Celestial Avatar Summoning

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    Madame Astrid
     
     

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    Re: Celestial Avatar Summoning

    Post by Madame Astrid on 7th January 2018, 1:59 pm

    Isis: Abilities that cancel out spells are not allowed, so i'm going to have to ask you to change that.

    Apophis: Decrease Serpent's Defense to 50%.

    Other than that everything else is good.


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    Samira Nassar

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    Re: Celestial Avatar Summoning

    Post by Samira Nassar on 7th January 2018, 8:14 pm

    You got it. Decreased Serpent's Defense to 50% and changed Isis' active back to her old one. I just buffed it a bit to match what I read in the rules.


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    Re: Celestial Avatar Summoning

    Post by Madame Astrid on 7th January 2018, 8:42 pm

    Posts are too big to quote, so...



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    Re: Celestial Avatar Summoning

    Post by Lester Drynedi on 23rd January 2018, 8:23 pm

    ❀Unlocked and moved at users request
    ❀:

    @Samira Nassar wrote:


    Primary Magic: Celestial Avatar Summoning

    Secondary Magic: N/A

    Caster or Holder: Holder

    Description:

    In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.

    Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.

    Strengths:

    -Able to summon a variety of spirits for many scenarios
    -The spirits are capable of providing buffs as well as attacks
    -Works well in a group environment as well as solo
    -The summoner can be safely at the back of a fight while the spirits do the work

    Weaknesses:

    -Requires keys in order to summon each spirit
    -The spirits have their own personalities and may not always take orders depending on the situation
    -The magic relies heavily on the spirits and unless the user has a weapon of their own they are defenseless
    -Running out of mana means spirits are unable to be summoned or remain on the normal plane of existence
    -Some of her spirits can be countered by the proper element or be fuel for slayers

    Lineage:


    Armored Beast

    Description: A humanoid monster was said to live in a small village in Fiore. The monster was said to be intelligent, yet strong. However, despite holding the intelligence of a human, it was shunned for it's hideous figure, which lead to it crafting it's own armor to hide it. Eventually the armoured beast rescued a princess in distress and they fell in love, eventually settling down and making a family. Their children, however, didn't have a hideous appearance of their father but they were prodigy at war and wore armour fit for conquerors.

    Ability: A passive defensive ability that allows the user to have a higher endurance (50% more HP), tolerance (Poisons and disease/curse effects last half as long) and a keener intellect than most others.

    Usage: Passive.

    Unique Abilities:


    Blessing of the Gods - Passive. Upon completion of their contracts, her current spirits gifted Samira with an above average mana amount. Her mana pool is increased by 25%.

    Sacrificial Summoning - Active. Mana is the power that fuels her keys and the avatar gods within the gates on a normal basis. However, her god spirits can enter the normal plane if she offers them her own health energy instead. Since they prefer mana, she cannot use her health energy to summon them until she is at 30 mana or below.

    B Rank - Sacrifice of 20% Health
    A Rank - Sacrifice of 30% Health
    S Rank - Sacrifice of 35% Health

    Spirit Bond - Passive. Samira and her spirits have a bond unlike those of other summoners and their spirits. As long as their key is within 200m of her, she is able to communicate with a spirit even while it is in the celestial realm. Furthermore, if the keys are on her person then the unsummoned spirits attached to them will aid her by restoring 5% of MP every post.

    Star Dress - Active. A special type of celestial summoning magic that allows Samira to become one with one of her spirits, usually with her clothes changing to match that of the spirit. Once performed, the summoner will gain both the active and passive ability of the fused spirit. The entire process still costs the same amount of MP as if the spirit was summoned through normal means, but comes with the advantage of spirits summoned like this not counting towards the maximal number of summons on the field. However, only one such fusion can be performed at any one point in time.

    Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. An invisible energy barrier exists around her that absorbs damage. It acts as a passive, starts at the beginning of a thread, and the shield will be able to absorb 2x hits of S Rank Damage. It goes on cooldown for eight posts after it is depleted, but once it reforms it will be weaker and only absorb 1x hit of S rank damage.

    Celestial Storage - Active. With the link with her spirits stronger than before, Samira can use a spirit's key to unlock a different portal that will let her gain access to a weaker version of their weapon as well as random items the spirit may own. There are no magical abilities tied to them as it is just a way to arm herself with basic weaponry or situational items when necessary. This does not put the spirit on cooldown since no actual summoning or fusion has taken place.

    Celestial Oath - Passive. The link between Samira and her spirits is stronger than ever. Whenever a spirit is summoned, the power of both spirit and summoner is amplified. Spell damage is increased by 50%. If there are multiple summons on the battlefield, they too get the 50% spell damage buff, but Samira's will increase by an extra 5% per summon, capping at 60%.

    Signature Spells:


    D Rank Signature:


    Name: Janus, God Avatar of Portals
    Rank: D
    Type: Supportive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Portals! Janus!” a man made from metal and mechanical parts and wielding a key-like scepter steps out of the celestial doorway. He is a fan of change and new experiences. A teacher of the past to make way for a better future.

    Appearence:

    Active: Spirit Portal - Janus is able to create portals of varying sizes for people to step through. Using 1 portal activated on a wall will allow individuals to pass through the wall to be on the other side. Having 2 portals activated will create a link between them. If a person steps through one of the portals they will exit through the other. Upon using this ability 2 inactive portals will appear where he desires so long as it is within range. He can activate and deactivate these portals whenever he wishes during his duration but he cannot summon more. The portals can be moved, but for the price of Janus's health for each movement, costing 10 HP per move The max size of his travel portals is only 20 feet in both height and width, but he can place them as far as 60 meters away at a speed of 45 meters per second. Single Target. If portals are used as a link for teleportation then the portals must be within 15 meters of each other or less. Travel time between portals is 11 meters per second. Burst. Duration is 3 posts or when Janus expires, whichever comes first, with a cooldown of 4 posts.

    Strengths:

    -Able to summon portals to bypass obstacles or for convenience

    Weaknesses:

    -His use is to add support by summoning portals and so lacks offensive abilities
    -His portals have limits in size
    -He can only summon 2 portals at a time
    -Enemies can also make use of the portals
    -The first placement of portals is important due to moving them costing some of his health
    User Rank Signature:


    Name: Celestial Impact
    Rank: User Rank; Caps at S
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira's spirits all empower her, infusing her body with their might for a single punch. While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank. Credit to Kaori

    Strengths:

    -A powerful attack that she can do herself by absorbing the power of her spirit keys

    Weaknesses:

    -Her keys are required for this move to work. If they are not in her possession then she cannot gain the magical energy of her spirits to create this attack
    -It is not a range attack, therefore she will have to be within melee range of a target

    D Rank Summons:


    Geb, God Avatar of Earth:


    Name: Geb, God Avatar of Earth
    Rank: D
    Type: Defensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. This spirit is rather relaxed and tends to enjoy sleeping most of the time. He can be stubborn though when it comes to things he doesn't want to do.

    Appearence:

    Passive: Stone Endurance - Being made of stone makes him quite durable and hard to injure. The health of this spirit is increased by 25%.

    Active: Earthquake - Geb smashes the ground with powerful force at 22.5 m/s. This splits the surface he has struck and causes a massive earthquake to occur within 30m. Those on the ground within the affected area will take 50% of D rank damage for the first post, followed by another 25% of D rank damage per post for the next 2 posts. Duration of 3 posts. Once per summon.

    Strengths:

    -The spirit itself is tanky, having a higher hp pool and made out of stone
    -AoE attack

    Weaknesses:

    -Damage comes slower than an instant attack
    -Shorter range than some other D rank attacks
    -Enemies that are in the air remain unaffected by the attack
    -He is quite large and therefore very hard to miss with attacks

    Isis, Goddess Avatar of Magic:


    Name: Isis, Goddess Avatar of Magic
    Rank: D
    Type: Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Magic! Isis!” a beautiful and brightly colored woman with wings and wielding a magical scepter steps from the celestial gateway. She is a very caring spirit to all living creatures and has acted as a mother figure for her summoner ever since she was a child.

    Appearence:

    Passive: Spiritual Recovery - As long as allies stay within 15 meters of this spirit they will be within the range of her magical aura that will restore 2% of mp and hp per post.

    Active: Magical Guidance - Using her scepter Isis is able to cast a spell that will buff the next magical attack of Samira or one of her allies by 60%. The buff only works on magical spells and weapons, not physical hits or ordinary weapons. One buff can be given for each time she is summoned. Single Target with a max range of 60 meters. Duration of the buff is 1 post. Buff amount is decreased the higher the rank an ally is.

    D - 60%
    C - 50%
    B - 40%
    A - 30%
    S - 20%

    Strengths:

    -Isis can give small amounts of healing and mana recovery with her aura
    -Can buff an ally

    Weaknesses:

    -While she can smack things with her scepter she is not an offensive type spirit, therefore she lacks any powered up attacks
    -Buff decreases based on rank, meaning only D rank mages get the full value
    -Has no defensive abilities

    Agni, God Avatar of Fire:


    Name: Agni, God Avatar of Fire
    Rank: D
    Type: Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He spirit that focuses purely on offense. His body is capable of injuring melee opponents just by touch and he is capable of releasing bursts of fire from his body to burn those around him.

    Appearence:

    Passive: Burn Up - Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with. If anyone were to try attacking him physically they would find themselves burned and damaged by 5 hp (the basic attack damage for D rank stellar spirits) with each hit made against him. This effect works up to 4 times after which an enemy will become immune to the effect. Does not apply to ranged attacks made against him.

    Active: Purification Eruption - Purified flames erupt from Agni’s body in a quick burst around him, dealing 50% of D rank damage to anything within 5 meters with a speed of 11 meters per second. After the initial attack a DoT effect will be applied that does 25% of D rank damage for two posts. It is instant with a cooldown of 3 posts. Burst.

    Strengths:

    -He brings the element of fire
    -While he has no actual shield, the heat from his body can cause damage and acts as a deterrent for those that focus on melee combat
    -His active allows for a quick short ranged attack
    -Can aid fire slayers with his fire

    Weaknesses:

    -Small amounts of water turn into steam. Small amounts of ice melt quickly. However, when up against a mage that can produce large and powerful quantities of these two elements, Agni will take double damage
    -Due to his split personality he is an unpredictable spirit
    -Is purely offensive and brings no supportive abilities
    -If his destructive personality is dominate then there is a high chance he will not follow orders
    -Enemy fire slayers can easily use him and his power as a fuel source

    Chaac, God Avatar of Rain:


    Name: Chaac, God Avatar of Rain
    Rank: D
    Type: Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.

    Appearence:

    Passive: Rainstorm - Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 30 meters. Whether it is light rain or heavy depends on his mood. His default mood is balanced and content, leaving the default rain level to be mild.

    Active: Thunder Strike - Chaac’s mighty axe becomes charged with the power of thunder and lightning within him. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out D rank damage normally and an extra 25% if the opponent is wet from his rainstorm. The maximum range for the throw is 60 meters with a max speed of 45 meters. This attack can only be done once per summon. Single Target.

    Strengths:

    -The spirit’s rain passive can put out fires as well as make it difficult terrain for fire uses
    -Chaac’s active allows him to hit a ranged target if he prefers
    -The active also does more damage to targets that have become drenched from his rain
    -Water slayers can make use of the water he provides from his rainstorms

    Weaknesses:

    -The rainstorm can make it just as difficult for fire based allies as it does enemies
    -He can only use his active once for each time he is summoned
    -The thickness and speed of the rain is dependent on his mood. If Samira wishes for a heavy downpour then she must make him angry or sad first. If he is too happy then the rain will be nothing more than a drizzle
    -Enemy water slayers gain an advantage due to the water supply brought by his rainstorm
    -It is unfortunate to be in Chaac’s presence without an umbrella

    C Rank Summons:


    Kali, Goddess Avatar of Destruction:


    Name: Kali, Goddess Avatar of Destruction
    Rank: C
    Type: Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. She is a spirit with no tolerance for those that show their inflated ego, and towards those she considers an enemy she takes care of in a ruthless fashion. There is no amount of patience within her and she has no issues with leaving the normal plane of her own accord.

    Appearence:

    Passive: Enrage - Kali's physical attack damage and strength are increased by 25%.

    Active: Weapon Frenzy - Kali‘s attack speed increases temporarily to 67 meters per second in order to perform a quick moving attack where she slashes her opponents several times for 25% of C Rank damage, capping at 1.5x C Rank damage. The wounds made will hurt the targets further as they bleed out for 25% of C Rank damage for 4 posts. Range of 15m. 5 post duration; once per summon.

    Strengths:

    -Passive provides two different combat buffs
    -Her active can strike either a single enemy or multiple targets
    -Enemies continue to take damage from their wounds unless healed

    Weaknesses:

    -Has no supportive abilities
    -Provides no elemental advantage
    -Damage is split if there are multiple targets
    -Short range when compared to other multi-hit spells
    -Healing can stop the DoT

    Nox, Goddess Avatar of Night:


    Name: Nox, Goddess Avatar of Night
    Rank: C
    Type: Supportive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Night! Nox!” a woman with long white-pink hair and face covered waltzes through the portal. She wields a large candlestick that supports four long candles and illuminates the darkness for her allies. She has a rather reserved personality and carries herself nonchalantly.

    Appearence:

    Passive: Candlelight - Nox's candles are lit with a magical fire that only she and mages equal or above her rank can put out. The candles never melt and can be used as a light source so long as she remains on the field.

    Active: Darkness Shroud - Nox can cover a 60 meter area around her and those near her in complete darkness at 45 meters per second, hiding her allies or confusing enemies. Lasts for 2 posts unless Nox is dismissed or expires. Cooldown of 2 posts. AoE.

    Strengths:

    -Can light up dark places
    -Can envelop an area in darkness to hide or make a sneak attack

    Weaknesses:

    -Her candlelight can be blown out or put out with water magic by mages of equal or higher ranking
    -The shroud is not a blind. Enemies are still capable of lighting up the area themselves
    -She is a support summon and lacks an offensive ability

    Cernunnos, The Horned God Avatar:


    Name: Cernunnos, The Horned God Avatar
    Rank: C
    Type: Supportive, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, The Horned God!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is quiet, rarely speaking, and has a very protective attitude towards nature.

    Appearence:

    Passive: Nature‘s Call - When Cernunnos is summoned, the area surrounding his summoning portal will start to blossom with various forms of vegetation. The mystical plant life releases an energy that can put those that are considered an enemy to sleep for 1 post. It affects those of equal or lower rank fully, is 50% effective against the rank above, and 25% effective against 2 ranks higher. The plant life will remain throughout his duration unless burned or removed as a trap for newly arrived enemies, but those that have already been affected will become immune once they have regained consciousness. 60 meter range with a speed of 45 meters. AoE.

    Active: Nature's Fury - Cernunnos will use the land around him to gather energy for his next attack for 1 post. Once sufficient energy has been acquired he will unleash a green beam of nature energy with 30% extra attack power added on to C rank damage. Single Target. Range is 120 meters at a speed of 90 meters per second. Cernunnos can only use this ability once per summon.

    Strengths:

    -Has a form of crowd control due to his passive
    -His main attack can be empowered if left to charge

    Weaknesses:

    -His active ability takes time to charge and can be interrupted
    -The plant life grown after being summoned can be burned away or destroyed
    -The plant life from his passive cannot grow in areas that are fire based such as near volcanoes or in a area already covered in flame
    -The plant life grown from his passive will disappear the moment he returns to the celestial realm

    B Rank Summons:


    Susano, God Avatar of the Summer Storm:


    Name: Susano, God Avatar of the Summer Storm
    Rank: B
    Type: Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. As far as personality goes he is sarcastic, rude, and likes to make petty insults all for the result of amusing himself.

    Appearence:

    Passive: Wind Master - Susano is constantly emitting gusts of wind all around him that he can control. He can use these winds to fly through the air as high as 50m. His speed is also increased by 60%.

    Active: Wind Storm - Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict B rank damage. Max distance is 200m at a speed of 150m. Duration of 1 post with a cooldown of 4 posts. Single Target.

    Strengths:

    -Speed increase
    -The active acts as a ranged attack for an otherwise melee fighter

    Weaknesses:

    -The active cannot be done at point blank range
    -Friendly fire does exist. Allies can get hit by his spell just as easily as enemies
    -Sky slayers can make using his abilities successfully very difficult

    Artio, Goddess Avatar of Bears:


    Name: Artio, Goddess Avatar of Bears
    Rank: B
    Type: Defensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Bears! Artio!” a tall woman with orange colored hair and wielding a staff comes from the portal. She is a druid spirit, capable of transformation that boosts her strength while also being more of a defensive oriented spirit. Her role is to protect and protect she will do.

    Appearence:

    Passive: Nature's Defense - Artio's training and connection with nature has made her able to withstand attacks that normal people and spirits could not handle. Her physical and magic defense is increased by 30%

    Active: Bear Form -  Artio will transform into a large bear, gaining 70% extra strength. Lasts for 4 posts with a cooldown of 5 posts.

    Strengths:

    -Her defense stat is higher than other spirits
    -She can turn into a bear for increased strength

    Weaknesses:

    -The strength buff only exists while she is in bear form
    -The bear form is not permanent
    -She only has basic attacks

    Skadi, Goddess Avatar of Winter:


    Name: Skadi, Goddess Avatar of Winter
    Rank: B
    Type: Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world.

    Appearence:

    Passive: Shards of Ice - Any weapon she wields will be coated in a thin layer of frosty ice. Basic attacks done with the icy coating will do an extra 10hp of damage.

    Active: Howling Winter - An icy blast that forms into 3 mist wolves is created with this ability. They can go as far as 150m at a speed of 112 m/s. Each one does 25% of B rank damage, capping at 1.5x B rank damage per target. They each also have 50 hp. Duration of 3 posts with a cooldown of 4 posts.

    Strengths:

    -Can hit multiple targets
    -Can hit the same target multiple times
    -Her passive adds a bit more damage to her basic attacks

    Weaknesses:

    -Each hit is lower damage than a single target spell of the same rank
    -Enemies become temporarily immune to the effect if the damage cap is reached, thereby wasting a possible hit
    -Her ice shards as well as the wolves can be consumed by ice slayers
    -Fire magic users of equal rank will be tough opponents and those of higher ranking will likely be impossible to defeat with her spells

    A Rank Summons:


    Bastet, Goddess Avatar of Cats:


    Name: Bastet, Goddess Avatar of Cats
    Rank: A
    Type: Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. She is a spirit that is full of energy and can be quite cunning. That is, when she isn’t taking a cat nap of course. A whip is her weapon of choice.

    Appearence:

    Passive: Sibling Rivalry - Bastet's damage is increased by 60% if summoned while her brother, Anhur, is also fighting.

    Active: Pounce - Bastet will transform into a large cat and pounce a target at max 300m away at a speed of 225m/s, inflicting A rank damage. Cooldown of 5 posts and a duration of 1. Single Target.

    Strengths:

    -Bastet comes with a damage buff if a condition is met
    -Has an offensive ability capable of putting out full A rank damage

    Weaknesses:

    -The damage buff is only for her
    -The buff goes away or is not present at all if Anhur is not in battle
    -The pounce is easy to avoid

    Athena, Goddess Avatar of Wisdom:


    Name: Athena, Goddess Avatar of Wisdom
    Rank: A
    Type: Defensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. With her shield, courage, and wisdom she stands against all foes that would harm her summoner and allies.

    Appearence:

    Passive: Guardian's Eye - Whenever she is summoned she is automatically linked with all allies by a magical bond. Any damage they take is redirected towards herself.

    Active: Shield Barrier -  When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 150m at a speed of 112.5 m/s. The barrier will absorb up to 3 hits of A rank damage as well as keep enemies of equal or lesser rank outside it until destroyed. Lasts until the end of her duration and can only be used once per summon. AoE.

    Strengths:

    -Can make a shielding barrier to prevent damage or stall
    -Allies that get attacked will have their damage transferred to herself until she is destroyed or dismissed

    Weaknesses:

    -Due to taking on all hits she may not last her entire duration
    -No true offensive abilities
    -Allies can foolishly exit her barrier at any time and get hurt

    He Bo, God Avatar of the Yellow River:


    Name: He Bo, God Avatar of the Yellow
    Rank: A
    Type: Supportive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.

    Appearence:

    Passive: Body of Water - He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not.

    Active: Restoring Waters - A special type of water is summoned from the celestial realm, capable of either restoring the HP of a target for the equivalent of A rank spell damage or removing harmful status effects. The target will even remain dry after being touched by the water. Can go as far as 300m. Cooldown of 5 posts and duration of 1 post.

    Strengths:

    -Heals a target
    -Removes debuffs
    -Body being liquid has its advantages

    Weaknesses:

    -Have to choose between healing or removing status effects
    -Can be consumed by water slayers
    -Active does no damage to enemies
    -Being near extreme heat will cause him to evaporate and be dismissed prematurely

    S Rank Summons:


    Ra, God Avatar of the Sun:


    Name: Ra, God Avatar of the Sun
    Rank: S
    Type: Offensive
    Duration: 10 Posts
    Cooldown: 11 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. He is wise and definite in his actions, there is no second guessing. Representing the god of sun from myth he too can make use of its power.

    Appearence:

    Passive: Solar Energy - Ra gains a 60% increase to his damage whenever in the sun. Due to this, he makes sure he is not at a disadvantage during the night. A mini sun will form in the sky to keep his power amplified.

    Active: Sun's Fury - An ability that revolves around flaming balls of fire descending from the sky at a speed of 150 m/s and covering the land no further than 200m from himself. The initial attack post will do 50% of S rank damage total with each fireball afterwards doing S rank melee damage. Four new fireballs per post. Duration of 7 posts with a cooldown of 8 posts. AoE.

    Strengths:

    -Active is an AoE
    -Fire based
    -Has a damage buff

    Weaknesses:

    -Active can be consumed by fire slayers
    -Dark spells of higher rank can overwrite his passive if the users of them have such an ability
    -Powerful water or ice magic can destroy the fireballs before they land
    -No control of where each fireball lands
    -Allies can get hurt

    Amaterasu, The Shining Light Avatar:


    Name: Amaterasu, The Shining Light Avatar - Unknown Key
    Rank: S
    Type: Offensive
    Duration: 10 Posts
    Cooldown: 11 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a guardian of light and does what is required to smite darkness from those weak of heart and soul.

    Appearence:

    Passive: Flashy Entrance - When her portal is created a bright light erupts from it spanning 200m at a speed of 150 m/s, blinding those of equal or lesser rank for 1 post.

