanus, Hercules will stop fighting if his summoner commands him to do so.
Weapon(s): Various weaponry and Shield
Passive: Requip: Hercules has the ability to swap out his weapons in a split second, changing from a sword, a spear, a club, or a whip.(he can mix and match equipment from with his shield).
Strengths:
~ Very physically powerful.
~ can use requip magic
~ Great knowledge of combat.
Weaknesses:
~ Not very intelligent/strategical
~ Not the best communicator
~ Very irrational and impulsive
~ Not versatile (only good for melee combat)
Duration: 4 posts
Cooldown: 6 posts- Armory of the gods:
- Name: Armory of the gods
Rank: C
Type: Offensive AoE
Duration: Instant
Cooldown: 6 posts
Description: Hercules summons a large, 6 meter is diameter gold portal in front of him. Then, by snapping his fingers, the portal sprays the area before him, showering it with various swords and spears, causing C-rank AoE damage to anyone struck. The sword fly out up to 10 meters from the point they were fired.
Strengths:
~ AoE Damage
~ Only sprays ahead of it, meaning allies can stand behind it.
~ Hard to dodge
Weaknesses:
~ Once used, Hercules is sent back to the spirit world.
~ Can attack allies if they are in front of the portal.
~ Can harm the summoner if she is before the portal.
~ Enemies can hide behind the portal
- D-rank Spirits:
- The guardians altar; Ara:
Name: Ara
Title: The guardians altar
Key Color: silver
Type: Support
Rank: D
Contract: Available every day but Sunday (determined by the day a thread is started, not by the actual day of the week the post of his summoning is being made)
Height: 4'4"
Personality: Ara is a polite, yet sometimes preachy spirit. He is constantly nagging people about getting colds, or hassling them about how they are dressed too "unholy". He can get rather annoying at times, however, it is because he cares.
Passive: Cleansing Light: Ara has a strong aura surrounding his body, and anyone with in a 5 meter radius of his, who is an ally, gains 5% back per post.
Weapon(s): Large Hammer and Shield
Strengths:
~ Healing ability
~ Giant hammer to hit people with
~ Comes with a shield He is very short.
Weaknesses:
~Because of his size, and the weight of the hammer, Ara can only try and strike a target with his hammer once per post.
~ Is slow due to his armor and heavy equipment
~ not very good in combat.
~ He is a fairly easy target to hit.
Duration: 4 posts
Cooldown: 5 posts- Cleansing Light:
- Name: Preachers Sacrifice
Rank: D
Type: Light/Supportive
Duration: Instant
Cooldown: 5 post
Description: By sacrificing himself back to the spirit world, initiating his cool down, Ara can increase the power of his Cleansing light ability, actually infusing his body with it. Ara then terns into a large sphere of light, giving 15% Hp back to all allies while blinding the enemy for 1 post. (both allies and enemies must be within a 10 meter radius of Ara)
Strengths:
~ Heals allies
~ Blinds enemies
~ works on all within a 10 meter radius
Weaknesses:
~ Any allies or enemies outside of the 10 meter radius are unaffected
~ Enemy light mages gain 5% hp (but are still blinded)
~
~
- The great bear; Ursa Major:
Name: Ursa Major (Ursa Sr.)
Title: The great bear
Key Color: silver
Type: Melee & mage
Rank: D
Contract: Ursa cannot be summoned during the winter. Along with this, he cannot be summoned in large cities.
Height: 5'2"
Personality: Ursa is very prideful man, with some serious anger issues. He is easily enraged, along with being easily edged on by crude humor. He will rush into battle, not being a good strategist. However, even if he is enraged to point where he could kill someone, he will not attack an unarmed, retreating, or unconscious foe, no matter the offense.
Passive: King of the forest: When in a place surrounded by trees and earth, whether it be forest or jungle (or something magically crafted), Ursa doubles in size, also doubling in strength.
Weapon(s): N/A
Strengths:
~ Strong in the forest (doubled in size and strength)
~ Good at Melee wrestling
~ Good at being summoned and used for surprise attacks.
Weaknesses:
~ Easily startled/enraged
~ Horrible at coming up with strategies
~ not very versatile.
~ weak against fire magic.
Duration: 4 posts
Cooldown: 5 posts- Unnamed :
- Name: Roar
Rank: D
Type: Supplementary
Duration: Instant
Cooldown: 2 posts
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- The mystical fox; Vulpecula:
Name: Vulpecula
Title: The mystical fox
Key Color: silver
Type: mage
Rank: D
Contract: Vulpecula can only be summoned in areas where she can freely run around, not being confined by small spices.
Height: 5'5"
Personality:
Passive: Chase: Vulpecula can run at incredible speeds of up to 19 miles per hour.
Weapon(s): Telepathically controlled Orb
Strengths:
Weaknesses:
Duration: 4 posts
Cooldown: 5 posts- Spell Name Here:
- Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Patron of the herdsman; Boötes:
Name: Boötes
Title: Patron of the herdsman
Key Color: Silver
Type: Mage
Rank: D
Contract:
Height: 6'8"
Personality:
Passive:
Weapon(s):
Strengths:
Duration: 4 posts
Cooldown: 5 posts
Weaknesses:- Spell Name Here:
- Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Duration:(How long does the spell last?)
Cooldown:( How long does it take for the spell to be usable again? Usually one post extra than your duration.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply. Please make sure that all of these measurements are easily identifiable)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: ( List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them. These weaknesses must represent your spell, and not the over-all weakness of the magic)
- Fusion 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!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?