    Active: Radiant Dance - Amaterasu's sword glows brightly and her speed increases to 225 m/s. She will attack several targets at once for 25% of rank S damage, capping at 1.5x S rank damage per target. The farthest she can go during the attack is 300m. Duration of 7 posts with a cooldown of 8 posts. Multi-target.

    Strengths:

    -Multi-hit attack
    -Can blind enemies

    Weaknesses:

    -Damage is less than that of a single target spell
    -The blind effect only happens during summoning post, it cannot be triggered again
    -Allies may be blinded if they look at portal during creation

    Extra Actives:

    Name: Judgment Job Reward - Job Ending Approval
    Rank:  A
    Type: Offensive
    Duration: 5
    Cooldown: 6
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. A large beam of light descends from the sky at 112.5 m/s and strikes the ground, damaging enemies within 150m for 50% of A rank damage. A purifying fire effect is left on targets, ticking for 25% of A rank damage per post for 4 posts.

    Strengths:

    -AoE Attack
    -Leaves a debuff
    -Light element attached

    Weaknesses:

    -Initial damage is less than a single target spell of its rank
    -DoT debuff can be removed
    -Light Slayers can consume it
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Light Clones Proof of Purchase
    Rank:  B
    Type: Offensive; Supportive
    Duration: 3
    Cooldown: 4
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. Upon activation, two clones made entirely of light are formed on either side of the caster. Each one does basic B rank melee damage and has 75hp. They do not have access to other spells belonging to Amaterasu, but they are capable of moving and acting on their own during battle.

    Strengths:

    -Adds more standard damage
    -Can act as distractions

    Weaknesses:

    -Each has half the HP of a single summon, making them each easier to destroy
    -Disappears when there is too much light in an area, such as a flash bomb, since they blend into it
    -Their energy can be consumed by Light Slayers
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Purification Proof of Purchase
    Rank:  C
    Type: Offensive; Supportive
    Duration: 5
    Cooldown: 6
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. The weapon of the user will be imbued with holy light upon activation, buffing melee/physical damage done by an extra 60% during its duration.

    Strengths:

    -Damage buff

    Weaknesses:

    -If an enemy is immune or resistant to light then the extra damage will not apply
    -Energy can be consumed by Light Slayers
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Speed of Light Proof of Purchase
    Rank:  D
    Type: Supportive
    Duration: Instant
    Cooldown: 2
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. This ability acts like a teleport allowing the user to teleport in a beam of light within 15m at a speed of 11.25 m/s.

    Strengths:

    -Is a teleport for an escape or quick travel

    Weaknesses:

    -Cannot go very far
    -Not very stealthy since it is flashy
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    H Rank Summon:


    Apophis, God Avatar of Chaos:


    Name: Apophis, God Avatar of Chaos - Unknown Key
    Rank: H
    Type: Offensive
    Duration: 20 Posts
    Cooldown: 21 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit that does not require a fusion to access, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.

    Appearence:

    Passive: Serpent's Defense - Apophis' magical defense is increased by 50%. Also, whenever he is struck physically and is harmed, rather than blood leaving any wounds, a dark energy leaks out instead. It will damage the attacker for 25% of H rank damage with each hit against him, capping at 4 before the target is immune to the damage.

    Active: Obliteration - Apophis gathers his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 300m at 250 m/s when unleashed. Upon meeting its target or any other solid surface, the sphere explodes, dealing H rank damage to the first thing it hits and 50% of H rank damage to anything else nearby. Any enemies still standing will receive a debuff from the attack, decreasing both their magical and physical defenses by 35%. A once per thread ability with a duration of 10 posts.

    Strengths:

    -Provides defenses for both physical and magical attacks
    -A strong AoE ability
    -Debuffs targets to lower defense

    Weaknesses:

    -Range is smaller than a single target spell
    -Light magic can cause problems since it is dark magic
    -The debuff can be removed by high ranking spells
    -Can be consumed by slayers that specialize in dark attacks

    Extra Actives:

    Name: Cataclysmic Void - Unlocked at H Rank
    Rank:  S
    Type: Offensive
    Duration: 10
    Cooldown: 11
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Dark energy will surround the user and spread as far as 200m at 150 m/s. The environment darkens, and the sun, stars, and moon will be covered entirely. Those in range when this ability goes off will take 50% of S rank damage per post for 5 posts. During the ability's duration, a large and dark swirling portal will appear on the ground and begin to draw everything in. This will slow the speed of enemies by 70% if they are equal or lower rank, 50% if they are one rank above, and 25% two ranks above.

    Strengths:

    -Strong AoE if enemies cannot escape the range of the attack
    -Short range when compared to single target
    -Decreases the speed of enemies

    Weaknesses:

    -Damage is per post and therefore will not be as effective if enemies escape from the area of attack
    -It only decreases the speed of enemies; it does not stop them
    -Shorter range than single target
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Chains of the Void - Unlocked at H Rank
    Rank:  A
    Type: Offensive
    Duration: 7
    Cooldown: 8
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Snake-like moving chains made out of dark energy will travel as far as 225m at 168.75 m/s and wrap around several targets, trapping them and making them unable to move for 1 post. Works fully on those of equal or lower rank, 50% against those one rank above, and 25% effective against those two ranks above. While targets previously may be immune to getting trapped again, the dark chains will remain to trap any new enemies that enter the battlefield. For those that have become immune to the effects, they will instead be damaged for 25% of A rank damage per hit if they are struck by a chain. This damage caps out at 1.5x A rank damage per target.

    Strengths:

    -Multi-hit spell
    -Can stop movement of enemies for one post

    Weaknesses:

    -Enemies become immune to being trapped after the first time
    -Enemies can evade the attacks once they can move again
    -Short amount of damage per hit rather than a full on powerful attack
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Chaos Rage - Unlocked at H Rank
    Rank:  B
    Type: Offensive
    Duration: 6
    Cooldown: 7
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Upon activation, the spell damage of the user is increased by 70%.

    Strengths:

    -Provides a buff to spell damage

    Weaknesses:

    -No actual damage; is just a buff
    -Only applies to spell damage and not physical damage
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Conjuration of the Void - Unlocked at H Rank
    Rank:  C
    Type: Offensive
    Duration: 5
    Cooldown: 6
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Creatures of the darkest parts of the celestial world are summoned with this ability. A max of four can be summoned with each one doing basic C rank melee damage and splitting the hp of a C rank Normal Summon. Ex: Normal C rank summon has 100 hp. If two are summoned, each will have 50, 3 summoned will have 33 hp, and 4 25 hp.

    Strengths:

    -An ability that brings more creatures to the battlefield

    Weaknesses:

    -Health is split if more than one is summoned
    -They only do C Rank melee damage
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Nonexistence - Unlocked at H Rank
    Rank:  D
    Type: Offensive
    Duration: 1
    Cooldown: 2
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. An ability where the user can erase the existence of objects and living creatures. He can either touch whatever it is he wishes to erase, or cause the magic to blast out from his body and spread in a circle 15m around him at 11.25 m/s. OOC permission is required for it to effect players, pets, equipment, and anything else player owned.

    Strengths:

    -Can remove obstacles rather easily

    Weaknesses:

    -Does no damage
    -Requires OOC permission if it's to be used on anything relating to other players
    -Small range
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank


    _____________________________________________________________________________________

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    Kite Wilhelm
    Demon King
    Demon King

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    Character Sheet
    First Magic: Flame Demon Slayer
    Second Magic: NetherFlame Demon Slayer
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Kite Wilhelm on 30th January 2018, 10:58 am

    @Samira Nassar wrote:
    Lineage Spells:


    An Dagda, The Good God Avatar:


    Name: An Dagda, The Good God Avatar
    Rank: D
    Type: Supportive, Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.

    Appearence:

    Passive: Uaithne - Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned, the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies that have had their minds affected in some way will see that their senses have recovered and their minds are clear. The harp will clear the first mind altering effect that is put on allies that is of equal rank or lower. Afterwards, the harp's music will just make them 50% resistant to it. Effects include fear, hypnosis, sleep, confusion, and charm/seduction.

    Active: Lorg Mór - Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per summon, and cannot be switched.

    Revival - Using the handle end of his club, Dagda will heal a person for the equivalent of D rank damage. For plot purposes it will also revive dead NPCs and characters. Duration of 1 post with a cooldown of 2 posts.

    Killing Blow - Dagda will use his club to strike an enemy, inflicting a wound that does D rank damage. Duration of 1 post with a cooldown of 2 posts. Single target that is normally melee range, but using his strength he can throw it as far as 60m at a speed of 45 m/s.

    Strengths:

    -Can clear mind altering effects with passive
    -Active can choose between healing or damaging

    Weaknesses:

    -Can only clear status effects that effect the mind. Cannot clear things such as poison and burns.
    -The passive only clears the status ailment once
    -He is stuck on whichever form his mace takes per summon and cannot change it
    Vishnu, The Preserver God Avatar:


    Name: Vishnu, The Preserver God Avatar
    Rank: C
    Type: Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid.

    Appearence:

    Passive: Dashavatara - When his original form is destroyed, rather than being completely dismissed from the mortal world Vishnu rises again as one of his avatars of legend with 75% health of the original. Defeated again he'll rise at 50% in a different avatar. And once more at 25%. His damage is also reduced by the same percentages.

    Active: Trimurti - When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack that does full C rank damage to a target that goes as far as 120m at a speed of 90 m/s. After the attack is complete, the trinity will remain on the field until Vishnu's duration is up or he is destroyed. Both Shiva and Brahma have 50 hp and do normal summon C rank damage. Once per summon.

    Strengths:

    -Passive allows him to revive
    -Active calls upon his two allies in the trinity in order to do a single target attack
    -Shiva and Brahma remain on the field for more support during battle

    Weaknesses:

    -His revival state is weakened in both hp and damage
    -The two allies from his active have a small amount of hp for summons of their rank
    -Active is once per summon instead of a lesser cooldown
    -Aside from the single use of his active, Vishnu is left with regular damaging attacks
    -His passive forms cannot be healed to increase the hp amount they have
    Zeus, God Avatar of the Sky:


    Name: Zeus, God Avatar of the Sky - Grand Summon
    Rank: B
    Type: Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.

    Appearence:

    Passive: Empowered Lightning - The power of lightning flows through the God Avatar of the Sky. His physical and magical attacks are increased by 30%. He is also immune to his own storms, and 50% resistant to enemy lightning effects that are of equal rank or lower. His resistance is only 25% up to two ranks above, and takes full damage from anything higher than that.

    Active: Stormlord - A massive storm is created that lasts throughout the rest of his duration or until he ends it himself. He then unleashes the magical energy within him as a powerful lightning surge. The attack strikes the first target it hits for full B rank damage, and anything else within 100m is hit for 50% of B rank damage. Those of equal rank and below are also paralyzed for a single post. Speed of the attack is 75 m/s. Once per summon.

    Strengths:

    -Increased damage buff
    -Resistant to lighting
    -AoE damaging active

    Weaknesses:

    -Enemy Lightning slayers can benefit from his power
    -Is not resistant to other elements
    -Those of higher rank are not affected by the paralyze of the active
    -Due to focusing on both physical and magical damage, the buff is split instead of majorly powering up
    Odin, The Allfather Avatar:


    Name: Odin, The Allfather Avatar - Grand Summon
    Rank: A
    Type: Supportive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.

    Appearence:

    Passive: Souls of the Valkyrie - When called upon, a Valkyrie spirit will stand near and follow each ally on the field. They will heal for 50% of the equivalent of A rank damage per post, capping at 2.5x A rank per target. Lasts throughout his duration and will end if Odin is dismissed or defeated.

    Active: Souls of the Warrior - When activated, warrior spirits will appear and grant each ally and Odin himself their strength and battle confidence. Strength is increased by 70% for those of equal rank. Buff amount is adjusted according to rank based on buff rules. Lasts for 4 posts with a cooldown of 5 posts. Should Odin be defeated or dismissed before the duration ends, the buff will continue until it has properly expired.

    D - 100%
    C - 90%
    B - 80%
    A - 70%
    S - 60%
    H - 50%

    Strengths:

    -Passive is a HoT
    -Active buffs the physical strength of user and allies

    Weaknesses:

    -Heal is spread over posts instead of all at once
    -Powerful removal spells can remove the HoT
    -Buff only applies to strength/melee damage
    -Buff/heal can be removed by the proper magic or by a debuff from stronger opponents
    -Buff decreases on allies that are of higher ranking
    Ma'at, Goddess Avatar of Order:


    Name: Ma'at, Goddess Avatar of Order - Grand Summon
    Rank: S
    Type: Supportive, Offensive
    Duration: 10 Posts
    Cooldown: 11 Posts

    Description:

    The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.

    Appearence:

    Passive: Order - When Ma'at enters the field her presence demands calmness and order. She emits an aura that spreads 100 meters at maximum that will affect both enemy and ally alike. Those of equal rank and below that are within the aura are stunned for a single post as they begin to feel very heavy, may drop their weapons, and may even end up on the ground the more they resist. This is only 50% effective on those one rank above, and only 25% effective on those two ranks higher. Those that have already been effected by her aura become immune to it, but those that have not yet been affected and get in range will fall under the spell.

    Active: Judgement of the Heart - Ma'at will select a target as far as 400m away and a spirit version of their heart will form within her hand. It is connected to the actual heart of the person it came from, linking them to suffer the same fate as it. If she sees the target as an ally and agrees with their goals and intentions she will heal them for a full rank of S rank damage and increase their magical and physical power by 35%. If she sees them as an enemy Ma'at will crush the spirit heart and let it turn to dust, inflicting full S rank damage on the target and decreasing their physical and magical power by 35%. Once per thread ability with a duration of 10 posts.

    Strengths:

    -The passive works as a stun
    -Can heal and buff with active or do damage and debuff

    Weaknesses:

    -The passive affects allies just as much as enemies
    -She has to choose between healing and doing damage with the active. Both cannot be done.
    -Active can only be used once per thread
    -Only affects one target
    -Active really only works on people and intelligent creatures. Normal animals for example cannot be judged the same way due to them acting on survival instincts



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    Lester Drynedi
     
     

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    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Lester Drynedi on 2nd April 2018, 1:25 am

    ❀Moved and unlocked at users request

    ;;:

    @Samira Nassar wrote:


    Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 50% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Mind Link:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm, and fear inducing spells and abilities. The minds between summoner and spirit being linked also means they can communicate telepathically in and out of combat.

    Avatar Form:
    Those within the Nassar summoner bloodline are able to access a completely new form that makes them nearly a spirit themselves. Whenever this form is activated, Samira gains a 25% boost to magical and physical defense, as well as 50% magical and physical damaging power. Unfortunately, while it is a powerful ability it is not without consequences. The ability takes the life and magic energy of its user, decreasing them by 10% per post that it continues. Lasts for 5 posts with a 10 post cool down.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. They must be summons, are considered caster instead of holder, and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and cool downs based on the rank must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Lineage Spells

    Summoner’s Wealth:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%.

    Usage:
    Passive:
    -Increased health
    -Resistance to sickness and poison
    -Resistance to mind altering effects
    -1 Extra Spell Slot per rank up to S
    -Increase to Jewel Rewards at the end of a job
    Active:
    -Form that increases both types of defenses and both types of damage

    Unique Abilities:


    Blessing of the Gods - Passive. Upon completion of their contracts, her current spirits gifted Samira with an above average mana amount. Her mana pool is increased by 25%.

    Sacrificial Summoning - Active. Mana is the power that fuels her keys and the avatar gods within the gates on a normal basis. However, her god spirits can enter the normal plane if she offers them her own health energy instead. Since they prefer mana, she cannot use her health energy to summon them until she is at 30 mana or below.

    B Rank - Sacrifice of 20% Health
    A Rank - Sacrifice of 30% Health
    S Rank - Sacrifice of 35% Health

    Spirit Bond - Passive. Samira and her spirits have a bond unlike those of other summoners and their spirits. As long as their key is within 200m of her, she is able to communicate with a spirit even while it is in the celestial realm. Furthermore, if the keys are on her person then the unsummoned spirits attached to them will aid her by restoring 5% of MP every post.

    Star Dress - Active. A special type of celestial summoning magic that allows Samira to become one with one of her spirits, usually with her clothes changing to match that of the spirit. Once performed, the summoner will gain both the active and passive ability of the fused spirit. The entire process still costs the same amount of MP as if the spirit was summoned through normal means, but comes with the advantage of spirits summoned like this not counting towards the maximal number of summons on the field. However, only one such fusion can be performed at any one point in time.

    Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. An invisible energy barrier exists around her that absorbs damage. It acts as a passive, starts at the beginning of a thread, and the shield will be able to absorb 2x hits of S Rank Damage. It goes on cooldown for eight posts after it is depleted, but once it reforms it will be weaker and only absorb 1x hit of S rank damage.

    Celestial Storage - Active. With the link with her spirits stronger than before, Samira can use a spirit's key to unlock a different portal that will let her gain access to a weaker version of their weapon as well as random items the spirit may own. There are no magical abilities tied to them as it is just a way to arm herself with basic weaponry or situational items when necessary. This does not put the spirit on cooldown since no actual summoning or fusion has taken place.

    Celestial Oath - Passive. The link between Samira and her spirits is stronger than ever. Whenever a spirit is summoned, the power of both spirit and summoner is amplified. Spell damage is increased by 50%. If there are multiple summons on the battlefield, they too get the 50% spell damage buff, but Samira's will increase by an extra 5% per summon, capping at 60%.

    Signature Spells:


    D Rank Signature:


    Name: Janus, God Avatar of Portals
    Rank: D
    Type: Supportive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Portals! Janus!” a man made from metal and mechanical parts and wielding a key-like scepter steps out of the celestial doorway. He is a fan of change and new experiences. A teacher of the past to make way for a better future.

    Appearence:

    Active: Spirit Portal - Janus is able to create portals of varying sizes for people to step through. Using 1 portal activated on a wall will allow individuals to pass through the wall to be on the other side. Having 2 portals activated will create a link between them. If a person steps through one of the portals they will exit through the other. Upon using this ability 2 inactive portals will appear where he desires so long as it is within range. He can activate and deactivate these portals whenever he wishes during his duration but he cannot summon more. The portals can be moved, but for the price of Janus's health for each movement, costing 10 HP per move The max size of his travel portals is only 20 feet in both height and width, but he can place them as far as 60 meters away at a speed of 45 meters per second. Single Target. If portals are used as a link for teleportation then the portals must be within 15 meters of each other or less. Travel time between portals is 11 meters per second. Burst. Duration is 3 posts or when Janus expires, whichever comes first, with a cooldown of 4 posts.

    Strengths:

    -Able to summon portals to bypass obstacles or for convenience

    Weaknesses:

    -His use is to add support by summoning portals and so lacks offensive abilities
    -His portals have limits in size
    -He can only summon 2 portals at a time
    -Enemies can also make use of the portals
    -The first placement of portals is important due to moving them costing some of his health
    User Rank Signature:


    Name: Celestial Impact
    Rank: User Rank; Caps at S
    Type: Offensive
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira's spirits all empower her, infusing her body with their might for a single punch. While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank. Credit to Kaori

    Strengths:

    -A powerful attack that she can do herself by absorbing the power of her spirit keys

    Weaknesses:

    -Her keys are required for this move to work. If they are not in her possession then she cannot gain the magical energy of her spirits to create this attack
    -It is not a range attack, therefore she will have to be within melee range of a target

    D Rank Summons:


    Geb, God Avatar of Earth:


    Name: Geb, God Avatar of Earth
    Rank: D
    Type: Defensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. This spirit is rather relaxed and tends to enjoy sleeping most of the time. He can be stubborn though when it comes to things he doesn't want to do.

    Appearence:

    Passive: Stone Endurance - Being made of stone makes him quite durable and hard to injure. The health of this spirit is increased by 25%.

    Active: Earthquake - Geb smashes the ground with powerful force at 22.5 m/s. This splits the surface he has struck and causes a massive earthquake to occur within 30m. Those on the ground within the affected area will take 50% of D rank damage for the first post, followed by another 25% of D rank damage per post for the next 2 posts. Duration of 3 posts. Once per summon.

    Strengths:

    -The spirit itself is tanky, having a higher hp pool and made out of stone
    -AoE attack

    Weaknesses:

    -Damage comes slower than an instant attack
    -Shorter range than some other D rank attacks
    -Enemies that are in the air remain unaffected by the attack
    -He is quite large and therefore very hard to miss with attacks

    Isis, Goddess Avatar of Magic:


    Name: Isis, Goddess Avatar of Magic
    Rank: D
    Type: Support
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Magic! Isis!” a beautiful and brightly colored woman with wings and wielding a magical scepter steps from the celestial gateway. She is a very caring spirit to all living creatures and has acted as a mother figure for her summoner ever since she was a child.

    Appearence:

    Passive: Spiritual Recovery - As long as allies stay within 15 meters of this spirit they will be within the range of her magical aura that will restore 2% of mp and hp per post.

    Active: Magical Guidance - Using her scepter Isis is able to cast a spell that will buff the next magical attack of Samira or one of her allies by 60%. The buff only works on magical spells and weapons, not physical hits or ordinary weapons. One buff can be given for each time she is summoned. Single Target with a max range of 60 meters. Duration of the buff is 1 post. Buff amount is decreased the higher the rank an ally is.

    D - 60%
    C - 50%
    B - 40%
    A - 30%
    S - 20%

    Strengths:

    -Isis can give small amounts of healing and mana recovery with her aura
    -Can buff an ally

    Weaknesses:

    -While she can smack things with her scepter she is not an offensive type spirit, therefore she lacks any powered up attacks
    -Buff decreases based on rank, meaning only D rank mages get the full value
    -Has no defensive abilities

    Agni, God Avatar of Fire:


    Name: Agni, God Avatar of Fire
    Rank: D
    Type: Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He spirit that focuses purely on offense. His body is capable of injuring melee opponents just by touch and he is capable of releasing bursts of fire from his body to burn those around him.

    Appearence:

    Passive: Burn Up - Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with. If anyone were to try attacking him physically they would find themselves burned and damaged by 5 hp (the basic attack damage for D rank stellar spirits) with each hit made against him. This effect works up to 4 times after which an enemy will become immune to the effect. Does not apply to ranged attacks made against him.

    Active: Purification Eruption - Purified flames erupt from Agni’s body in a quick burst around him, dealing 50% of D rank damage to anything within 5 meters with a speed of 11 meters per second. After the initial attack a DoT effect will be applied that does 25% of D rank damage for two posts. It is instant with a cooldown of 3 posts. Burst.

    Strengths:

    -He brings the element of fire
    -While he has no actual shield, the heat from his body can cause damage and acts as a deterrent for those that focus on melee combat
    -His active allows for a quick short ranged attack
    -Can aid fire slayers with his fire

    Weaknesses:

    -Small amounts of water turn into steam. Small amounts of ice melt quickly. However, when up against a mage that can produce large and powerful quantities of these two elements, Agni will take double damage
    -Due to his split personality he is an unpredictable spirit
    -Is purely offensive and brings no supportive abilities
    -If his destructive personality is dominate then there is a high chance he will not follow orders
    -Enemy fire slayers can easily use him and his power as a fuel source

    Chaac, God Avatar of Rain:


    Name: Chaac, God Avatar of Rain
    Rank: D
    Type: Offensive
    Duration: 3 Posts
    Cooldown: 4 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.

    Appearence:

    Passive: Rainstorm - Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 30 meters. Whether it is light rain or heavy depends on his mood. His default mood is balanced and content, leaving the default rain level to be mild.

    Active: Thunder Strike - Chaac’s mighty axe becomes charged with the power of thunder and lightning within him. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out D rank damage normally and an extra 25% if the opponent is wet from his rainstorm. The maximum range for the throw is 60 meters with a max speed of 45 meters. This attack can only be done once per summon. Single Target.

    Strengths:

    -The spirit’s rain passive can put out fires as well as make it difficult terrain for fire uses
    -Chaac’s active allows him to hit a ranged target if he prefers
    -The active also does more damage to targets that have become drenched from his rain
    -Water slayers can make use of the water he provides from his rainstorms

    Weaknesses:

    -The rainstorm can make it just as difficult for fire based allies as it does enemies
    -He can only use his active once for each time he is summoned
    -The thickness and speed of the rain is dependent on his mood. If Samira wishes for a heavy downpour then she must make him angry or sad first. If he is too happy then the rain will be nothing more than a drizzle
    -Enemy water slayers gain an advantage due to the water supply brought by his rainstorm
    -It is unfortunate to be in Chaac’s presence without an umbrella

    C Rank Summons:


    Kali, Goddess Avatar of Destruction:


    Name: Kali, Goddess Avatar of Destruction
    Rank: C
    Type: Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. She is a spirit with no tolerance for those that show their inflated ego, and towards those she considers an enemy she takes care of in a ruthless fashion. There is no amount of patience within her and she has no issues with leaving the normal plane of her own accord.

    Appearence:

    Passive: Enrage - Kali's physical attack damage and strength are increased by 25%.

    Active: Weapon Frenzy - Kali‘s attack speed increases temporarily to 67 meters per second in order to perform a quick moving attack where she slashes her opponents several times for 25% of C Rank damage, capping at 1.5x C Rank damage. The wounds made will hurt the targets further as they bleed out for 25% of C Rank damage for 4 posts. Range of 15m. 5 post duration; once per summon.

    Strengths:

    -Passive provides two different combat buffs
    -Her active can strike either a single enemy or multiple targets
    -Enemies continue to take damage from their wounds unless healed

    Weaknesses:

    -Has no supportive abilities
    -Provides no elemental advantage
    -Damage is split if there are multiple targets
    -Short range when compared to other multi-hit spells
    -Healing can stop the DoT

    Nox, Goddess Avatar of Night:


    Name: Nox, Goddess Avatar of Night
    Rank: C
    Type: Supportive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Night! Nox!” a woman with long white-pink hair and face covered waltzes through the portal. She wields a large candlestick that supports four long candles and illuminates the darkness for her allies. She has a rather reserved personality and carries herself nonchalantly.

    Appearence:

    Passive: Candlelight - Nox's candles are lit with a magical fire that only she and mages equal or above her rank can put out. The candles never melt and can be used as a light source so long as she remains on the field.

    Active: Darkness Shroud - Nox can cover a 60 meter area around her and those near her in complete darkness at 45 meters per second, hiding her allies or confusing enemies. Lasts for 2 posts unless Nox is dismissed or expires. Cooldown of 2 posts. AoE.

    Strengths:

    -Can light up dark places
    -Can envelop an area in darkness to hide or make a sneak attack

    Weaknesses:

    -Her candlelight can be blown out or put out with water magic by mages of equal or higher ranking
    -The shroud is not a blind. Enemies are still capable of lighting up the area themselves
    -She is a support summon and lacks an offensive ability

    Cernunnos, The Horned God Avatar:


    Name: Cernunnos, The Horned God Avatar
    Rank: C
    Type: Supportive, Offensive
    Duration: 5 Posts
    Cooldown: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, The Horned God!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is quiet, rarely speaking, and has a very protective attitude towards nature.

    Appearence:

    Passive: Nature‘s Call - When Cernunnos is summoned, the area surrounding his summoning portal will start to blossom with various forms of vegetation. The mystical plant life releases an energy that can put those that are considered an enemy to sleep for 1 post. It affects those of equal or lower rank fully, is 50% effective against the rank above, and 25% effective against 2 ranks higher. The plant life will remain throughout his duration unless burned or removed as a trap for newly arrived enemies, but those that have already been affected will become immune once they have regained consciousness. 60 meter range with a speed of 45 meters. AoE.

    Active: Nature's Fury - Cernunnos will use the land around him to gather energy for his next attack for 1 post. Once sufficient energy has been acquired he will unleash a green beam of nature energy with 30% extra attack power added on to C rank damage. Single Target. Range is 120 meters at a speed of 90 meters per second. Cernunnos can only use this ability once per summon.

    Strengths:

    -Has a form of crowd control due to his passive
    -His main attack can be empowered if left to charge

    Weaknesses:

    -His active ability takes time to charge and can be interrupted
    -The plant life grown after being summoned can be burned away or destroyed
    -The plant life from his passive cannot grow in areas that are fire based such as near volcanoes or in a area already covered in flame
    -The plant life grown from his passive will disappear the moment he returns to the celestial realm

    B Rank Summons:


    Susano, God Avatar of the Summer Storm:


    Name: Susano, God Avatar of the Summer Storm
    Rank: B
    Type: Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. As far as personality goes he is sarcastic, rude, and likes to make petty insults all for the result of amusing himself.

    Appearence:

    Passive: Wind Master - Susano is constantly emitting gusts of wind all around him that he can control. He can use these winds to fly through the air as high as 50m. His speed is also increased by 60%.

    Active: Wind Storm - Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict B rank damage. Max distance is 200m at a speed of 150m. Duration of 1 post with a cooldown of 4 posts. Single Target.

    Strengths:

    -Speed increase
    -The active acts as a ranged attack for an otherwise melee fighter

    Weaknesses:

    -The active cannot be done at point blank range
    -Friendly fire does exist. Allies can get hit by his spell just as easily as enemies
    -Sky slayers can make using his abilities successfully very difficult

    Artio, Goddess Avatar of Bears:


    Name: Artio, Goddess Avatar of Bears
    Rank: B
    Type: Defensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Bears! Artio!” a tall woman with orange colored hair and wielding a staff comes from the portal. She is a druid spirit, capable of transformation that boosts her strength while also being more of a defensive oriented spirit. Her role is to protect and protect she will do.

    Appearence:

    Passive: Nature's Defense - Artio's training and connection with nature has made her able to withstand attacks that normal people and spirits could not handle. Her physical and magic defense is increased by 30%

    Active: Bear Form -  Artio will transform into a large bear, gaining 70% extra strength. Lasts for 4 posts with a cooldown of 5 posts.

    Strengths:

    -Her defense stat is higher than other spirits
    -She can turn into a bear for increased strength

    Weaknesses:

    -The strength buff only exists while she is in bear form
    -The bear form is not permanent
    -She only has basic attacks

    Skadi, Goddess Avatar of Winter:


    Name: Skadi, Goddess Avatar of Winter
    Rank: B
    Type: Offensive
    Duration: 6 Posts
    Cooldown: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world.

    Appearence:

    Passive: Shards of Ice - Any weapon she wields will be coated in a thin layer of frosty ice. Basic attacks done with the icy coating will do an extra 10hp of damage.

    Active: Howling Winter - An icy blast that forms into 3 mist wolves is created with this ability. They can go as far as 150m at a speed of 112 m/s. Each one does 25% of B rank damage, capping at 1.5x B rank damage per target. They each also have 50 hp. Duration of 3 posts with a cooldown of 4 posts.

    Strengths:

    -Can hit multiple targets
    -Can hit the same target multiple times
    -Her passive adds a bit more damage to her basic attacks

    Weaknesses:

    -Each hit is lower damage than a single target spell of the same rank
    -Enemies become temporarily immune to the effect if the damage cap is reached, thereby wasting a possible hit
    -Her ice shards as well as the wolves can be consumed by ice slayers
    -Fire magic users of equal rank will be tough opponents and those of higher ranking will likely be impossible to defeat with her spells

    A Rank Summons:


    Bastet, Goddess Avatar of Cats:


    Name: Bastet, Goddess Avatar of Cats
    Rank: A
    Type: Offensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. She is a spirit that is full of energy and can be quite cunning. That is, when she isn’t taking a cat nap of course. A whip is her weapon of choice.

    Appearence:

    Passive: Sibling Rivalry - Bastet's damage is increased by 60% if summoned while her brother, Anhur, is also fighting.

    Active: Pounce - Bastet will transform into a large cat and pounce a target at max 300m away at a speed of 225m/s, inflicting A rank damage. Cooldown of 5 posts and a duration of 1. Single Target.

    Strengths:

    -Bastet comes with a damage buff if a condition is met
    -Has an offensive ability capable of putting out full A rank damage

    Weaknesses:

    -The damage buff is only for her
    -The buff goes away or is not present at all if Anhur is not in battle
    -The pounce is easy to avoid

    Athena, Goddess Avatar of Wisdom:


    Name: Athena, Goddess Avatar of Wisdom
    Rank: A
    Type: Defensive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. With her shield, courage, and wisdom she stands against all foes that would harm her summoner and allies.

    Appearence:

    Passive: Guardian's Eye - Whenever she is summoned she is automatically linked with all allies by a magical bond. Any damage they take is redirected towards herself.

    Active: Shield Barrier -  When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 150m at a speed of 112.5 m/s. The barrier will absorb up to 3 hits of A rank damage as well as keep enemies of equal or lesser rank outside it until destroyed. Lasts until the end of her duration and can only be used once per summon. AoE.

    Strengths:

    -Can make a shielding barrier to prevent damage or stall
    -Allies that get attacked will have their damage transferred to herself until she is destroyed or dismissed

    Weaknesses:

    -Due to taking on all hits she may not last her entire duration
    -No true offensive abilities
    -Allies can foolishly exit her barrier at any time and get hurt

    He Bo, God Avatar of the Yellow River:


    Name: He Bo, God Avatar of the Yellow
    Rank: A
    Type: Supportive
    Duration: 7 Posts
    Cooldown: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.

    Appearence:

    Passive: Body of Water - He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not.

    Active: Restoring Waters - A special type of water is summoned from the celestial realm, capable of either restoring the HP of a target for the equivalent of A rank spell damage or removing harmful status effects. The target will even remain dry after being touched by the water. Can go as far as 300m. Cooldown of 5 posts and duration of 1 post.

    Strengths:

    -Heals a target
    -Removes debuffs
    -Body being liquid has its advantages

    Weaknesses:

    -Have to choose between healing or removing status effects
    -Can be consumed by water slayers
    -Active does no damage to enemies
    -Being near extreme heat will cause him to evaporate and be dismissed prematurely

    S Rank Summons:


    Ra, God Avatar of the Sun:


    Name: Ra, God Avatar of the Sun
    Rank: S
    Type: Offensive
    Duration: 10 Posts
    Cooldown: 11 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. He is wise and definite in his actions, there is no second guessing. Representing the god of sun from myth he too can make use of its power.

    Appearence:

    Passive: Solar Energy - Ra gains a 60% increase to his damage whenever in the sun. Due to this, he makes sure he is not at a disadvantage during the night. A mini sun will form in the sky to keep his power amplified.

    Active: Sun's Fury - An ability that revolves around flaming balls of fire descending from the sky at a speed of 150 m/s and covering the land no further than 200m from himself. The initial attack post will do 50% of S rank damage total with each fireball afterwards doing S rank melee damage. Four new fireballs per post. Duration of 7 posts with a cooldown of 8 posts. AoE.

    Strengths:

    -Active is an AoE
    -Fire based
    -Has a damage buff

    Weaknesses:

    -Active can be consumed by fire slayers
    -Dark spells of higher rank can overwrite his passive if the users of them have such an ability
    -Powerful water or ice magic can destroy the fireballs before they land
    -No control of where each fireball lands
    -Allies can get hurt

    Amaterasu, The Shining Light Avatar:


    Name: Amaterasu, The Shining Light Avatar - Unknown Key
    Rank: S
    Type: Offensive
    Duration: 10 Posts
    Cooldown: 11 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a guardian of light and does what is required to smite darkness from those weak of heart and soul.

    Appearence:

    Passive: Flashy Entrance - When her portal is created a bright light erupts from it spanning 200m at a speed of 150 m/s, blinding those of equal or lesser rank for 1 post.

    Active: Radiant Dance - Amaterasu's sword glows brightly and her speed increases to 225 m/s. She will attack several targets at once for 25% of rank S damage, capping at 1.5x S rank damage per target. The farthest she can go during the attack is 300m. Duration of 7 posts with a cooldown of 8 posts. Multi-target.

    Strengths:

    -Multi-hit attack
    -Can blind enemies

    Weaknesses:

    -Damage is less than that of a single target spell
    -The blind effect only happens during summoning post, it cannot be triggered again
    -Allies may be blinded if they look at portal during creation

    Extra Actives:

    Name: Judgment Job Reward - Job Ending Approval
    Rank:  A
    Type: Offensive
    Duration: 5
    Cooldown: 6
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. A large beam of light descends from the sky at 112.5 m/s and strikes the ground, damaging enemies within 150m for 50% of A rank damage. A purifying fire effect is left on targets, ticking for 25% of A rank damage per post for 4 posts.

    Strengths:

    -AoE Attack
    -Leaves a debuff
    -Light element attached

    Weaknesses:

    -Initial damage is less than a single target spell of its rank
    -DoT debuff can be removed
    -Light Slayers can consume it
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Light Clones Proof of Purchase
    Rank:  B
    Type: Offensive; Supportive
    Duration: 3
    Cooldown: 4
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. Upon activation, two clones made entirely of light are formed on either side of the caster. Each one does basic B rank melee damage and has 75hp. They do not have access to other spells belonging to Amaterasu, but they are capable of moving and acting on their own during battle.

    Strengths:

    -Adds more standard damage
    -Can act as distractions

    Weaknesses:

    -Each has half the HP of a single summon, making them each easier to destroy
    -Disappears when there is too much light in an area, such as a flash bomb, since they blend into it
    -Their energy can be consumed by Light Slayers
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Purification Proof of Purchase
    Rank:  C
    Type: Offensive; Supportive
    Duration: 5
    Cooldown: 6
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. The weapon of the user will be imbued with holy light upon activation, buffing melee/physical damage done by an extra 60% during its duration.

    Strengths:

    -Damage buff

    Weaknesses:

    -If an enemy is immune or resistant to light then the extra damage will not apply
    -Energy can be consumed by Light Slayers
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Speed of Light Proof of Purchase
    Rank:  D
    Type: Supportive
    Duration: Instant
    Cooldown: 2
    Description: A spell that requires Amaterasu to be summoned or star dressed into before it can be used. This ability acts like a teleport allowing the user to teleport in a beam of light within 15m at a speed of 11.25 m/s.

    Strengths:

    -Is a teleport for an escape or quick travel

    Weaknesses:

    -Cannot go very far
    -Not very stealthy since it is flashy
    -Requires Amaterasu to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    H Rank Summon:


    Apophis, God Avatar of Chaos:


    Name: Apophis, God Avatar of Chaos - Unknown Key
    Rank: H
    Type: Offensive
    Duration: 20 Posts
    Cooldown: 21 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit that does not require a fusion to access, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.

    Appearence:

    Passive: Serpent's Defense - Apophis' magical defense is increased by 50%. Also, whenever he is struck physically and is harmed, rather than blood leaving any wounds, a dark energy leaks out instead. It will damage the attacker for 25% of H rank damage with each hit against him, capping at 4 before the target is immune to the damage.

    Active: Obliteration - Apophis gathers his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 300m at 250 m/s when unleashed. Upon meeting its target or any other solid surface, the sphere explodes, dealing H rank damage to the first thing it hits and 50% of H rank damage to anything else nearby. Any enemies still standing will receive a debuff from the attack, decreasing both their magical and physical defenses by 35%. A once per thread ability with a duration of 10 posts.

    Strengths:

    -Provides defenses for both physical and magical attacks
    -A strong AoE ability
    -Debuffs targets to lower defense

    Weaknesses:

    -Range is smaller than a single target spell
    -Light magic can cause problems since it is dark magic
    -The debuff can be removed by high ranking spells
    -Can be consumed by slayers that specialize in dark attacks

    Extra Actives:

    Name: Cataclysmic Void - Unlocked at H Rank
    Rank:  S
    Type: Offensive
    Duration: 10
    Cooldown: 11
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Dark energy will surround the user and spread as far as 200m at 150 m/s. The environment darkens, and the sun, stars, and moon will be covered entirely. Those in range when this ability goes off will take 50% of S rank damage per post for 5 posts. During the ability's duration, a large and dark swirling portal will appear on the ground and begin to draw everything in. This will slow the speed of enemies by 70% if they are equal or lower rank, 50% if they are one rank above, and 25% two ranks above.

    Strengths:

    -Strong AoE if enemies cannot escape the range of the attack
    -Short range when compared to single target
    -Decreases the speed of enemies

    Weaknesses:

    -Damage is per post and therefore will not be as effective if enemies escape from the area of attack
    -It only decreases the speed of enemies; it does not stop them
    -Shorter range than single target
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Chains of the Void - Unlocked at H Rank
    Rank:  A
    Type: Offensive
    Duration: 7
    Cooldown: 8
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Snake-like moving chains made out of dark energy will travel as far as 225m at 168.75 m/s and wrap around several targets, trapping them and making them unable to move for 1 post. Works fully on those of equal or lower rank, 50% against those one rank above, and 25% effective against those two ranks above. While targets previously may be immune to getting trapped again, the dark chains will remain to trap any new enemies that enter the battlefield. For those that have become immune to the effects, they will instead be damaged for 25% of A rank damage per hit if they are struck by a chain. This damage caps out at 1.5x A rank damage per target.

    Strengths:

    -Multi-hit spell
    -Can stop movement of enemies for one post

    Weaknesses:

    -Enemies become immune to being trapped after the first time
    -Enemies can evade the attacks once they can move again
    -Short amount of damage per hit rather than a full on powerful attack
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Chaos Rage - Unlocked at H Rank
    Rank:  B
    Type: Offensive
    Duration: 6
    Cooldown: 7
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Upon activation, the spell damage of the user is increased by 70%.

    Strengths:

    -Provides a buff to spell damage

    Weaknesses:

    -No actual damage; is just a buff
    -Only applies to spell damage and not physical damage
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Conjuration of the Void - Unlocked at H Rank
    Rank:  C
    Type: Offensive
    Duration: 5
    Cooldown: 6
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. Creatures of the darkest parts of the celestial world are summoned with this ability. A max of four can be summoned with each one doing basic C rank melee damage and splitting the hp of a C rank Normal Summon. Ex: Normal C rank summon has 100 hp. If two are summoned, each will have 50, 3 summoned will have 33 hp, and 4 25 hp.

    Strengths:

    -An ability that brings more creatures to the battlefield

    Weaknesses:

    -Health is split if more than one is summoned
    -They only do C Rank melee damage
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank

    Name: Nonexistence - Unlocked at H Rank
    Rank:  D
    Type: Offensive
    Duration: 1
    Cooldown: 2
    Description: A spell that requires Apophis to be summoned or star dressed into before it can be used. An ability where the user can erase the existence of objects and living creatures. He can either touch whatever it is he wishes to erase, or cause the magic to blast out from his body and spread in a circle 15m around him at 11.25 m/s. OOC permission is required for it to effect players, pets, equipment, and anything else player owned.

    Strengths:

    -Can remove obstacles rather easily

    Weaknesses:

    -Does no damage
    -Requires OOC permission if it's to be used on anything relating to other players
    -Small range
    -Requires Apophis to be summoned or for Samira to use the Star Dress UA
    -If Star Dressed into then the spell will consume the appropriate amount of mana for the rank


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    Re: Celestial Avatar Summoning

    Post by Madame Astrid on 14th April 2018, 8:42 pm

    Still too big to quote. :'D



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    Re: Celestial Avatar Summoning

    Post by Lester Drynedi on 29th June 2018, 7:23 pm

    Unlocked and Moved at users request
    (too big to quote)


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    Lilium

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    Re: Celestial Avatar Summoning

    Post by Lilium on 2nd August 2018, 3:16 pm

    Changes:

    Bastet - Pounce : Needs a larger drawback to justify the 150% A-Rank damage.

    There isn't much that needs to be changed. Just bump the thread when you have made the noted changes and I'll get back to you ASAP.


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    Re: Celestial Avatar Summoning

    Post by Samira Nassar on 2nd August 2018, 3:21 pm

    No biggie. I removed the extra 50% and just let it stay at A rank damage. I'll think about bigger drawbacks and another possible effect another time. ^^ Thank you.


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    Re: Celestial Avatar Summoning

    Post by Lilium on 2nd August 2018, 3:23 pm



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    Re: Celestial Avatar Summoning

    Post by Fluffy on 17th September 2018, 11:37 am

    Unlocked and moved at user request to big to quote.


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    Izayuki

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    Re: Celestial Avatar Summoning

    Post by Izayuki on 28th September 2018, 7:52 pm

    Too big to quote! (':

    Here are the few edits that are required!

    An Dagda (D rank lineage) Passive -- Beyond the first negation, you must pay MP.

    Janus needs burst range for teleportation.

    Eyes of Ra - Partial, & Sun of Ra - Partial, -- You must pay equal MP per beam that passes through a defence.

    Ra - Full TO -- "This ability eliminates all shadows and darkness in the area, including magical ones of equal or lower rank."
    For every user-registered shadow or darkness ability/spell, you must pay equal MP to eliminate them. The first that gets eliminated can be free from the payment of casting the spell.

    Apophis - Full Takeover -- "Light magic of equal or lesser rank will also be consumed by the darkness during the initial activation, and every post after MP can be spent to strengthen the dark energy and consume light spells again so long as the MP cost matches the rank of the consumed spell."
    Upon activation, you may consume one light magic spell/ability. For any others, you must pay equal MP.


    Please edit and bump! Thanks!


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    Re: Celestial Avatar Summoning

    Post by Samira Nassar on 29th September 2018, 5:44 am

    When all the requested edits but one are pretty much the same exact thing. I fail. ^^;

    Edit Bump! And thanks for the fast grading even with your busy schedule! =D


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    Re: Celestial Avatar Summoning

    Post by Izayuki on 30th September 2018, 4:50 pm

    Quote #1:
    @Samira Nassar wrote:


    Primary Magic: Celestial Avatar Summoning

    Secondary Magic: Celestial Avatar

    Caster or Holder: Summoning (Prevalent - 3 Summons), Take Over (Auxiliary - +15% HP)

    Description:

    In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.

    Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.

    Strengths:

    -The spirits are capable of providing buffs, debuffs, immobilization, as well as normal attacks
    -Works well in a group environment as well as solo
    -The summoner can be safely at the back of a fight while the spirits do the work
    -There are TO spells to provide extra support and damage so Samira is not entirely useless
    -Can affect all magic types, (ex. curses, blessings, etc etc), not just those based on ethernano

    Weaknesses:

    -Requires keys in order to summon each spirit
    -The spirits have their own personalities and may not always take orders depending on the situation
    -The magic relies heavily on the spirits
    -Running out of mana means spirits are unable to be summoned to provide their full support, and TO spells are unavailable
    -Some of her spirits and the TO spells can be countered by the proper element or be fuel for slayers
    -Some of the spells do affect allies and if Samira is not careful they will suffer the effects
    -Many of the buffs, debuffs, and status effects can easily be reversed
    -The magic doesn't offer defenses to the summons themselves even though it provides it for Samira

    Lineage:


    Summoner of Divinities

    Sacred Library Post
    Approval Lineage Thread

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 50% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. As an additional effect, if under crowd control and immobilization abilities the spirits will aid to free her from it, meaning it will take 50% less MP to free herself from these spells if they are of equal or lower ranking than herself.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Samira's summons cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy reaches the burst range that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 50%, and both their melee and magic abilities are increased by 37.5%.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. They must be summons, are considered caster instead of holder, and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and cool downs based on the rank must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every other post.

    Plot Abilities:

    Celestial Storage:
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum:
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep:
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits:
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials:
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys:
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.
    Lineage Spells:


    An Dagda, The Good God Avatar:


    Name: An Dagda, The Good God Avatar
    Rank: D
    Type: Supportive, Offensive
    Duration: 3 Posts

    Description:

    Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.

    Appearence:

    Passive: Uaithne - Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned, the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies that have had their minds affected in some way will see that their senses have recovered and their minds are clear. The harp will clear these effects once per post throughout his duration. Effects include fear, hypnosis, sleep, confusion, and charm/seduction. Range of 30m. Only the first negation is free. For any other negations the same amount of MP that made the effect must be paid.

    Active: Lorg Mór - Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per summon, and cannot be switched.

    Revival - Using the handle end of his club, Dagda will heal a person for the equivalent of D rank damage. For plot purposes it will also revive dead NPCs and characters. Can be used one per post.

    Killing Blow - Dagda will use his club to strike an enemy, inflicting a wound that does D rank damage once per post. Single target that is normally melee range, but using his strength he can throw it as far as 60m at a speed of 60 m/s.

    Strengths:

    -Can clear mind altering effects with passive
    -Active can choose between healing or damaging

    Weaknesses:

    -Can only clear status effects that effect the mind. Cannot clear things such as poison and burns.
    -The passive only clears the status ailment once
    -He is stuck on whichever form his mace takes per summon and cannot change it
    Vishnu, The Preserver God Avatar:


    Name: Vishnu, The Preserver God Avatar
    Rank: C
    Type: Offensive
    Duration: 5 Posts

    Description:

    A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid.

    Appearence:

    Passive: Dashavatara - When his original form is destroyed, rather than being completely dismissed from the mortal world Vishnu rises again as one of his avatars of legend with 75% health of the original. Defeated again he'll rise at 50% in a different avatar. And once more at 25%. His damage is also reduced by the same percentages.

    Active: Trimurti - When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack that does full C rank damage to a target that goes as far as 120m at a speed of 120 m/s. After the attack is complete, the trinity will remain on the field until Vishnu's duration is up or he is destroyed. Both Shiva and Brahma have 50 hp and do normal summon C rank damage.

    Strengths:

    -Passive allows him to revive
    -Active calls upon his two allies in the trinity in order to do a single target attack
    -Shiva and Brahma remain on the field for more support during battle

    Weaknesses:

    -His revival state is weakened in both hp and damage
    -The two allies from his active have a small amount of hp for summons of their rank
    -Aside from the single use of his active, Vishnu is left with regular damaging attacks
    -His passive forms cannot be healed to increase the hp amount they have
    Zeus, God Avatar of the Sky:


    Name: Zeus, God Avatar of the Sky - Grand Summon
    Rank: B
    Type: Offensive
    Duration: 6 Posts

    Description:

    A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.

    Appearence:

    Active: Lightning Bolts - Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full B Rank spell damage to a single target once per post throughout his duration. Range of 200m at a speed of 200 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive an additional jolt that depletes 5% MP.

    Active: Stormlord - A massive storm is created that lasts throughout the rest of his duration or until he ends it himself. He then unleashes the magical energy within him as a powerful lightning surge at 50 m/s. The attack strikes the first target it hits for full B rank spell damage, and anything else within 100m is hit for 50% of B rank spell damage. Those hit by the attack are also paralyzed for a single post. The AoE damage can occur once per post, but the paralysis can only happen every other post to those that were already affected.

    Strengths:

    -Full spell damaging first active that can also drain MP
    -AoE damaging active

    Weaknesses:

    -Only one target at a time gets their MP drained
    -Both abilities benefit enemy slayers of this element
    Odin, The Allfather Avatar:


    Name: Odin, The Allfather Avatar - Grand Summon
    Rank: A
    Type: Supportive
    Duration: 7 Posts

    Description:

    Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.

    Appearence:

    Passive: Souls of the Valkyrie - When called upon, a Valkyrie spirit will stand near and follow each ally on the field as long as they are within a 150m range. They will heal for 50% of the equivalent of A rank damage per post, capping at 2.5x A rank per target. Lasts throughout his duration and will end if Odin is dismissed or defeated.

    Active: Souls of the Warrior - When activated, warrior spirits will appear and grant each ally and Odin himself their strength and battle confidence. Strength is increased by 65% for anyone within 75m of this spirit. Lasts for 7 posts. Should Odin be defeated or dismissed before the duration ends, a non-moving particle version of himself will remain so the buff can continue for allies until it has properly expired.

    Strengths:

    -Passive is a HoT
    -Active buffs the physical strength of user and allies

    Weaknesses:

    -Heal is spread over posts instead of all at once
    -Buff only applies to strength/melee damage
    -Buff/heal can be removed by the proper magic or by a debuff from stronger opponents
    Ma'at, Goddess Avatar of Order:


    Name: Ma'at, Goddess Avatar of Order - Grand Summon
    Rank: S
    Type: Supportive, Offensive
    Duration: 10 Posts

    Description:

    The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.

    Appearence:

    Passive: Order - When Ma'at enters the field her presence demands calmness and order. She emits an aura that spreads 100 meters at maximum that will affect both enemy and ally alike. Those that are within the aura are stunned for a single post as they begin to feel very heavy, may drop their weapons, and may even end up on the ground the more they resist. The stun can happen every other post to those that have already been affected by the aura.

    Active: Spawn of Ammut - Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 400m at a speed of 400 m/s. If the target gets hit they will be damaged for full S Rank spell damage and will also be drained of 5% MP.

    Strengths:

    -The passive works as a stun
    -Active can damage a single target and drain their MP

    Weaknesses:

    -The passive affects allies just as much as enemies
    -Active only affects one target
    -Ma'at has no issue attacking allies if they disrupt order and annoy her
    Ascendant Abilities:
    X:

    Truth:

    Description:
    There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.

    Ability:
    Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower.  Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true,  it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.

    Usage:
    3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
    Y:

    Archmage's Seal:

    Description:
    There was once a great and powerful mage named Merlin. He was a master of the elements and knew a variety of spells. It was said that this was because he was given a gift by the goddess Hecate, a magical symbol on his shoulder. Those who bear the same lineage as Merlin posses the mark on their left shoulder.

    Ability:
    Temporarily allows the user to change the element of their magic into:  Fire, Water, Earth or Air.

    Usage:
    This ability has a 4 post duration and 5 post cooldown and works as long as the duration is up on any spells cast. If a duration spell is affected by this ability it will stay that element until this ability goes on cooldown after use. The new element is either added to the spells with no element or changes the element completely to the element granted through this ability.
    Z:

    Magician's Spirit:

    Description:
    The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.

    Ability:
    25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good / evil,  elements, and general nature).  Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.

    Usage:
    The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
    Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D),  for 200% user-ranked spell damage.  Range is 30 meters + 15 per rank above D away from the user.
    Unique Abilities:


    Spirit Bond - Passive. Samira and her spirits have a bond unlike those of other summoners and their spirits. She is able to communicate telepathically with a spirit even while it is in the celestial realm as well as in and out of combat. Additionally, she no longer has to actually vocally call on them. So long as her mental connection with them is clear, they can appear just by her thinking of them so long as she has the proper MP amount for them to enter the mortal plane of existence. This effect also spreads to the keys themselves. If they are taken or stolen they will return to her because they are so closely linked with her magic and body, resulting in separation to be extremely difficult.

    Avatar Set - Active. - This ability works in such a way that Samira gains the power of her spirits to use for herself, although the same amount of MP must be used as if they were summoned normally. A spirit can be selected to be used as an armor or as a weapon and their passive and active abilities can be used as if they were a requip. Their stats also follow the requip values of the spirit's rank, and because they now act as a requip they do not count towards the maximum number of summons on the field limit. Only one spirit weapon and one armor can be active at a time. Having either a weapon or armor gives her a 37.5% spell damage buff. If both are present their power is combined to equal a 75% spell damage buff. Whatever spirits are chosen follow their normal duration.

    Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. A small invisible energy barrier exists around her that absorbs damage. It acts as a passive, is capable of absorbing damage up to 1x H rank spell damage, and will reform once per post if/when destroyed. The shield reforming will not occur on the same post of its destruction. Furthermore, the energy that makes the shield is of a stronger sort that protects it from shield piercing spells and abilities.

    Blessing of Protection - Passive. Samira takes 50% less damage from all magical sources and types of magic, and the strength of her magical shields and barriers are increased by 15%.

    Celestial Oath - Passive. The link between Samira and her spirits is stronger than ever. Whenever a spirit is summoned in some form, the power of both spirit and summoner is amplified. Spell damage is increased by 65%. As another effect to the stronger bond between herself and her spirits the magic that links them all together allows for the un-summoned spirits to aid Samira by granting her 5% HP every post.

    Sacrifice - Active. By spending half the amount of MP that is required to summon a spirit, Samira can summon a spirit halfway into the normal world. They have no actual solid form when summoned this way and only appear as a collection of energy particles in their shape. Due to this, they cannot do standard melee attacks and will go through targets if they try. The summoned spirit is, however, capable of using one of its actives or passives before vanishing after the activation post. The effects of their ability will remain for the spirit's original full duration. While it doesn't count as an official summoning and therefore does not count towards the maximum number of summons on the field, this ability sacrifices the spirit and makes it unusable for the remainder of the thread.

    Spirit Particles - Passive. Whenever a spirit is dismissed prematurely or destroyed, rather than return to the celestial realm completely part of the spirit will remain as moving energy particles that will damage those that come within user rank burst range for full spell damage of the spirit's rank. The damage can happen once per post until the spirit has completed its full duration. This ability also affects the summoning particles. Some of these particles attach themselves to Samira and fellow spirits, increasing their spell damage by 65%.
    Signature Spells:

    D Rank Signature:


    Name: Janus, God Avatar of Portals
    Rank: D
    Type: Supportive
    Damage: 5
    Summon HP: 50
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Portals! Janus!” a man made from metal and mechanical parts and wielding a key-like scepter steps out of the celestial doorway. He is a fan of change and new experiences. A teacher of the past to make way for a better future.

    Appearence:

    Active: Spirit Portal - Janus is able to create portals of varying sizes for people or whatever else to go through. For plot they can go pretty much anywhere, but in normal circumstances the ability is used to go through walls. He can make one portal per post that allows for teleportation within a range of 15m.

    Strengths:

    -Able to summon portals to bypass obstacles or for convenience

    Weaknesses:

    -His use is to add support by summoning portals and so lacks offensive abilities
    -Enemies can also make use of the portals
    User Rank Signature:


    Name: Celesital Impact
    Rank: S
    Type: Offensive
    Damage: 120
    Range: Melee
    Speed: 100 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank.

    Strengths:

    -A powerful attack that she can do herself by absorbing the power of her spirit keys

    Weaknesses:

    -Her keys are required for this move to work. If they are not in her possession then she cannot gain the magical energy of her spirits to create this attack
    -It is not a range attack, therefore she will have to be within melee range of a target
    Purchased Signature Spells:
    Proof of Purchase
    Name: Spirit Switch
    Rank: C
    Type: Supportive
    Damage: N/A
    Range: 30m
    Speed: 30 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira is able to switch places with one of her summons so long as they are within 30m.

    Strengths:

    -Can switch places with a summon

    Weaknesses:

    -If used to avoid an attack while Samira may not get hit the summon likely will be
    -A summon has to be close by for it to work

    ----------------------------------------------

    Name: Dash of Light
    Rank: B
    Type: Supportive
    Damage: N/A
    Range: 50m
    Speed: 50 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira uses the energy of her spirits of light to become that herself. Her speed greatly increases to 50 m/s as she performs a quick moving dash anywhere within 50m.

    Strengths:

    -A quick dash that can be used to avoid certain obstacles and challenges or to reach someplace faster

    Weaknesses:

    -Not an actual teleport
    -Shields, barriers, and other obstacles can stop her
    -It's possible she could trip during this ability...

    ----------------------------------------------

    Name: Void Shroud
    Rank: A
    Type: Supportive
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Now being able to use the powers of Apophis even more so than before, Samira can use another one of his abilities in a weaker form. Once per post she can erase her own physical existence as well as her magic aura as a form of invisibility.

    Strengths:

    -Can hide her physical presence and magic

    Weaknesses:

    -Mages with keen senses or those of higher rank may be able to find her
    -It doesn't actually erase her existence, it is only the illusion of it. Magic attacks and even wildly doing melee attacks still have a chance to hit and damage her
    -Enemy AoE is a nightmare

    ----------------------------------------------

    Name: Circle of Keys
    Rank: S
    Type: Offensive
    Damage: 120
    Range: 400m
    Speed: 400 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira's keys are capable of leaving their spot on her keyring and float in the air to form a circle. From this circle their energy combines and releases a beam of celestial energy towards a single target that can do S rank damage.

    Strengths:

    -Strong attack with long range

    Weaknesses:

    -Can only hit a single target
    Passives:

    This is just for organization. Proof of purchases and such are further down in the Extra D and C Rank Spell Section. There are 40 spell slots not counting the sigs and advanced so that should entitle me to a max of 10 passives.

    Geb's Boon - Samira's health is increased by 25%
    Bacchus' Boon - Samira's health is increased by 25%
    Isis' Boon - Samira's MP pool is increased by 40%
    Chaac's Boon - Samira's MP pool is increased by 40%
    Ra's Boon - Samira's defense magic is increased by 40%
    Apollo's Boon - Samira's magic damage is increased by 45%
    Nu Wa's Boon - Samira's magic damage is increased by 45%
    Plot Spirits:
    These are spirits that were originally in the magic but were removed due to mainly being for plot and fun. They serve no combat purposes nor will they participate.

    Jing Wei:
    Cupid:
    Aphrodite:
    Awilix:
    Bacchus:
    Apollo:
    Artio:


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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2954
    Guild : Black Rose [GM]
    Cosmic Coins : 3
    Dungeon Tokens : 0
    Age : 20
    Experience : 1,524,580
    Brownie Points : 444

    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Izayuki on 30th September 2018, 4:51 pm

    Quote #2:
    @Samira Nassar wrote:
    D Rank Summons:

    Geb, God Avatar of Earth:


    Name: Geb, God Avatar of Earth
    Rank: D
    Type: Offensive, Support
    Damage: 5
    Summon HP: 50
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. This spirit is rather relaxed and tends to enjoy sleeping most of the time. He can be stubborn though when it comes to things he doesn't want to do.

    Appearence:

    Active: Rock Toss - Geb will toss giant rocks that do full D rank spell damage as well as stun the target. Range of 60m with 60 m/s speed. Can be used every post of his duration for the damage, but the stun is every other post if the target has already been affected.

    Active: Earthquake - Geb smashes the ground with powerful force at 15 m/s. This splits the surface he has struck and causes a massive earthquake to occur within 30m. Those on the ground within the affected area will take 50% of D rank damage every post for the rest of his duration.

    Strengths:

    -Has a single target attack that can stun
    -AoE attack

    Weaknesses:

    -Enemies that are in the air remain unaffected by the AoE attack
    -Enemy Earth slayers are trouble
    -He is quite large and therefore very hard to miss with attacks
    Agni, God Avatar of Fire:


    Name: Agni, God Avatar of Fire
    Rank: D
    Type: Offensive
    Damage: 5
    Summon HP: 50
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He spirit that focuses purely on offense. His body is capable of injuring melee opponents just by touch and he is capable of releasing bursts of fire from his body to burn those around him.

    Appearence:

    Passive: Burn Up - Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with for plot. OOC permission needed for player owned items and such. As a combat effect, he has an aura of intense heat that will damage those within it for full D rank spell damage. Range of 15m, and the damage can occur once per post.

    Active: Purification Eruption - Purified flames erupt from Agni’s body in a quick burst around him, dealing 50% D rank damage to anything within 30 meters with a speed of 30 m/s. Can be done once per post throughout his duration.

    Strengths:

    -He brings the element of fire
    -While he has no actual shield, the heat from his body can cause damage and acts as a deterrent for those that focus on melee combat
    -His active allows for a AoE attack
    -Can aid allied fire slayers with his fire

    Weaknesses:

    -Water magic hurts, making him a bit useless when against water magic
    -Is purely offensive and brings no supportive abilities
    -Both passive and active are short ranges
    -Enemy fire slayers can easily use him and his power as a fuel source
    Chaac, God Avatar of Rain:


    Name: Chaac, God Avatar of Rain
    Rank: D
    Type: Offensive, Supportive
    Damage: 5
    Summon HP: 50
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.

    Appearence:

    Passive: Rainstorm - Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 30 meters. He can alter how heavy or severe this storm is whenever he pleases. The heavy rains and eventual flooding make it hard to see and move, decreasing the speed of enemies by 40%.

    Active: Thunder Strike - Chaac’s axe becomes charged with the power of thunder and lightning of the storm. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out D rank damage to a single target. The maximum range for the throw is 60 meters with a max speed of 60 m/s. If the land hits, that target is also paralyzed for 1 post as the energy within the axe is released. Can be done for every post throughout his duration, but the paralyzing effect can only happen every other post.

    Strengths:

    -The spirit’s rain passive can put out fires
    -Passive reduces speed of those within the storm
    -Chaac’s active allows him to hit a ranged target if he prefers
    -The active can paralyze a target

    Weaknesses:

    -The rainstorm can make it just as difficult for allies as it does enemies
    -Enemy water slayers gain an advantage due to the water supply brought by his rainstorm
    -The storm itself does no damage to enemies
    -Storm does not cover a large area so it is easy to avoid entirely
    -It is unfortunate to be in Chaac’s presence without an umbrella

    4th Slot Used as Aspect of RA TO Spell
    C Rank Summons:

    Kali, Goddess Avatar of Destruction:


    Name: Kali, Goddess Avatar of Destruction
    Rank: C
    Type: Offensive
    Damage: 12
    Summon HP: 100
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. She is a spirit with no tolerance for those that show their inflated ego, and towards those she considers an enemy she takes care of in a ruthless fashion. There is no amount of patience within her and she has no issues with leaving the normal plane of her own accord.

    Appearence:

    Passive: Enrage - Kali's physical attack damage is increased by 45%

    Active: Weapon Frenzy - Kali‘s attack speed increases temporarily to 65 meters per second in order to perform a quick moving attack where she slashes her opponents several times for 75% of C Rank damage. The wounds made will hurt the targets further as they bleed out for 25% of C Rank damage for 4 posts. This does not stack with each hit. Range of 15m. 5 post duration.

    Strengths:

    -Passive provides a combat buff
    -Her active can strike either a single enemy or multiple targets
    -Enemies continue to take damage from their wounds unless healed

    Weaknesses:

    -Has no supportive abilities
    -Provides no elemental advantage
    -Short range when compared to other multi-hit spells
    -Healing can stop the DoT
    Nox, Goddess Avatar of Night:


    Name: Nox, Goddess Avatar of Night
    Rank: C
    Type: Supportive
    Damage: 12
    Summon HP: 100
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Night! Nox!” a woman with long white-pink hair and face covered waltzes through the portal. She wields a large candlestick that supports four long candles and illuminates the darkness for her allies. She has a rather reserved personality and carries herself nonchalantly.

    Appearence:

    Passive: Candlelight - Nox's candles are lit with a magical fire that only she and mages equal or above her rank can put out. The candles never melt and can be used as a light source so long as she remains on the field.

    Active: Darkness Shroud - Nox can cover a 60m area around her and those near her in complete darkness at 30 m/s, hiding her allies or confusing enemies. Lasts for 5 posts unless Nox is dismissed or expires.

    Strengths:

    -Can light up dark places
    -Can envelop an area in darkness to hide or make a sneak attack

    Weaknesses:

    -Her candlelight can be blown out or put out with water magic by mages of equal or higher ranking
    -The shroud is not a blind. Enemies are still capable of lighting up the area themselves
    -She is a support summon and lacks an offensive ability
    Cernunnos, The Horned God Avatar:


    Name: Cernunnos, The Horned God Avatar
    Rank: C
    Type: Supportive, Offensive
    Damage: 12
    Summon HP: 100
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, The Horned God!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is quiet, rarely speaking, and has a very protective attitude towards nature.

    Appearence:

    Passive: Nature‘s Call - When Cernunnos is summoned, the area surrounding his summoning portal will start to blossom with various forms of vegetation. The mystical plant life releases an energy that can put those that are considered an enemy to sleep for 1 post, and for every other post after if the enemies remain in range. The plant life will remain throughout his duration unless burned or removed as a trap for newly arrived enemies. 60 meter range with a speed of 30 m/s. AoE.

    Active: Nature's Fury - Cernunnos will use the land around him to gather energy and then release a green beam that will do full C rank spell damage to a single enemy. If the attack is successful, the enemy will then become entangled and rooted for 1 post as vines will begin to grow and wrap around the target as a result of the nature energy used. Range is 120 meters at a speed of 120 meters per second. Can be used every post of his duration, but the entangled effect only happens every other post.

    Strengths:

    -Has a form of crowd control due to his passive
    -His active will attack for full C rank spell damage
    -Active can also root and entangle an enemy

    Weaknesses:

    -The plant life grown after being summoned can be burned away or destroyed
    -The plant life from his passive cannot grow in areas that are fire based such as near volcanoes or in a area already covered in flame
    -The plant life grown from his passive will disappear the moment he returns to the celestial realm
    -Active can only hit one target
    B Rank Summons:

    Susano, God Avatar of the Summer Storm:


    Name: Susano, God Avatar of the Summer Storm
    Rank: B
    Type: Offensive, Supportive
    Damage: 19
    Summon HP: 150
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. As far as personality goes he is sarcastic, rude, and likes to make petty insults all for the result of amusing himself.

    Appearence:

    Passive: Wind Master - Susano is constantly emitting gusts of wind all around him that he can control. He can use these winds to fly through the air as high as 50m. His speed is also increased by 50%.

    Active: Wind Storm - Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict B rank damage. The tornado will also trap the target for 1 post, and the target can be trapped again every other post should they get hit by the ability another time. Max distance is 200m at a speed of 200 m/s. Can be done once per post throughout his duration.

    Strengths:

    -Speed increase
    -The active acts as a ranged attack for an otherwise melee fighter

    Weaknesses:

    -The active cannot be done at point blank range
    -Friendly fire does exist. Allies can get hit by his spell just as easily as enemies
    -Sky slayers can make using his abilities successfully very difficult
    Pele, Goddess Avatar of Volcanoes:


    Name: Pele, Goddess Avatar of Volcanoes
    Rank: B
    Type: Offensive
    Damage: 19
    Summon HP: 150
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Volcanoes! Artio!” a woman with glowing eyes, lava colored hair, and skin marked with tattoos enters the normal plane of existence. While her original is known as both a goddess of fire and volcanoes, the spirit version focuses on the volcano side.

    Appearence:

    Passive: Eruption - Whenever Pele is summoned it is an actual eruption. Her portal is an actual mini volcano that appears and erupts, allowing large amounts of lava and smoke to fill the area. Some of the lava comes together and creates her actual form. Those within 50m of the eruption take full B rank damage at 50 m/s for every post of her duration from the constant shockwaves of the magical eruption. The eruption has also created a lot of smoke that remains even after the summoning process. This makes it extremely difficult for those within it to see aside from herself. Visual sense is lowered by 50%.

    Active: Lava Wave - Large waves of lava similar to tidal waves will be created all around Pele and go as far as 100m at 50 m/s, doing 50% of B rank damage to those in their path. If it hits a target, the lava will quickly cool and harden, trapping them for 1 post. Once the trap duration ends, or if a target breaks free themselves, an additional 50% of B rank spell damage will be inflicted upon them. The initial AoE damage can be done once per post throughout her duration, but the immobilization and extra damage can only be done every other post.

    Strengths:

    -Passive does damage and debuffs visual senses
    -Active does damage and traps enemies

    Weaknesses:

    -Passive follows burst rules so there is a chance many enemies are out of range
    -Passive affects allies just as much as enemies with the smoke
    -Mages with wind magic can rid the field of the smoke entirely
    -Active damage is split up
    -Blocking the wave with a shield/barrier also means the immobilization effect of it is also blocked and avoided
    -Powerful water and ice magic can cool the lava waves before they reach their full range
    Skadi, Goddess Avatar of Winter:


    Name: Skadi, Goddess Avatar of Winter
    Rank: B
    Type: Offensive
    Damage: 19
    Summon HP: 150
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world.

    Appearence:

    Passive: Shards of Ice - A thin but strong layer of ice covers the spirit and anything she touches. This ice is magically enhanced and increases the damages she does. Skadi's melee and weapon attacks do 50% of B rank spell damage per hit.

    Active: Howling Winter - An icy blast that forms into 3 mist wolves is created with this ability. They can go as far as 150m at a speed of 110 m/s. Each one does 75% of B rank damage. They each also have 50 hp. Duration of 3 posts.

    Strengths:

    -Can hit multiple targets
    -Can hit the same target multiple times
    -Her passive adds a bit more damage to her basic attacks

    Weaknesses:

    -Each hit is lower damage than a single target spell of the same rank
    -Enemies become temporarily immune to the effect if the damage cap is reached, thereby wasting a possible hit
    -Her ice shards as well as the wolves can be consumed by ice slayers
    -Fire magic users of equal rank will be tough opponents and those of higher ranking will likely be impossible to defeat with her spells
    A Rank Summons:

    Bastet, Goddess Avatar of Cats:


    Name: Bastet, Goddess Avatar of Cats
    Rank: A
    Type: Offensive
    Damage: 28
    Summon HP: 200
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. She is a spirit that is full of energy and can be quite cunning. That is, when she isn’t taking a cat nap of course. A whip is her weapon of choice.

    Appearence:

    Passive: Lethal Claws - Bastet's claws are extremely sharp. When used against a foe the wounds made by them will leave a bleeding DoT effect. Enemies will be damaged for 50% of A rank spell damage per post, capping at 2.5x A rank spell damage.

    Active: Pounce - Bastet will transform into a large cat and pounce a target at max 300m away at a speed of 300 m/s, inflicting A rank spell damage. Can be done once per post throughout her duration.

    Strengths:

    -Bastet's claws will leave a damaging effect for several posts
    -Has an offensive ability to attack a single target for a lot of damage

    Weaknesses:

    -Her claws have to actually make impact and damage someone for the passive to work
    -The pounce is easy to avoid
    -Can't hit multiple targets with active even if they are next to each other
    Athena, Goddess Avatar of Wisdom:


    Name: Athena, Goddess Avatar of Wisdom
    Rank: A
    Type: Defensive, Supportive
    Damage: 28
    Summon HP: 200
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. With her shield, courage, and wisdom she stands against all foes that would harm her summoner and allies.

    Appearence:

    Passive: Guardian's Eye - Whenever she is summoned she is automatically linked to Samira by a magical bond. Any damage Samira takes is redirected towards herself. This also extends to debuffs and other negative effects such as single target immobilization.

    Active: Shield Barrier -  When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 150m at a speed of 75 m/s. The barrier will absorb up to 2 hits of A rank damage as well as keep enemies outside it until destroyed. Those protected by the barrier will also be healed by 50% of A rank damage. Lasts until the end of her duration unless destroyed.

    Strengths:

    -Can make a shielding barrier to prevent damage or stall
    -Shield does a small heal to those it protects
    -Damage, debuffs, and effects that are intended for Samira will be transferred to Athena

    Weaknesses:

    -Due to taking on all damage, effects, and debuffs for her summoner she most likely will not last through her entire duration
    -The immobilization transfer of her passive only effects those within the single target category, meaning she cannot protect Samira from the effect if it is meant for multiple targets
    -No true offensive abilities
    -Allies can foolishly exit her barrier at any time and get hurt
    He Bo, God Avatar of the Yellow River:


    Name: He Bo, God Avatar of the Yellow
    Rank: A
    Type: Supportive
    Damage: 28
    Summon HP: 200
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.

    Appearence:

    Passive: Body of Water - He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not. These waters will also heal those it touches for the equivalent of 50% of A rank spell damage once per post, capping at 2.5x A rank spell damage.

    Active: Restoring Waters - A special type of water is summoned from the celestial realm, capable of either restoring the HP of a target for the equivalent of A rank spell damage or removing harmful status effects. The target will even remain dry after being touched by the water. Can go as far as 300m. Can be done once per post throughout his duration.

    Strengths:

    -Heals on both Passive and Active
    -Removes debuffs
    -Body being liquid has its advantages

    Weaknesses:

    -Have to choose between healing or removing status effects on Active
    -Some of his waters could be consumed by water slayers
    -No true damage abilities
    -Being near extreme heat will cause him to evaporate and be dismissed prematurely
    S Rank Summons:

    Ra, God Avatar of the Sun:


    Name: Ra, God Avatar of the Sun - Unknown Key
    Rank: S
    Type: Offensive, Supportive
    Damage: 39
    Summon HP: 300
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. He is wise and definite in his actions, there is no second guessing. Representing the god of sun from myth he too can make use of its power.

    Appearence:

    Passive: Solar Energy - Ra's energy is quite explosive and has a habit of leaking in the form of a bright and harmful aura. During his activation post and for every post after he will "explode." His energy releases and travels as far as 100m at a speed of 100 m/s. When this happens those within range will take full S rank damage from the shockwave and will be blinded from the brightness of it for 1 post. This ability can only blind those that had already been affected every other post.

    Active: Sun's Fury - An ability that revolves around mini suns descending from the sky at a speed of 100 m/s and covering the land no further than 200m from himself. The initial attack post will do 50% of S rank damage total, and after that more mini suns will fall from the sky to do 50% of S rank damage every post for the rest of his duration. Those hit by the power of the attack will find that the power of their defenses has decreased by 32.5% for both physical and magical. Duration of the debuff lasts for 9 posts.

    Strengths:

    -Passive can damage and blind enemies
    -Active is an AoE
    -Fire based

    Weaknesses:

    -Active can be consumed by fire slayers
    -Powerful water or ice magic can destroy the fireballs before they land
    -No control of where each fireball lands
    -Allies can become affected by his abilities
    Amaterasu, The Shining Light Avatar:


    Name: Amaterasu, The Shining Light Avatar
    Rank: S
    Type: Offensive, Supportive
    Damage: 35
    Summon HP: 250
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a guardian of light and does what is required to smite darkness from those weak of heart and soul.

    Appearence:

    Active: Flashy Entrance - When her portal is created a bright light erupts from it spanning 200m at a speed of 100 m/s, blinding those within that area for 1 post. As another effect, she emits a soft glow from her body that will shed light on anything within 100m. This glow can be energized further to repeat the blinding effect every other post.

    Active: Judgment - A large beam of light descends from the sky at 400 m/s and strikes the ground, damaging a single enemy as far as 400m from Amaterasu for full S rank spell damage. A purifying fire effect is left on targets, ticking for 50% of S rank damage per post for 5 posts. Can be done once per post, but if done on the same target the damage debuff does not start over unless it has already expired or been removed.

    Strengths:

    -Powerful single target attack
    -Can blind enemies
    -Can provide light

    Weaknesses:

    -Active can only hit one target
    -The blind effect only happens during summoning post, it cannot be triggered again
    -Allies may be blinded if they look at portal during creation
    -She glows and so is easy to spot
    H Rank Summon:

    Apophis, God Avatar of Chaos:


    Name: Apophis, God Avatar of Chaos - Unknown Key
    Rank: H
    Type: Offensive, Supportive
    Damage: 49
    Summon HP: 385
    Duration: 20 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit aside from the Zodiac spirit she wields, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.

    Appearence:

    Active: Void Stalker - The body of Apophis will disperse into dark energy particles that seem to fade from existence. During this status he is considered invisible to all that are of equal or lower rank, and very difficult to sense. Only those with keen senses or abilities to see through his invisibility or rid him of it entirely could hope to find him without spending time making guesses with their attacks. His movement is also silent and he can continue attacking physically while in this form. However, he cannot use Obliteration without the effect disappearing. Duration of 10 posts unless broken earlier.

    Active: Obliteration - Apophis gathers his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 300m at 250 m/s when unleashed. Upon meeting its target or any other solid surface, the sphere explodes, dealing H rank damage to the first thing it hits and 50% of H rank damage to anything else within 100m. The corrupted energy will remain in that area, further damaging those that enter it for 50% of H rank damage once per post throughout his duration. Any enemies still standing from the initial attack or entering the corrupted area will receive a debuff that decreases their magical defense by 75% even if they get out of range. Debuff duration of 10 posts.

    Strengths:

    -Can become invisible
    -A strong AoE ability
    -Debuffs targets to lower defense

    Weaknesses:

    -Range is smaller than a single target spell
    -Light magic can cause problems since it is dark magic
    -The debuff can be removed by high ranking spells
    -During Void Stalker he cannot use Obliteration
    -He can still be hurt during Void Stalker. AoEs are especially useful against him
    -He's a large spirit and therefore makes for an easier target even when invisible
    -Obliteration can be consumed by slayers that specialize in dark attacks


    _____________________________________________________________________________________



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    Izayuki

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    Lineage : Tanuki Yōkai
    Position : Goddess of Mystery
    Posts : 2954
    Guild : Black Rose [GM]
    Cosmic Coins : 3
    Dungeon Tokens : 0
    Age : 20
    Experience : 1,524,580
    Brownie Points : 444

    Character Sheet
    First Magic: Glacier God Slayer
    Second Magic: Nerium Anomaly
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Izayuki on 30th September 2018, 4:52 pm

    Quote #3:
    @Samira Nassar wrote:

    Extra D Rank Slots:

    x6 Proof of Purchase

    Slots turned into passives
    Geb's Boon - Samira's health is increased by 25%

    Bacchus' Boon - Samira's health is increased by 25%

    Isis' Boon - Samira's MP pool is increased by 40%

    Chaac's Boon - Samira's MP pool is increased by 40%

    Ra's Boon - Samira's defense magic is increased by 40%

    Note to myself: 1 Slot left on purchase to be used for secondary magic later
    Extra C Rank Slots:

    x3 Proof of Purchase

    Slots turned into passives
    Apollo's Boon - Samira's magic damage is increased by 45%

    Nu Wa's Boon - Samira's magic damage is increased by 45%

    Third slot used as Aspect of Ra TO Spell

    Proof of Purchase x 2
    Serqet, Goddess Avatar of Venom:


    Name: Serqet, Goddess Avatar of Venom
    Rank: C
    Type: Supportive, Offensive
    Damage: 12
    Summon HP: 100
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Venom! Serqet!" a woman with a golden scorpion tail covered in gems steps through the portal. This spirit likes to be sneaky when she can, but her personality stands out when not in combat. She is playful, and at most times, quirky and immature.

    Appearence:

    Active: Invisibility - Serqet can go invisible for a duration of 5 posts. During this her natural movement is also silent. If the invisibility is broken prematurely, Serqet can re-activate it again on the next post.

    Active: Paralysis Venom - Serqet will stab a target with her tail, dealing 50% of C rank damage. Upon inflicting the wound on the target, a venom is released from the tail and will paralyze the target for 1 post and every other post afterwards if the venom remains in them. In addition to the paralysis, the target takes 50% of C rank damage from the venom for 5 posts unless cleansed, capping at 2.5x C Rank spell damage. 2m attack range at 30 m/s. Can be done every post throughout her duration, but if attacking the same target the venom damage will not stack or restart unless the effect has already expired or been cleansed.

    Strengths:

    -Has an invisibility effect for temporary stealth
    -Her active applies a damage over time effect
    -Can cause paralysis on targets

    Weaknesses:

    -Higher ranked enemies and mages can see through the invisibility
    -Her active is more of a DoT rather than an instant attack for full damage
    -The poison DoT can be cured by a mage specializing in healing or even items
    -Her attack is poisonous and therefore not a good choice to use against poison or venom slayers
    -The poison can only be applied to actual living creatures (not robots) and cannot be passed through mechanical limbs
    -Requires melee range
    Loki, God Avatar of Tricks:


    Name: Loki, God Avatar of Tricks
    Rank: C
    Type: Supportive
    Damage: 12
    Summon HP: 100
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Tricks! Loki!” a spirit that normally takes on the guise of a jester appears. He is a master shapeshifter and quite enjoys using illusions and tricks to annoy others.

    Appearence:

    Passive: Target Dummy - If attacked, a waving target dummy will pop up in his place and take the hit. The dummy will then explode, causing 50% C rank damage within 60m. This can happen every other post.

    Active: Shapeshift - Not only can he change his own form, but he can also change that of his enemies as well as his allies. Due to some people may not liking what they are transformed into, OOC permission is required. Otherwise, this ability will do full C rank spell damage and can be used every post of his duration. So as not to be an auto hit, the damaging component of the ability is a tossed Jack in the Box and other toys that were once normal beings but have been transformed at an earlier time. An ability that can be used as far as 120m away at 120 m/s.

    Strengths:

    -Can shapeshift self as well as others
    -Active does full rank damage
    -A random dummy protects him when he is first attacked and may cause damage to enemies

    Weaknesses:

    -Ranged opponents may be too far for the dummy explosion to matter
    -Enemies are still capable of fighting and using their magic even while transformed
    -Higher ranked mages can see through the disguises

    0 slots left that can be purchased
    Extra B Rank Slots:

    Chronos, The Keeper of Time Avatar:
    Slot Gained From Job Reward - Ending Approval

    Name: Chronos, The Keeper of Time Avatar
    Rank: B
    Type: Supportive
    Damage: 19
    Summon HP: 150
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Keeper of Time! Chronos!” a blue skinned man with white hair and golden armor that looks like clock mechanisms appears from the gateway. He is not a fighting spirit but does use his power of time to aid allies.

    Appearence:

    Passive: Fast Forward - Chronos generates a thin magical aura that alters time around himself. The surrounding environment will seem to slow down and himself speed up. Speed is increased by 50%, and the altered time waves allow him to be able to teleport once per post within a 50m range.

    Active: Time Stop - Time will come to a stop within a 100m distance from Chronos in an energy wave that travels at 50 m/s. He can choose to allow allies to remain unaffected, but otherwise everything else is stuck in place for 1 post. Can be used again every other post. Those that were affected by the time stop will also have a debuff that halts their regen capabilities for 6 posts. It can be removed, but can also be re-applied every time the target is hit with Time Stop.

    Strengths:

    -Speed increase
    -Can teleport
    -Can stop time every other post and halt regen

    Weaknesses:

    -Enemies have a chance of being out of range when the time stop is activated
    -No main offensive abilities
    -Debuffs can be removed and make his active pointless
    x3 Proof of Purchase
    Ah Puch, God Avatar of Decay:


    Name: Ah Puch, God Avatar of Decay
    Rank: B
    Type: Offensive, Supportive
    Damage: 19
    Summon HP: 150
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Decay! Ah Puch!” a tall, thin, and frail looking spirit wearing a bone mask appears from a rather sickly looking portal. He enjoys reanimating corpses and prefers the company of the dead.

    Appearence:

    Passive: Zombified - Whenever Ah Puch is summoned, any corpses that surround him within 50m will reanimate and become his slave. These walking corpses are mindless, weak, slow, and will go down with a single hit of anything. If they do manage to hit anything, they will do unarmed B rank damage. If there are no corpses around then he will conjure some with the same effects stated above.

    Active: Decay - With this ability Ah Puch will unleash an AoE type of attack that decays the area around him as far as 100m at a speed of 50 m/s. Enemies that remain within will start to feel sick and take 50% of B rank damage every post of his remaining duration. As another effect, the attack will also reduce spell damage by 30% to those within the effected area. Should they leave the area, the debuff will still remain on them for the rest of the duration of 6 posts unless cleansed, but it will be re-applied should they re-enter the ability's range.

    Strengths:

    -Can reanimate corpses to use as distractions and weapons
    -AoE damage ability
    -Debuffs people hit with his main attack

    Weaknesses:

    -Zombies are easily dealt with and require a large number to be dangerous
    -Enemies need to be in range for the active
    -Lacks a guaranteed strong attack and defenses
    -Debuff can be removed by abilities of equal rank or higher
    Hades, God Avatar of the Underworld:


    Name: Hades, God Avatar of the Underworld
    Rank: B
    Type: Supportive, Offensive
    Damage: 19
    Summon HP: 150
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Underworld! Hades!” a dark spirit travels through the open portal. It is not an intimidating deity incarnation that comes forth, but rather a doll sized cutey. He will never say how he got that way and still he tries to be as threatening as possible. It doesn't really work.

    Appearence:

    Passive: Soul Wraiths - When summoned Hades is accompanied by spirits, wraiths, and specters of the celestial underworld. They swirl about and create an aura around him that goes as far as 50m at 50 m/s. For each post that an enemy enters this aura they will be hit for full B rank spell damage. The spirits of the dead will also haunt those that have entered the area, leaving a debuff that drains 5% of their HP every post for 6 posts. This effect will remain even if the enemy has gotten out of range of the aura unless it has been cleansed or removed. Debuff does not restart or stack but can be re-applied if removed and the target enters the aura again.

    Active: Soul Possession - Hades will select a target as far as 200m and then travel to them at 200 m/s. If he reaches the target successfully he will enter their body and damage their soul, doing full B rank spell damage to them. This will also target the magic energy of the enemy and halt their regeneration capabilities for 6 posts. The damage can be done once per post throughout his duration, but if attacking the same target the debuff does not stack or restart unless it was cleansed or has expired.

    OOC Plot Ability: With permission he can possess someone or something to take full control.

    Strengths:

    -Passive does damage and applies a debuff
    -Strong single target attack that also halts regen capabilities

    Weaknesses:

    -Passive is useless if no one enters the small range
    -Debuff can be cleansed by a spell of equal or higher rank
    -No defenses in his abilities
    -Debuffs do not work on targets that are considered as undead
    Third slot used as Aspect of Ra TO Spell

    0 slots left
    Extra A Rank Slots:

    Job Reward - Job Ending Approval
    x1 Slot used as Aspect of Ra TO Spell

    Proof of Purchase x 2
    Camazotz, Avatar God of Bats:


    Name: Camazotz, Avatar God of Bats
    Rank: A
    Type: Offensive, Supportive
    Damage: 28
    Summon HP: 200
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Bats! Camazotz!” a giant bat creature comes through the portal. He only serves one and does not know the value of allies. He is more beast-like than the other spirits and follows his instincts rather than logic. It is best to never be alone with this spirit without his summoner around to control him.

    Appearence:

    Passive: God of Bats - Whenever Camazotz is summoned, a massive colony of bats also come with him from his domain within the celestial realm. For every post he is out the colony will swarm and attack enemies within 75m at a max speed of 75 m/s, doing A rank spell damage to enemies within that range. They will also drain an additional 5% of HP from targets that they damage. However, these bats are easily destroyed and take a single hit of any rank before dying, this includes eliminating the entire colony with a single AoE of any rank. A new colony will appear on the next post to replace the old one.

    Active: Deadly Screech - Camazotz will pick an area and screech loudly, sending waves of magic sound energy. The spell does A rank spell damage to the first thing it hits and 50% of that damage to everything else within a 150m range at a speed of 75 m/s. Those that are hit with this spell will also become dazed and disoriented for a single post. Can be used once per post throughout his duration, but the disorienting effect can only happen every other post to those that were already affected.

    Strengths:

    -Passive adds additional damage every post
    -Active acts as a way to do AoE damage
    -Active can disorient targets

    Weaknesses:

    -The damage from the passive can be cancelled out if the bats are destroyed
    -Ranges are shorter than other categories
    -
    -Those resistant to mind effects will likely not be as affected by the effects of Deadly Screech
    Anubis, Avatar God of the Dead:


    Name: Anubis, Avatar God of the Dead
    Rank: A
    Type: Offensive, Supportive
    Damage: 28
    Summon HP: 200
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Dead! Anubis!” a man with jackal features and covered in fur steps through the portal. He is the desert god of the dead spirit incarnation.

    Appearence:

    Passive: Hands of the Underworld - When summoned, souls of the dead follow Anubis to the mortal plane and create a misty aura that spreads around him as far as 75m. This aura sucks the life energy out of enemies, dealing A rank spell damage to anyone within his aura through his duration. Secondly, ghostly hands reach up from the ground and will try to capture and hold onto those within the aura range. Lasts for 1 post and then that person is free, but this can happen again every other post if they're still in range.

    Active: Death Gaze - Bright and powerful beams shoot through the eyes of Anubis, going as far as 300m at 300 m/s and dealing A rank damage. This ability is capable of piercing through shields, walls, barriers, and any other obstacle, spell, or ability to reach the target so long as it is A rank or lower. Can be used every post of his duration.

    Strengths:

    -Passive can damage enemies
    -Passive can trap enemies
    -Strong single target attack that can pierce through obstacles

    Weaknesses:

    -Damage can be slow from passive
    -Enemies can move out of the range of the passive
    -Passive trap is only every other post
    -Active is only single target, not multiple

    0 slots left that can be purchased
    Extra S Rank Slots:

    Nu Wa, Guardian of Heaven Avatar:


    Job Reward - Job Ending Approval

    Name: Nu Wa, Guardian of Heaven Avatar
    Rank: S
    Type: Offensive
    Damage: 39
    Summon HP: 300
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Guardian of Heaven, Nu Wa!” a creature with the lower half of a serpent and the upper half of a woman comes through the generated portal. While she may have the title as Guardian of Heaven, she is actually also known as a goddess of snakes and serpents.

    Appearence:

    Passive: Elemental Crystals - Nu Wa has small and different colored crystals that float near her form. Each crystal comes with a different element, providing versatility for her basic attacks. This also increases her base damage by 60%. Should an elemental crystal be eaten by its type of slayer, a new one will form on the next post.

    Active: Elements Combine - Activating this ability allows Nu Wa to combine the crystals that float near her. They form a larger crystal with each side having a different color. A single target attack is released from the crystal, doing S rank damage. Due to the mixture of elements this spell cannot be consumed by slayers. Range of 400m with a speed of 400 m/s. Can be used every post of her duration.

    Strengths:

    -Passive gives options for basic attacks to suit the situation as well as a damage buff
    -Has a strong single target attack

    Weaknesses:

    -Slayers can eat the crystals of their element and benefit from it
    -Can only hit a single target
    Kukulkan, The Feathered Serpent Avatar:


    Job Reward - Job Ending Approval

    Name: Kukulkan, The Feathered Serpent Avatar
    Rank: S
    Type: Offensive, Supportive
    Damage: 39
    Summon HP: 300
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Kukulkan, The Feathered Serpent!” a large serpent with two sets of feathered wings comes through the portal. She is the incarnation of a deity that ruled over the wind, but she also comes with lightning based abilities to use as she wishes.

    Appearence:

    Passive: Slicing Winds - Kukulkan is the incarnation of a tribal wind god. As such, winds are always surrounding the serpent as far as 100m. Enemies that get in that range will take full S rank damage per post and will be given a debuff that lowers their speed by 60%.

    Active: Lightning Winds - The user will use the winds within the sky to create a storm as far as 300m. Any enemy caught within the storm will be in danger of being struck by a bolt of lightning, doing 75% of S rank damage per hit. The speed of each bolt is 225 m/s. As an additional effect, enemies will find that the storm's winds get stronger the closer they are to Kukulkan. Those within 100m of the spirit will suffer another speed debuff of 70%. Storm lasts for the rest of her duration.

    Strengths:

    -Is a spirit that can take on multiple enemies at once
    -Reduces speed of enemies quite a bit if they are near her

    Weaknesses:

    -Slayers of the wind element or lightning element will have an advantage against her abilities
    -Enemies can avoid the damage entirely if they avoid her as well as the storm
    -Is an easy target to see as well as hit due to her size

    0 slots left
    Sagittarius:


    Zodiac Application Approval

    Name: Sagittarius - Zodiac
    Rank: H+
    Type: Offensive, Supportive
    Damage: 75
    Summon HP: 525
    Duration: 25 Posts

    Description:

    Sagittarius is the Zodiac spirit from the archer constellation and now stands as one of the most, if not the most, powerful spirit in Samira's collection. He represents the story and myth of the centaur Chiron and shares the more notable attributes of the character. He stand as a another figure of wisdom for his summoner, acting as a teacher and preparing her for the obstacles and challenges ahead. He is also a healer and an excellent master of archery.

    Appearence:

    Passive: Negation Arrow - For as long as Sagittarius is out in some form a sort of negation effect is also up. If an offensive attack is made towards himself or an ally, an archer made up of stars will appear and shoot an arrow to collide with and negate the enemy spell. By default this will only happen once. Afterwards, the star archer will take MP from Samira to appear again to negate another spell once per post. The amount of MP taken is equal to the amount the enemy used to create their spell. This is more to negate abilities which are obvious such as laser beams, fireballs, etc etc. Auras and the equivalent are not affected.

    Active: Star Arrow - Sagittarius calls forth his bow and takes aim at a single target as far as 800m. A magical arrow materializes, ready to be launched from the bow as soon as he releases his hold on it. Once he does, a massive burst of energy is released, taking the form of celestial fire and traveling towards the intended target at a speed of 800 m/s. Upon impact, the target will receive H+ spell damage. Additionally, the force and power behind this spell will send the enemy back until the max distance of this spell has been reached. If the target is already that far, they will simply be knocked over. Their defenses will also be crippled from the attack, lowering both physical and magic defenses by 57.5%. Can be used once per post of his duration but the debuff does not stack. The debuff itself lasts for 25 posts unless removed, in which case it can be re-applied should the target get hit again.

    Active: Archer Constellation - Sagittarius' body becomes a pale transparent blue while mini stars appear at points that match his constellation. The mini stars become brighter as he empowers himself and transfers that energy to his weapon, although still keeping his new visual appearance. The next arrow he releases will become many the moment it leaves the bow, turning into beams of star energy that attacks either a single target or multiple. Each beam will do 75% of H+ spell damage. They also pierce through barriers, shields, and any other obstacle of this ability's rank or lower. Furthest range is 700m with each beam traveling at 600 m/s. Can be used every other post throughout his duration.

    Strengths:

    -Strong single target attack
    -Strong multi target attack
    -Passive can negate spells
    -Star Arrow has the potential to knock an enemy back a large distance
    -Archer Constellation can pierce through barriers and shields

    Weaknesses:

    -Archer Constellation only occurs every other post
    -Passive cannot negate all spell types
    -Passive takes MP from the summoner after the first negation
    -Star Arrow can only hit one target
    -Archer constellation damage is split up
    Aspect Spells:

    Aspect of Ra:

    Appearance:
    ???
    Name: Wings of Ra - Partial Proof of Purchase
    Rank: D
    Type: Burst
    Damage: 40
    Range: 15m
    Speed: 15 m/s
    Duration: 3

    Description:

    Large falcon wings appear on Samira's back covered in bright sunfire. They are hot to the touch, but do no more damage than being slapped around by them.

    Active: Hot Flash - The wings allow her to fly, of course, but that is a secondary function. Their main power allows her teleport as far as 15m. Whenever she disappears and then reappears, waves of sunfire erupt from those locations, doing D rank damage to anyone within melee range. Can be used once per post during the duration of this TO.

    Partial Buff: Speed of Light 1 - 25% to speed

    Strengths:

    -Acts as a teleport
    -Does some damage

    Weaknesses:

    -Teleport distance is short and so may not be overly useful against many mages or enemies
    -The damage only effects those within melee range at the time of her vanish and appearance

    ----------------------------------------------

    Name: Eyes of Ra - Partial Proof of Purchase
    Rank: C
    Type: Multi-Target
    Damage: 45
    Range: 90m
    Speed: 65 m/s
    Duration: 5

    Description:

    When using this spell, the power of Ra comes to her through her eyes. Their verdant color turns into a fiery glowing mixture of red, orange, and yellow as if they were mini suns.

    Active: Searing Sun - Beams are shot through both of her eyes, going as far as 90m meters at 65 m/s. The hot temperature of the beams is quite harmful and will damage anything it hits with severe burns for 75% of C rank spell damage. As another effect the beams can also pass through armor, shields/barriers, and walls as long as the equal amount of MP is paid in order to pass through a defense. This cost is per beam. She can continue to release these beams until the full duration of the Eyes of Ra is complete.

    Partial Buff: Speed of Light 2 - 27.5% to Speed

    Strengths:

    -Can attack multiple enemies, possibly multiple times
    -Active can pass through armor, shield/barriers, and walls

    Weaknesses:

    -Easy to dodge since there are only two beams with each shot
    -Can only attack from the front, thus Samira has to turn her head or completely around to change direction

    ----------------------------------------------

    Name: Sun of Ra - Partial Proof of Purchase
    Rank: B
    Type: AoE
    Damage: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6

    Description:

    Despite its name it isn't an actual sun. This more or less means his magical energy as a copy of the sun god. To reflect it, Samira's hair and skin will become bright and has the intense coloring of the sun itself. Mini solar flares and eruptions of energy on her body can also be seen during the duration of this spell.

    Active: Supernova - The energy within Samira will cause an explosion with her at the center. The extreme heat and sunfire will travel as far as 100m at a speed of 50 m/s. The damage caused to all in the explosion's path will receive 50% of B rank damage, and the energy will continue to release and deal that same damage every post during the duration of Sun of Ra. As an additional effect, the energy that was released makes room for a higher class of energy that gets rapidly generated. Her magical and physical attacks now do 30% more, and are capable of piercing through armor as well as barriers/shields if the same amount of MP that was used to create the defense is paid. This cost is per attack that goes through the defense. The buff lasts throughout the rest of the duration of this TO.

    Partial Buff: Speed of Light 3 - 30% to Speed

    Strengths:

    -Does AoE damage
    -Increases magical and physical attack
    -Adds armor and magical defense spell piercing

    Weaknesses:

    -If the target wears no armor or uses barriers/shields then that part of the ability is a little useless
    -The buff of the active is lost once the TO expires regardless of how many posts it was in play
    -Does not take away the HP of a shield or barrier
    -The sun energy makes it ridiculously easy to spot her in the dark. Not a very stealthy partial as a result
    -Fire slayers could consume the damage portion of the active

    ----------------------------------------------

    Name: Ra - Full Take Over Job Reward - Job Ending Approval
    Rank: A
    Type: AoE
    Healing/Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7

    Description:

    All partials come together to turn Samira into someone that has many appearance qualities of a bird such as the wings and even her nails extending as if they were talons. The appearance effects of each partial still remains and her entire body radiates the brightness and intensity of the sun. The Aspect of Ra focuses on a speedy offensive with some supportive abilities.

    Passive: Restoring Light - The energy coursing through Samira as soon as she uses this take-over will begin to heal her for 50% of the equivalent of A rank spell damage per post until it caps at 2.5x A rank spell damage. If she has a DoT effect on her when first using the full take over of Ra then it will be cleansed and removed if the spell that put it on her is of equal or lower ranking. As a final effect, spells and abilities that cut her resource regeneration are 50% less effective against her while she is in this form. Should they be cut off before taking this form it will restore them at half power.

    Active: Daybreak - From Samira a great surge of sunlight covers the area around her, extending at a max range of 150m at a speed of 75 m/s. This ability eliminates all shadows and darkness in the area, including magical ones of equal or lower rank. However, only one user-registered spell is eliminated at no cost. For any others that are present upon activation, the MP that was used to create the spells must also be paid in order to work against them. Furthermore, if extra MP is spent, the ability will negate and eliminate a darkness spell of equal or lower rank every post. The MP cost to do this must match what it cost to create the spell based on its rank. 50% of A rank damage will also be done towards those within the area every post for the rest of the duration of the TO.

    Full Buff: Speed of Light 4 - 65% to Speed

    Total Buffs With All Partials - 147.5% to Speed

    Strengths:

    -Has a passive heal
    -Cleanses a DoT upon activation
    -Makes abilities that cut off her regen less effective
    -Active does AoE damage
    -Active destroys shadows and darkness

    Weaknesses:

    -Samira may take more damage than can be healed over time
    -Cleanse effect does not happen if a DoT effect is placed on her after the Take-Over is used
    -Shadows of S Rank and higher remain unaffected
    -The TO form in general can be easily seen due to the brightness
    -Enemy light slayers are capable of consuming the light from Daybreak
    -Consuming dark spells every post can be pricey during Daybreak
    Aspect of Apophis:

    Appearance:

    Name: Eyes of Apophis - Partial
    Rank: D - Unlocked at H Rank
    Type: Burst
    Damage: N/A
    Range: 15m
    Speed: 15 m/s
    Duration: 3

    Description:

    Samira will connect with the magical energy of this summon and a part of him will appear on her form, giving her access to his power temporarily. This partial manifests within her eyes. They shift to a glowing purple color, reflecting his dark chaos energy.

    Passive: Enhanced Vision - Unlike the poor eyesight of many normal snakes, the eyes of Apophis do not have such a weakness. Samira's eyesight is instead enhanced beyond their normal human capabilities, allowing her to see small details very clearly as far as 60m away. With the spirit being a copy of a god of darkness, she is also able to see in the dark and track heat signatures with infrared vision. As a final effect, the magic within them allows her to vanish from existence and re-appear 15 meters away at 15 m/s once per post.

    Partial Buff: Serpent's Strength 1 - 25% to Strength

    Strengths:

    -Gives different visual effects and enhancement
    -Allows her to teleport

    Weaknesses:

    -Does no damage
    -Teleport distance is small
    -Her eyes glow just before the teleport which may give the action away to enemies

    ----------------------------------------------

    Name: Scales of Apophis - Partial
    Rank: C - Unlocked at H Rank
    Type: Burst
    Damage: 60
    Range: 30m
    Speed: 30 m/s
    Duration: 5

    Description:

    Samira's skin turns a purple color and becomes covered in soft scales that have a mist-like energy radiating from it.

    Active: Nonexistence - An ability where Samira can erase the existence of objects and living creatures. She can either touch whatever it is she wishes to erase, or cause the magic to blast out from her body and spread in a circle 30m around her at 30 m/s. OOC permission is required for the erase part of the spell to effect players, pets, equipment, and anything else player owned. Otherwise the spell itself will do C rank spell damage. Can be used every post during the duration of this TO.

    Partial Buff: Serpent's Strength 2 - 27.5% to Strength

    Strengths:

    -Can remove obstacles rather easily
    -Does C rank damage to those nearby

    Weaknesses:

    -Requires OOC permission if it's to be used on anything relating to other players for the erase effect
    -Small range

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    Name: Blood of Apophis - Partial
    Rank: B - Unlocked at H Rank
    Type: Burst
    Damage: 80
    Range: 50m
    Speed: 50 m/s
    Duration: 6

    Description:

    Taking on another part of Apophis, Samira's blood is replaced with the same magical type as his. It creates a purple mist-like aura around her that is harmful to most.

    Passive: Chaotic Energy - The properties of the energy in her bloodstream is actually harmful to all but herself and spirits. Whether by entering the range of the aura itself or by touching her blood B rank spell damage will be done. This can happen for each post someone meets one of those conditions. The effect of the aura and blood also places a debuff, paralyzing those within range or by touching for 1 post. Once free, the paralyzing can happen again every other post.

    Partial Buff: Serpent's Strength 3 - 30% to Strength

    Strengths:

    -Does full damage
    -Paralyzes

    Weaknesses:

    -Short range
    -Can affect allies

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    Name: Tail of Apophis - Partial
    Rank: A - Unlocked at H Rank
    Type: Multi-Target
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7

    Description:

    A snake spirit is nothing without its tail, and so naturally it is a big part of the overall take over. Samira now has a long serpent tail whenever this spell is used. This does not replace her actual lower half to make her similar to a lamia.

    Active: Chains of the Void - Snake-like moving chains made out of dark energy will travel as far as 225m at 165 m/s and wrap around several targets, trapping them and making them unable to move for 1 post. While targets previously may be immune to getting trapped again, the dark chains will remain to trap any new enemies that enter the battlefield. For those that have become immune to the effects, they will instead be damaged for 75% of A rank damage per hit if they are struck by a chain. Duration of 7 posts.

    Partial Buff: Serpent's Strength 4 - 32.5% to Strength

    Strengths:

    -Multi-hit spell
    -Can stop movement of enemies for one post

    Weaknesses:

    -Enemies become immune to being trapped after the first time
    -Enemies can evade the attacks once they can move again
    -Short amount of damage per hit rather than a full on powerful attack

    ----------------------------------------------

    Name: Apophis - Full Takeover
    Rank: S - Unlocked at H Rank
    Type: AoE, Single Target
    Damage: 60, 120
    Range: 200m, 400
    Speed: 100 m/s, 400 m/s
    Duration: 10

    Description:

    When used all partials combine to transform into a creature like the one above. She becomes similar to that of a lamia but made of dark energy. The form and its partials make her stronger physically and the abilities themselves focus on darkness with some support and debuffing and enemies.

    Active: Cataclysmic Void - Dark energy will surround the user and spread as far as 200m at 100 m/s. The environment darkens, and the sun, stars, and moon will be covered entirely. Light magic of equal or lesser rank will also be consumed by the darkness during the initial activation. For clarity, only one light spell can be consumed with no MP cost. Any others that are present upon activation of this ability can only be removed if the proper MP that was used to create them is paid. Also, every post after the initial activation MP can be spent to strengthen the dark energy and consume light spells again so long as the MP cost matches the rank of the consumed spell. Those within the AoE range will take 50% of S rank damage, and will continue to take that same damage for every post they remain in it throughout the duration of the TO. During the ability's duration, a large and dark swirling portal will appear on the ground in front of Samira and will begin to draw everything around it in. Anything within 100m of the portal will have their speed slowed by 70% except for Samira. Duration of 10 posts.

    Active: Snake of Chaos - A large snake made up of dark energy is created and travels towards a single target as far as 400m away at a speed of 400 m/s, doing S rank damage upon colliding with its target and turning into energy particles. Getting hit by the attack also leaves a curse on the target. For 9 posts the affected target will take 70% more damage from spells. The damage part of this ability can happen every post of this TO's duration, but the debuff does not stack or reset the duration unless it has been removed or expired.

    Full Buff: Serpent's Strength 5 - 70% to Strength

    Total Buffs With All Partials - 185% to Strength

    Strengths:

    -Snake of Chaos does full S rank damage
    -Snake of Chaos leaves a debuff on a target
    -Cataclysmic Void is a strong AoE if enemies cannot escape the range of the attack
    -Cataclysmic Void decreases the speed of enemies if they are within burst range
    -Light spells of equal and lesser rank are consumed when Cataclysmic Void is used, and can be consumed every post after extra MP is spent

    Weaknesses:

    -Snake of Chaos can only hit one target
    -Snake of Chaos only causes a target to take extra damage from spells, not physical damage
    -Cataclysmic Void is considered an environmental AoE and therefore will not be as effective if enemies escape from the area of attack, meaning the possibility of zero damage being done throughout its entire duration
    -Cataclysmic Void only decreases the speed of enemies; it does not stop them
    -Stronger light spells will work fully during Cataclysmic Void
    -Consuming light spells every post can be pricey during Cataclysmic Void
    Aspect of Sagittarius:

    Appearance:

    Name: Eyes of Sagittarius - Partial
    Rank: D+
    Type: Burst
    Damage: N/A
    Range: 22.5m
    Speed: 25 m/s
    Duration: 5

    Description:

    Like the other Aspect spells, Samira's green eyes are replaced entirely. This time with a pale blue coloring that also shines as if they were stars.

    Passive: Knowing Eyes - The eyes of Sagittarius are focused and always aware of the location of the target. Even when not looking at them Samira will be able to see anyone that is around or behind her unless they are using an ability that is of a higher rank to hide themselves. As an additional effect, they allow her to see the magic energy of other mages. Lastly, once per post she can blink and turn into a collection of mini stars that teleport up to 22.5m away at 25 m/s.

    Partial Buff: Celestial Magic 1 - 37.5% to Spell Damage

    Strengths:

    -Grants the ability to see in all directions simultaneously and magic energy
    -Small teleport

    Weaknesses:

    -Does no damage
    -If a mage is using an ability to hide their magic or energy that is of higher rank then this spell will not work
    -If she somehow can't blink she can't teleport

    ----------------------------------------------

    Name: Tail of Sagittarius - Partial
    Rank: C+
    Type: Single Target
    Damage: 90
    Range: 180m
    Speed: 180 m/s
    Duration: 6

    Description:

    Active: Stunning Shot - Samira can summon a single celestial arrow and aim at a single enemy as far as 180m with a speed of 180 m/s. It does full C+ rank damage and stuns the target for one post. The spell and damage itself can be done every post of this TO's duration, but if hitting the same target the stun will only occur every other post.

    Partial Buff: Celestial Magic 2 - 42.5% to Spell Damage

    Strengths:

    -Stuns an enemy
    -Does full C rank damage

    Weaknesses:

    -Can only hit one target
    -Can be blocked by barriers, shields, and walls and therefore wasting the stun

    ----------------------------------------------

    Name: Aura of Sagittarius - Partial
    Rank: B+
    Type: Burst
    Healing: 25% B+
    Range: 75m
    Speed: 75 m/s
    Duration: 8

    Description:

    When this ability is used an aura around Samira appears, sparkling and twinkling like tiny stars.

    Passive: Chiron's Touch - The mini stars are for more than just looks. They increase the magic damage of Samira by 75%, and anything Samira touches with physical contact will be healed by 25% of B+ damage once per post.

    Partial Buff: Celestial Magic 3 - 45% to Spell Damage

    Strengths:

    -Magic damage is increased further
    -Anyone Samira touches physically is healed

    Weaknesses:

    -Does no damage
    -Heal amount is small per touch
    -Heal is only once per post

    ----------------------------------------------

    Name: Hooves of Sagittarius - Partial
    Rank: A+
    Type: Burst
    Damage: 75
    Range: 112.5m
    Speed: 110 m/s
    Duration: 9

    Description:

    Samira's shoes and feet are replaced to appear as hooves from a horse/centaur. This does not replace her entire lower half to be a complete centaur.

    Active: Centaur's Stomp - Samira stomps the ground once, sending out a force of energy that expands as far as 112.5m at a speed of 110 m/s, dealing A+ spell damage and knocking enemies within the area back until they reach that distance. She can continue this once per post for the rest of this TO's duration.

    Partial Buff: Celestial Magic 4 - 50% to Spell Damage

    Strengths:

    -Creates distance every post of the duration
    -Damage can add up if the enemy keeps getting within range

    Weaknesses:

    -Enemies can get in range with abilities such as teleport and attack before distance can be created
    -If she is prevented from being able to stomp, such as being in the air, then the ability cannot be performed

    ----------------------------------------------

    Name: Sagittarius - Full Takeover
    Rank: S+
    Type: AoE, Multi-Target
    Damage: 90, 135
    Range: 300m, 450m
    Speed: 150 m/s, 340 m/s
    Duration: 12

    Description:

    All partials combine and transform Samira to look like the picture above. In this form she represents a spirit of a Zodiac as well as Chiron. Focus on magic damage as well as some healing and support.

    Active: Starburst - The mini stars that make up the original aura of the TO multiply and spread around with Samira at the center, going as far as 300m at 150 m/s. At first they all appear to be harmless, but as soon as all the stars are in position they start a chain reaction of mini explosions that damage enemies around them for 50% S+ damage. Every post after the initial activation the stars will multiply and fill the area again for the same effect. Being hit by the mini explosions or entering the affected area that now swarms with the leftover tiny energy particles brings about a different effect. Enemy spells cost 50% more MP to cast and their spell damage is decreased by 55%. The debuff duration lasts for 12 posts unless removed, in which case the debuff can be re-applied if an enemy gets damaged again or enters the affected area.

    Active: Celestial Artillery - Celestial arrows appear above and to the sides of Samira just before heading out into the battlefield like shooting stars. They are all able to travel as far as 450m at a speed of 340 m/s, and each do 75% of S+ rank spell damage. This continues every post throughout the TO duration after activation. Also once per post, a few of the summoned celestial arrows can combine their energy to form a barrier that covers the front side of Samira to block damage equaling to 1x s+ rank damage. Duration of 12 posts.

    Full Buff: Celestial Magic 5 - 105% to Spell Damage

    Total Buffs With All Partials - 280% to Spell Damage

    Strengths:

    -Starburst active can debuff targets
    -Can attack multiple enemies, possibly multiple times
    -Celestial Artillery can form a protective barrier

    Weaknesses:

    -High damage depends on if targets are hit multiple times
    -Celestial Artillery attacks in a frontal cone, not everywhere
    -Barrier of Celestial Artillery only protects the front side of Samira




    _____________________________________________________________________________________



    [ Black Rose Guildmaster ] ♦ [ Bakedanuki ] ♦ [ Glacier God Slayer ]

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    Lester Drynedi
     
     

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    Lineage : ❀ Drynedi' Efflorescence ❀
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    Guild : ❀ Crystal Swan Guild Master❀
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    Age : 17
    Mentor : ❀ Desirée Blooms ❀
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    Character Sheet
    First Magic: ❀ Glucose Dandelion Slayer ❀
    Second Magic: ❀ A Gentleman's Experiments ❀
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Lester Drynedi on 24th October 2018, 12:46 am

    Unlocked and Moved at users request!~
    The rest is quoted above by iza


    ❀:

    @Samira Nassar wrote:


    Primary Magic: Celestial Avatar Summoning

    Secondary Magic: Celestial Avatar

    Caster or Holder: Summoning (Prevalent - 3 Summons), Take Over (Auxiliary - +15% HP)

    Description:

    In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.

    Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.

    Strengths:

    -The spirits are capable of providing buffs, debuffs, immobilization, as well as normal attacks
    -Works well in a group environment as well as solo
    -The summoner can be safely at the back of a fight while the spirits do the work
    -There are TO spells to provide extra support and damage so Samira is not entirely useless
    -Can affect all magic types, (ex. curses, blessings, etc etc), not just those based on ethernano

    Weaknesses:

    -Requires keys in order to summon each spirit
    -The spirits have their own personalities and may not always take orders depending on the situation
    -The magic relies heavily on the spirits
    -Running out of mana means spirits are unable to be summoned to provide their full support, and TO spells are unavailable
    -Some of her spirits and the TO spells can be countered by the proper element or be fuel for slayers
    -Some of the spells do affect allies and if Samira is not careful they will suffer the effects
    -Many of the buffs, debuffs, and status effects can easily be reversed
    -The magic doesn't offer defenses to the summons themselves even though it provides it for Samira

    Lineage:


    Summoner of Divinities

    Sacred Library Post
    Approval Lineage Thread

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 50% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. As an additional effect, if under crowd control and immobilization abilities the spirits will aid to free her from it, meaning it will take 50% less MP to free herself from these spells if they are of equal or lower ranking than herself.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Samira's summons cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy reaches the burst range that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 50%, and both their melee and magic abilities are increased by 37.5%.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. They must be summons, are considered caster instead of holder, and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and cool downs based on the rank must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every other post.

    Plot Abilities:

    Celestial Storage:
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum:
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep:
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits:
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials:
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys:
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.
    Lineage Spells:


    An Dagda, The Good God Avatar:


    Name: An Dagda, The Good God Avatar
    Rank: D
    Type: Supportive, Offensive
    Duration: 3 Posts

    Description:

    Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.

    Appearence:

    Passive: Uaithne - Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned, the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies that have had their minds affected in some way will see that their senses have recovered and their minds are clear. The harp will clear these effects once per post throughout his duration. Effects include fear, hypnosis, sleep, confusion, and charm/seduction. Range of 30m. Only the first negation is free. For any other negations the same amount of MP that made the effect must be paid.

    Active: Lorg Mór - Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per summon, and cannot be switched.

    Revival - Using the handle end of his club, Dagda will heal a person for the equivalent of D rank damage. For plot purposes it will also revive dead NPCs and characters. Can be used one per post.

    Killing Blow - Dagda will use his club to strike an enemy, inflicting a wound that does D rank damage once per post. Single target that is normally melee range, but using his strength he can throw it as far as 60m at a speed of 60 m/s.

    Strengths:

    -Can clear mind altering effects with passive
    -Active can choose between healing or damaging

    Weaknesses:

    -Can only clear status effects that effect the mind. Cannot clear things such as poison and burns.
    -The passive only clears the status ailment once
    -He is stuck on whichever form his mace takes per summon and cannot change it
    Vishnu, The Preserver God Avatar:


    Name: Vishnu, The Preserver God Avatar
    Rank: C
    Type: Offensive
    Duration: 5 Posts

    Description:

    A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid.

    Appearence:

    Passive: Dashavatara - When his original form is destroyed, rather than being completely dismissed from the mortal world Vishnu rises again as one of his avatars of legend with 75% health of the original. Defeated again he'll rise at 50% in a different avatar. And once more at 25%. His damage is also reduced by the same percentages.

    Active: Trimurti - When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack that does full C rank damage to a target that goes as far as 120m at a speed of 120 m/s. After the attack is complete, the trinity will remain on the field until Vishnu's duration is up or he is destroyed. Both Shiva and Brahma have 50 hp and do normal summon C rank damage.

    Strengths:

    -Passive allows him to revive
    -Active calls upon his two allies in the trinity in order to do a single target attack
    -Shiva and Brahma remain on the field for more support during battle

    Weaknesses:

    -His revival state is weakened in both hp and damage
    -The two allies from his active have a small amount of hp for summons of their rank
    -Aside from the single use of his active, Vishnu is left with regular damaging attacks
    -His passive forms cannot be healed to increase the hp amount they have
    Zeus, God Avatar of the Sky:


    Name: Zeus, God Avatar of the Sky - Grand Summon
    Rank: B
    Type: Offensive
    Duration: 6 Posts

    Description:

    A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.

    Appearence:

    Active: Lightning Bolts - Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full B Rank spell damage to a single target once per post throughout his duration. Range of 200m at a speed of 200 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive an additional jolt that depletes 5% MP.

    Active: Stormlord - A massive storm is created that lasts throughout the rest of his duration or until he ends it himself. He then unleashes the magical energy within him as a powerful lightning surge at 50 m/s. The attack strikes the first target it hits for full B rank spell damage, and anything else within 100m is hit for 50% of B rank spell damage. Those hit by the attack are also paralyzed for a single post. The AoE damage can occur once per post, but the paralysis can only happen every other post to those that were already affected.

    Strengths:

    -Full spell damaging first active that can also drain MP
    -AoE damaging active

    Weaknesses:

    -Only one target at a time gets their MP drained
    -Both abilities benefit enemy slayers of this element
    Odin, The Allfather Avatar:


    Name: Odin, The Allfather Avatar - Grand Summon
    Rank: A
    Type: Supportive
    Duration: 7 Posts

    Description:

    Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.

    Appearence:

    Passive: Souls of the Valkyrie - When called upon, a Valkyrie spirit will stand near and follow each ally on the field as long as they are within a 150m range. They will heal for 50% of the equivalent of A rank damage per post, capping at 2.5x A rank per target. Lasts throughout his duration and will end if Odin is dismissed or defeated.

    Active: Souls of the Warrior - When activated, warrior spirits will appear and grant each ally and Odin himself their strength and battle confidence. Strength is increased by 65% for anyone within 75m of this spirit. Lasts for 7 posts. Should Odin be defeated or dismissed before the duration ends, a non-moving particle version of himself will remain so the buff can continue for allies until it has properly expired.

    Strengths:

    -Passive is a HoT
    -Active buffs the physical strength of user and allies

    Weaknesses:

    -Heal is spread over posts instead of all at once
    -Buff only applies to strength/melee damage
    -Buff/heal can be removed by the proper magic or by a debuff from stronger opponents
    Ma'at, Goddess Avatar of Order:


    Name: Ma'at, Goddess Avatar of Order - Grand Summon
    Rank: S
    Type: Supportive, Offensive
    Duration: 10 Posts

    Description:

    The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.

    Appearence:

    Passive: Order - When Ma'at enters the field her presence demands calmness and order. She emits an aura that spreads 100 meters at maximum that will affect both enemy and ally alike. Those that are within the aura are stunned for a single post as they begin to feel very heavy, may drop their weapons, and may even end up on the ground the more they resist. The stun can happen every other post to those that have already been affected by the aura.

    Active: Spawn of Ammut - Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 400m at a speed of 400 m/s. If the target gets hit they will be damaged for full S Rank spell damage and will also be drained of 5% MP.

    Strengths:

    -The passive works as a stun
    -Active can damage a single target and drain their MP

    Weaknesses:

    -The passive affects allies just as much as enemies
    -Active only affects one target
    -Ma'at has no issue attacking allies if they disrupt order and annoy her
    Ascendant Abilities:
    X:

    Truth:

    Description:
    There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.

    Ability:
    Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower.  Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true,  it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.

    Usage:
    3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
    Y:

    Archmage's Seal:

    Description:
    There was once a great and powerful mage named Merlin. He was a master of the elements and knew a variety of spells. It was said that this was because he was given a gift by the goddess Hecate, a magical symbol on his shoulder. Those who bear the same lineage as Merlin posses the mark on their left shoulder.

    Ability:
    Temporarily allows the user to change the element of their magic into:  Fire, Water, Earth or Air.

    Usage:
    This ability has a 4 post duration and 5 post cooldown and works as long as the duration is up on any spells cast. If a duration spell is affected by this ability it will stay that element until this ability goes on cooldown after use. The new element is either added to the spells with no element or changes the element completely to the element granted through this ability.
    Z:

    Magician's Spirit:

    Description:
    The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.

    Ability:
    25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good / evil,  elements, and general nature).  Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.

    Usage:
    The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
    Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D),  for 200% user-ranked spell damage.  Range is 30 meters + 15 per rank above D away from the user.
    Unique Abilities:


    Spirit Bond - Passive. Samira and her spirits have a bond unlike those of other summoners and their spirits. She is able to communicate telepathically with a spirit even while it is in the celestial realm as well as in and out of combat. Additionally, she no longer has to actually vocally call on them. So long as her mental connection with them is clear, they can appear just by her thinking of them so long as she has the proper MP amount for them to enter the mortal plane of existence. This effect also spreads to the keys themselves. If they are taken or stolen they will return to her because they are so closely linked with her magic and body, resulting in separation to be extremely difficult.

    Avatar Set - Active. - This ability works in such a way that Samira gains the power of her spirits to use for herself, although the same amount of MP must be used as if they were summoned normally. A spirit can be selected to be used as an armor or as a weapon and their passive and active abilities can be used as if they were a requip. Their stats also follow the requip values of the spirit's rank, and because they now act as a requip they do not count towards the maximum number of summons on the field limit. Only one spirit weapon and one armor can be active at a time. Having either a weapon or armor gives her a 37.5% spell damage buff. If both are present their power is combined to equal a 75% spell damage buff. Whatever spirits are chosen follow their normal duration.

    Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. A small invisible energy barrier exists around her that absorbs damage. It acts as a passive, is capable of absorbing damage up to 1x H rank spell damage, and will reform once per post if/when destroyed. The shield reforming will not occur on the same post of its destruction. Furthermore, the energy that makes the shield is of a stronger sort that protects it from shield piercing spells and abilities.

    Blessing of Protection - Passive. Samira takes 50% less damage from all magical sources and types of magic, and the strength of her magical shields and barriers are increased by 15%.

    Celestial Oath - Passive. The link between Samira and her spirits is stronger than ever. Whenever a spirit is summoned in some form, the power of both spirit and summoner is amplified. Spell damage is increased by 65%. As another effect to the stronger bond between herself and her spirits the magic that links them all together allows for the un-summoned spirits to aid Samira by granting her 5% HP every post.

    Sacrifice - Active. By spending half the amount of MP that is required to summon a spirit, Samira can summon a spirit halfway into the normal world. They have no actual solid form when summoned this way and only appear as a collection of energy particles in their shape. Due to this, they cannot do standard melee attacks and will go through targets if they try. The summoned spirit is, however, capable of using one of its actives or passives before vanishing after the activation post. The effects of their ability will remain for the spirit's original full duration. While it doesn't count as an official summoning and therefore does not count towards the maximum number of summons on the field, this ability sacrifices the spirit and makes it unusable for the remainder of the thread.

    Spirit Particles - Passive. Whenever a spirit is dismissed prematurely or destroyed, rather than return to the celestial realm completely part of the spirit will remain as moving energy particles that will damage those that come within user rank burst range for full spell damage of the spirit's rank. The damage can happen once per post until the spirit has completed its full duration. This ability also affects the summoning particles. Some of these particles attach themselves to Samira and fellow spirits, increasing their spell damage by 65%.
    Signature Spells:

    D Rank Signature:


    Name: Janus, God Avatar of Portals
    Rank: D
    Type: Supportive
    Damage: 5
    Summon HP: 50
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Portals! Janus!” a man made from metal and mechanical parts and wielding a key-like scepter steps out of the celestial doorway. He is a fan of change and new experiences. A teacher of the past to make way for a better future.

    Appearence:

    Active: Spirit Portal - Janus is able to create portals of varying sizes for people or whatever else to go through. For plot they can go pretty much anywhere, but in normal circumstances the ability is used to go through walls. He can make one portal per post that allows for teleportation within a range of 15m.

    Strengths:

    -Able to summon portals to bypass obstacles or for convenience

    Weaknesses:

    -His use is to add support by summoning portals and so lacks offensive abilities
    -Enemies can also make use of the portals
    User Rank Signature:


    Name: Celesital Impact
    Rank: S
    Type: Offensive
    Damage: 120
    Range: Melee
    Speed: 100 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank.

    Strengths:

    -A powerful attack that she can do herself by absorbing the power of her spirit keys

    Weaknesses:

    -Her keys are required for this move to work. If they are not in her possession then she cannot gain the magical energy of her spirits to create this attack
    -It is not a range attack, therefore she will have to be within melee range of a target
    Purchased Signature Spells:
    Proof of Purchase
    Name: Spirit Switch
    Rank: C
    Type: Supportive
    Damage: N/A
    Range: 30m
    Speed: 30 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira is able to switch places with one of her summons so long as they are within 30m.

    Strengths:

    -Can switch places with a summon

    Weaknesses:

    -If used to avoid an attack while Samira may not get hit the summon likely will be
    -A summon has to be close by for it to work

    ----------------------------------------------

    Name: Dash of Light
    Rank: B
    Type: Supportive
    Damage: N/A
    Range: 50m
    Speed: 50 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira uses the energy of her spirits of light to become that herself. Her speed greatly increases to 50 m/s as she performs a quick moving dash anywhere within 50m.

    Strengths:

    -A quick dash that can be used to avoid certain obstacles and challenges or to reach someplace faster

    Weaknesses:

    -Not an actual teleport
    -Shields, barriers, and other obstacles can stop her
    -It's possible she could trip during this ability...

    ----------------------------------------------

    Name: Void Shroud
    Rank: A
    Type: Supportive
    Damage: N/A
    Range: N/A
    Speed: N/A
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Now being able to use the powers of Apophis even more so than before, Samira can use another one of his abilities in a weaker form. Once per post she can erase her own physical existence as well as her magic aura as a form of invisibility.

    Strengths:

    -Can hide her physical presence and magic

    Weaknesses:

    -Mages with keen senses or those of higher rank may be able to find her
    -It doesn't actually erase her existence, it is only the illusion of it. Magic attacks and even wildly doing melee attacks still have a chance to hit and damage her
    -Enemy AoE is a nightmare

    ----------------------------------------------

    Name: Circle of Keys
    Rank: S
    Type: Offensive
    Damage: 120
    Range: 400m
    Speed: 400 m/s
    Duration: Instant
    Cooldown: Once per Post

    Description:

    Samira's keys are capable of leaving their spot on her keyring and float in the air to form a circle. From this circle their energy combines and releases a beam of celestial energy towards a single target that can do S rank damage.

    Strengths:

    -Strong attack with long range

    Weaknesses:

    -Can only hit a single target
    Passives:

    This is just for organization. Proof of purchases and such are further down in the Extra D and C Rank Spell Section. There are 40 spell slots not counting the sigs and advanced so that should entitle me to a max of 10 passives.

    Geb's Boon - Samira's health is increased by 25%
    Bacchus' Boon - Samira's health is increased by 25%
    Isis' Boon - Samira's MP pool is increased by 40%
    Chaac's Boon - Samira's MP pool is increased by 40%
    Ra's Boon - Samira's defense magic is increased by 40%
    Apollo's Boon - Samira's magic damage is increased by 45%
    Nu Wa's Boon - Samira's magic damage is increased by 45%
    Plot Spirits:
    These are spirits that were originally in the magic but were removed due to mainly being for plot and fun. They serve no combat purposes nor will they participate.

    Jing Wei:
    Cupid:
    Aphrodite:
    Awilix:
    Bacchus:
    Apollo:
    Artio:


    _____________________________________________________________________________________

    avatar
    Johann

    Moderator - Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Neutral Guild Ace- S-Rank- Halloween Social - Fan Art Contest Participant- Haiku Contest Participant- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- The Fallen- Senior [500]- Novice [250]- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Be On Lester's Friends List - Player -
    Lineage : Master of Runes
    Position : None
    Posts : 853
    Guild : Ace of Onyx Moon
    Cosmic Coins : 1
    Dungeon Tokens : 0
    Age : 27
    Mentor : Ruvel
    Experience : 88,700

    Character Sheet
    First Magic: Advanced Elemental Runes
    Second Magic: Forces of War
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Johann on 1st November 2018, 12:01 pm

    1:
    @Samira Nassar wrote:


    Magic Name: Celestial Avatar Summoning

    Second Magic: Celestial Avatar

    Third Magic: Avatar Aspect

    Magic Type: Summoning (Solitary - 4 Summons)

    Description:

    In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.

    Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.

    Lineage:


    Summoner of Divinities

    Sacred Library Post
    Approval Lineage Thread

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 50% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. As an additional effect, if under crowd control and immobilization abilities the spirits will aid to free her from it, meaning it will take 50% less MP to free herself from these spells if they are of equal or lower ranking than herself.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Samira's summons cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy reaches the burst range that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 50%, and both their melee and magic abilities are increased by 37.5%.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. They must be summons, are considered caster instead of holder, and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and cool downs based on the rank must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every other post.

    Plot Abilities:

    Celestial Storage:
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum:
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep:
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits:
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials:
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys:
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.
    Lineage Spells:


    An Dagda, God Avatar of Druidry:


    Name: An Dagda, God Avatar of Druidry
    Rank: D
    Type: Supportive, Offensive, AoE, Single Target
    Damage: 5, 40
    Summon HP: 50
    Range: 30m, 60m
    Speed: 60 m/s
    Duration: 3 Posts

    Description:

    Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.

    Appearence:

    Passive: Uaithne - Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned, the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies that have had their minds affected in some way will see that their senses have recovered and their minds are clear. The harp will clear these effects once per post throughout his duration. Effects include fear, hypnosis, sleep, confusion, and charm/seduction. Range of 30m. Only the first negation is free. For any other negations the same amount of MP that made the effect must be paid.

    Active: Lorg Mór - Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per summon, and cannot be switched.

    Revival - Using the handle end of his club, Dagda will heal a person for the equivalent of D rank damage. For plot purposes it will also revive dead NPCs and characters. Can be used one per post.

    Killing Blow - Dagda will use his club to strike an enemy, inflicting a wound that does D rank damage once per post. Single target that is normally melee range, but using his strength he can throw it as far as 60m at a speed of 60 m/s.
    Vishnu, God Avatar of Preservation:


    Name: Vishnu, God Avatar of Preservation
    Rank: C
    Type: Offensive, Single Target
    Damage: 12, 60
    Summon HP: 100
    Range: 120m
    Speed: 120 m/s
    Duration: 5 Posts

    Description:

    A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid.

    Appearence:

    Passive: Dashavatara - When his original form is destroyed, rather than being completely dismissed from the mortal world Vishnu rises again as one of his avatars of legend with 75% health of the original. Defeated again he'll rise at 50% in a different avatar. And once more at 25%. His damage is also reduced by the same percentages.

    Active: Trimurti - When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack that does full C rank damage to a target that goes as far as 120m at a speed of 120 m/s. After the attack is complete, the trinity will remain on the field until Vishnu's duration is up or he is destroyed. Both Shiva and Brahma have 50 hp and do normal summon C rank damage.
    Zeus, God Avatar of the Sky:


    Name: Zeus, God Avatar of the Sky - Grand Summon
    Rank: B
    Type: Offensive, Single Target, AoE
    Damage: 21, 80, 40
    Summon HP: 180
    Range: 200m, 100m
    Speed: 200 m/s, 100 m/s
    Duration: 6 Posts

    Description:

    A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.

    Appearence:

    Active: Lightning Bolts - Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full B Rank spell damage to a single target once per post throughout his duration. Range of 200m at a speed of 200 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive an additional jolt that depletes 5% MP.

    Active: Stormlord - A massive storm is created that lasts throughout the rest of his duration or until he ends it himself. He then unleashes the magical energy within him as a powerful lightning surge at 50 m/s. The attack strikes the first target it hits for full B rank spell damage, and anything else within 100m is hit for 50% of B rank spell damage. Those hit by the attack are also paralyzed for a single post. The AoE damage can occur once per post, but the paralysis can only happen every other post to those that were already affected.
    Odin, God Avatar of Battle:


    Name: Odin, God Avatar of Battle - Grand Summon
    Rank: A
    Type: Supportive, AoE, Burst
    Damage: 31
    Summon HP: 240
    Range: 150m, 75m
    Speed: 75 m/s
    Duration: 7 Posts

    Description:

    Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.

    Appearence:

    Passive: Souls of the Valkyrie - When called upon, a Valkyrie spirit will stand near and follow each ally on the field as long as they are within a 150m range. They will heal for 50% of the equivalent of A rank damage per post, capping at 2.5x A rank per target. Lasts throughout his duration and will end if Odin is dismissed or defeated.

    Active: Souls of the Warrior - When activated, warrior spirits will appear and grant each ally and Odin himself their strength and battle confidence. Strength is increased by 65% for anyone within 75m of this spirit. Lasts for 7 posts. Should Odin be defeated or dismissed before the duration ends, a non-moving particle version of himself will remain so the buff can continue for allies until it has properly expired.
    Ma'at, Goddess Avatar of Order:


    Name: Ma'at, Goddess Avatar of Order - Grand Summon
    Rank: S
    Type: Supportive, Offensive, Burst, Single Target
    Damage: 43
    Summon HP: 300, 120
    Range: 100m, 400m
    Speed: 100 m/s, 400 m/s
    Duration: 10 Posts

    Description:

    The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.

    Appearence:

    Passive: Order - When Ma'at enters the field her presence demands calmness and order. She emits an aura that spreads 100 meters at maximum that will affect both enemy and ally alike. Those that are within the aura are stunned for a single post as they begin to feel very heavy, may drop their weapons, and may even end up on the ground the more they resist. The stun can happen every other post to those that have already been affected by the aura.

    Active: Spawn of Ammut - Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 400m at a speed of 400 m/s. If the target gets hit they will be damaged for full S Rank spell damage and will also be drained of 5% MP.
    Ascendant Abilities:
    X:

    Truth:

    Description:
    There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.

    Ability:
    Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower.  Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true,  it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.

    Usage:
    3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
    Y:

    Archmage's Seal:

    Description:
    There was once a great and powerful mage named Merlin. He was a master of the elements and knew a variety of spells. It was said that this was because he was given a gift by the goddess Hecate, a magical symbol on his shoulder. Those who bear the same lineage as Merlin posses the mark on their left shoulder.

    Ability:
    Temporarily allows the user to change the element of their magic into:  Fire, Water, Earth or Air.

    Usage:
    This ability has a 4 post duration and 5 post cooldown and works as long as the duration is up on any spells cast. If a duration spell is affected by this ability it will stay that element until this ability goes on cooldown after use. The new element is either added to the spells with no element or changes the element completely to the element granted through this ability.
    Z:

    Magician's Spirit:

    Description:
    The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.

    Ability:
    25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good / evil,  elements, and general nature).  Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.

    Usage:
    The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
    Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D),  for 200% user-ranked spell damage.  Range is 30 meters + 15 per rank above D away from the user.
    Unique Abilities:


    Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. A small invisible energy barrier exists around her that absorbs damage. It acts as a passive, is capable of absorbing damage up to 1x H rank spell damage, and will reform once per post if/when destroyed. The shield reforming will not occur on the same post of its destruction. Furthermore, the energy that makes the shield is of a stronger sort that protects it from shield piercing spells and abilities, meaning that spells and abilities that pass through it will be 50% less effective.

    Avatar Set - Active. - This ability works in such a way that Samira gains the power of her spirits to use for herself, although the same amount of MP must be used as if they were summoned normally. A spirit can be selected to be used as an armor or as a weapon and their passive and active abilities can be used as if they were a requip. Their stats also follow the requip values of the spirit's rank, and because they now act as a requip they do not count towards the maximum number of summons on the field limit. Only one spirit weapon and one armor can be active at a time. Having either a weapon or armor gives her a 37.5% spell damage buff. If both are present their power is combined to equal a 75% spell damage buff. Whatever spirits are chosen follow their normal duration.

    Spirit Particles - Passive. Whenever a spirit is dismissed prematurely or destroyed, rather than return to the celestial realm completely part of the spirit will remain as moving energy particles that will damage those that come within user rank burst range for full spell damage of the spirit's rank. The damage can happen once per post until the spirit has completed its full duration. This ability also affects the summoning particles. Some of these particles attach themselves to Samira and fellow spirits, increasing their spell damage by 65%.
    Signature Spells:

    Janus, God Avatar of Portals:


    Name: Janus, God Avatar of Portals
    Rank: S
    Type: Supportive, Burst
    Damage: 35
    Summon HP: 250
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Portals! Janus!” a man made from metal and mechanical parts and wielding a key-like scepter steps out of the celestial doorway. He is a fan of change and new experiences. A teacher of the past to make way for a better future.

    Appearence:

    Active: Spirit Portal - Janus is able to create portals of varying sizes for people or whatever else to go through. For plot they can go pretty much anywhere, but in normal circumstances the ability is used to go through walls. He can make one portal per post that allows for teleportation within a range of 100m.
    Portunus, God Avatar of Keys:


    Name: Portunus, God Avatar of Keys
    Rank: S
    Type: Offensive, Single Target
    Damage: 35, 120
    Summon HP: 250
    Range: 400m
    Speed: 400 m/s
    Duration: 10 Posts

    Description:

    This spirit when summoned is barely noticeable. He lacks the flashy entrance of the others and instead of a large fighting form he takes on the simple appearance of a small key. He materializes on Samira's keyring and remains there until his ability is used. For plot purposes he can be used as a world master key and unlock nearly everything except for player created locks and such. That requires OOC permission.

    Active: Circle of Keys- Portunus will leave the keyring and command all other keys attached to leave as well. They then form a circle with Portunus at the center and from there the other keys release their energy to combine at the center point. Portunus then fires a beam of the combined celestial energy towards a single target that does S rank damage. This can be done once per post. 400m range, 400 m/s speed.
    Neith, Goddess Avatar of Weaving:


    Name: Neith, Goddess Avatar of Weaving
    Rank: S
    Type: Supportive, AoE
    Damage: 35, 60
    Summon HP: 250
    Range: 200m
    Speed: 100 m/s
    Duration: 10 Posts

    Description:


    Appearence:

    Active: Living Yarn - Neith conjures a large weaving shuttle that then shoots magic yarn at opponents, doing 50% of S rank damage and wrapping around them to trap them for one post. While this can be done every post the stun only works on already affected targets every other post.
    Passives:

    There are 20 spell slots not counting the sigs and advanced so that should entitle me to a max of 5 passives. 18 slots have been used for summons, meaning 2 are free for the passives.

    Spirit Bond - Samira can call on and communicate telepathically with her spirits, and whenever her keys are dropped or taken they return to her automatically - Replaces B Rank spell slot
    Isis' Boon - Samira's MP pool is increased by 55% - Replaces A Rank spell slot
    Plot Spirits:
    These are spirits that were originally in the magic but were removed due to mainly being for plot and fun. They serve no combat purposes nor will they participate.

    Isis:
    Jing Wei:
    Cupid:
    Aphrodite:
    Awilix:
    Bacchus:
    Apollo:
    Artio:




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    Johann

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    Lineage : Master of Runes
    Position : None
    Posts : 853
    Guild : Ace of Onyx Moon
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    Age : 27
    Mentor : Ruvel
    Experience : 88,700

    Character Sheet
    First Magic: Advanced Elemental Runes
    Second Magic: Forces of War
    Third Magic:

    Re: Celestial Avatar Summoning

    Post by Johann on 1st November 2018, 12:02 pm

    2:
    @Samira Nassar wrote:
    D Rank Summons:

    Agni, God Avatar of Fire:


    Name: Agni, God Avatar of Fire
    Rank: D
    Type: Offensive, Burst, AoE
    Damage: 5, 40, 20
    Summon HP: 50
    Range: 15m, 30m
    Speed: 15 m/s
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He spirit that focuses purely on offense. His body is capable of injuring melee opponents just by touch and he is capable of releasing bursts of fire from his body to burn those around him.

    Appearence:

    Passive: Burn Up - Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with for plot. OOC permission needed for player owned items and such. As a combat effect, he has an aura of intense heat that will damage those within it for full D rank spell damage. Range of 15m, and the damage can occur once per post.

    Active: Purification Eruption - Purified flames erupt from Agni’s body in a quick burst around him, dealing 50% D rank damage to anything within 30 meters with a speed of 15 m/s. Can be done once per post throughout his duration. This ability also places a burn on enemies that are hit by the initial attack that drains 5% more HP once per post for 3 posts. The burn does not stack and can be removed, but if targets are hit again then the burn effect will be re-applied.
    Chaac, God Avatar of Rain:


    Name: Chaac, God Avatar of Rain
    Rank: D
    Type: Offensive, Supportive, Single Target
    Damage: 5, 40
    Summon HP: 50
    Range: 30m, 60m
    Speed: 60 m/s
    Duration: 3 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.

    Appearence:

    Passive: Rainstorm - Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 30 meters. He can alter how heavy or severe this storm is whenever he pleases. The heavy rains and eventual flooding make it hard to see and move, decreasing the speed of enemies by 40%.

    Active: Thunder Strike - Chaac’s axe becomes charged with the power of thunder and lightning of the storm. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out D rank damage to a single target. The maximum range for the throw is 60 meters with a max speed of 60 m/s. If the land hits, that target is also paralyzed for 1 post as the energy within the axe is released. Can be done for every post throughout his duration, but the paralyzing effect can only happen every other post.
    C Rank Summons:

    Kali, Goddess Avatar of Destruction:


    Name: Kali, Goddess Avatar of Destruction
    Rank: C
    Type: Offensive, Multi-Target
    Damage: 12, 45
    Summon HP: 100
    Range: Self, 15m
    Speed: Self, 65 m/s
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. She is a spirit with no tolerance for those that show their inflated ego, and towards those she considers an enemy she takes care of in a ruthless fashion. There is no amount of patience within her and she has no issues with leaving the normal plane of her own accord.

    Appearence:

    Passive: Enrage - Kali's physical attack damage is increased by 45%

    Active: Weapon Frenzy - Kali‘s attack speed increases temporarily to 65 meters per second in order to perform a quick moving attack where she slashes her opponents several times for 75% of C Rank damage. The wounds made will hurt the targets further as they bleed out for 25% of C Rank damage for 4 posts. This does not stack with each hit. Range of 15m. 5 post duration.
    Nox, Goddess Avatar of Night:


    Name: Nox, Goddess Avatar of Night
    Rank: C
    Type: Supportive, Burst, AoE
    Damage: 12
    Summon HP: 100
    Range: 30m, 60m
    Speed: 30 m/s
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Night! Nox!” a woman with long white-pink hair and face covered waltzes through the portal. She wields a large candlestick that supports four long candles and illuminates the darkness for her allies. She has a rather reserved personality and carries herself nonchalantly.

    Appearence:

    Passive: Candlelight - Nox's candles are lit with a magical fire that only she and mages equal or above her rank can put out. The candles never melt and can be used as a light source so long as she remains on the field.

    Active: Darkness Shroud - Nox can cover a 60m area around her and those near her in complete darkness at 30 m/s, hiding her allies or confusing enemies. Lasts for 5 posts unless Nox is dismissed or expires.
    Cernunnos, God Avatar of Life:


    Name: Cernunnos, God Avatar of Life
    Rank: C
    Type: Supportive, Offensive, AoE, Single Target
    Damage: 12, 60
    Summon HP: 100
    Range: 60m, 120
    Speed: 30 m/s, 120 m/s
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, The Horned God!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is quiet, rarely speaking, and has a very protective attitude towards nature.

    Appearence:

    Passive: Nature‘s Call - When Cernunnos is summoned, the area surrounding his summoning portal will start to blossom with various forms of vegetation. The mystical plant life releases an energy that can put those that are considered an enemy to sleep for 1 post, and for every other post after if the enemies remain in range. The plant life will remain throughout his duration unless burned or removed as a trap for newly arrived enemies. 60 meter range with a speed of 30 m/s. AoE.

    Active: Nature's Fury - Cernunnos will use the land around him to gather energy and then release a green beam that will do full C rank spell damage to a single enemy. If the attack is successful, the enemy will then become entangled and rooted for 1 post as vines will begin to grow and wrap around the target as a result of the nature energy used. Range is 120 meters at a speed of 120 meters per second. Can be used every post of his duration, but the entangled effect only happens every other post.
    Loki, God Avatar of Tricks:


    Name: Loki, God Avatar of Tricks
    Rank: C
    Type: Supportive, AoE, Single Target
    Damage: 12, 30, 60
    Summon HP: 100
    Range: 60m, 120m
    Speed: 30 m/s, 120 m/s
    Duration: 5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Tricks! Loki!” a spirit that normally takes on the guise of a jester appears. He is a master shapeshifter and quite enjoys using illusions and tricks to annoy others.

    Appearence:

    Passive: Target Dummy - If attacked, a waving target dummy will pop up in his place and take the hit. The dummy will then explode, causing 50% C rank damage within 60m. This can happen every other post.

    Active: Shapeshift - Not only can he change his own form, but he can also change that of his enemies as well as his allies. Due to some people may not liking what they are transformed into, OOC permission is required. Otherwise, this ability will do full C rank spell damage and can be used every post of his duration. So as not to be an auto hit, the damaging component of the ability is a tossed Jack in the Box and other toys that were once normal beings but have been transformed at an earlier time. An ability that can be used as far as 120m away at 120 m/s.
    B Rank Summons:

    Susano, God Avatar of the Summer Storm:


    Name: Susano, God Avatar of the Summer Storm
    Rank: B
    Type: Offensive, Supportive, Burst, Single Target
    Damage: 19, 80
    Summon HP: 150
    Range: 50m, 200m
    Speed: 200 m/s
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. As far as personality goes he is sarcastic, rude, and likes to make petty insults all for the result of amusing himself.

    Appearence:

    Passive: Wind Master - Susano is constantly emitting gusts of wind all around him that he can control. He can use these winds to fly through the air as high as 50m. His speed is also increased by 50%.

    Active: Wind Storm - Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict B rank damage. The tornado will also trap the target for 1 post, and the target can be trapped again every other post should they get hit by the ability another time. Max distance is 200m at a speed of 200 m/s. Can be done once per post throughout his duration.
    Pele, Goddess Avatar of Volcanoes:


    Name: Pele, Goddess Avatar of Volcanoes
    Rank: B
    Type: Offensive, Burst
    Damage: 19, 80, 40
    Summon HP: 150
    Range: 50m, 100m
    Speed: 50 m/s
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Volcanoes! Artio!” a woman with glowing eyes, lava colored hair, and skin marked with tattoos enters the normal plane of existence. While her original is known as both a goddess of fire and volcanoes, the spirit version focuses on the volcano side.

    Appearence:

    Passive: Eruption - Whenever Pele is summoned it is an actual eruption. Her portal is an actual mini volcano that appears and erupts, allowing large amounts of lava and smoke to fill the area. Some of the lava comes together and creates her actual form. Those within 50m of the eruption take full B rank damage at 50 m/s for every post of her duration from the constant shockwaves of the magical eruption. The eruption has also created a lot of smoke that remains even after the summoning process. This makes it extremely difficult for those within it to see aside from herself. Visual sense is lowered by 50%.

    Active: Lava Wave - Large waves of lava similar to tidal waves will be created all around Pele and go as far as 100m at 50 m/s, doing 50% of B rank damage to those in their path. If it hits a target, the lava will quickly cool and harden, trapping them for 1 post. Once the trap duration ends, or if a target breaks free themselves, an additional 50% of B rank spell damage will be inflicted upon them. The initial AoE damage can be done once per post throughout her duration, but the immobilization and extra damage can only be done every other post.
    Skadi, Goddess Avatar of Winter:


    Name: Skadi, Goddess Avatar of Winter
    Rank: B
    Type: Offensive, Burst, Multi-Target
    Damage: 19, 40, 60
    Summon HP: 150
    Range: Self, 150m
    Speed: Self, 110 m/s
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world.

    Appearence:

    Passive: Shards of Ice - A thin but strong layer of ice covers the spirit and anything she touches. This ice is magically enhanced and increases the damages she does. Skadi's melee and weapon attacks do 50% of B rank spell damage per hit.

    Active: Howling Winter - An icy blast that forms into 3 mist wolves is created with this ability. They can go as far as 150m at a speed of 110 m/s. Each one does 75% of B rank damage. They each also have 50 hp. Duration of 3 posts.
    Chronos, God Avatar of Time:
    Slot Gained From Job Reward - Ending Approval

    Name: Chronos, God Avatar of Time
    Rank: B
    Type: Supportive, Burst, AoE
    Damage: 19
    Summon HP: 150
    Range: 50m, 100m
    Speed: 50 m/s
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Keeper of Time! Chronos!” a blue skinned man with white hair and golden armor that looks like clock mechanisms appears from the gateway. He is not a fighting spirit but does use his power of time to aid allies.

    Appearence:

    Passive: Fast Forward - Chronos generates a thin magical aura that alters time around himself. The surrounding environment will seem to slow down and himself speed up. Speed is increased by 50%, and the altered time waves allow him to be able to teleport once per post within a 50m range.

    Active: Time Stop - Time will come to a stop within a 100m distance from Chronos in an energy wave that travels at 50 m/s. He can choose to allow allies to remain unaffected, but otherwise everything else is stuck in place for 1 post. Can be used again every other post. Those that were affected by the time stop will also have a debuff that halts their regen capabilities for 6 posts. It can be removed, but can also be re-applied every time the target is hit with Time Stop.
    Ah Puch, God Avatar of Decay:


    Name: Ah Puch, God Avatar of Decay
    Rank: B
    Type: Offensive, Supportive, AoE
    Damage: 19, 40
    Summon HP: 150
    Range: 50m, 100m
    Speed: 50 m/s
    Duration: 6 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Decay! Ah Puch!” a tall, thin, and frail looking spirit wearing a bone mask appears from a rather sickly looking portal. He enjoys reanimating corpses and prefers the company of the dead.

    Appearence:

    Passive: Zombified - Whenever Ah Puch is summoned, any corpses that surround him within 50m will reanimate and become his slave. These walking corpses are mindless, weak, slow, and will go down with a single hit of anything. If they do manage to hit anything, they will do unarmed B rank damage. If there are no corpses around then he will conjure some with the same effects stated above.

    Active: Decay - With this ability Ah Puch will unleash an AoE type of attack that decays the area around him as far as 100m at a speed of 50 m/s. Enemies that remain within will start to feel sick and take 50% of B rank damage every post of his remaining duration. As another effect, the attack will also reduce spell damage by 60% to those within the effected area. Should they leave the area, the debuff will still remain on them for the rest of the duration of 6 posts unless cleansed, but it will be re-applied should they re-enter the ability's range.
    A Rank Summons:

    Athena, Goddess Avatar of Wisdom:


    Name: Athena, Goddess Avatar of Wisdom
    Rank: A
    Type: Defensive, Supportive, AoE
    Damage: 28
    Ability Durability: 200
    Healing: 50
    Summon HP: 200
    Range: Self, 150m
    Speed: Self, 75 m/s
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. With her shield, courage, and wisdom she stands against all foes that would harm her summoner and allies.

    Appearence:

    Passive: Guardian's Eye - Whenever she is summoned she is automatically linked to Samira by a magical bond. Any damage Samira takes is redirected towards herself. This also extends to debuffs and other negative effects such as single target immobilization.

    Active: Shield Barrier -  When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 150m at a speed of 75 m/s. The barrier will absorb up to 2 hits of A rank damage as well as keep enemies outside it until destroyed. Those protected by the barrier will also be healed by 50% of A rank damage. Lasts until the end of her duration unless destroyed.
    He Bo, Avatar God of The Yellow River:


    Name: He Bo, Avatar God of The Yellow River
    Rank: A
    Type: Supportive, AoE, Single Target
    Damage: 28
    Healing: 50, 100
    Summon HP: 200
    Range: 150m, 300m
    Speed: 75 m/s, 300 m/s
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.

    Appearence:

    Passive: Body of Water - He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not. These waters will also heal those it touches for the equivalent of 50% of A rank spell damage once per post. 150m, 75 m/s.

    Active: Restoring Waters - A special type of water is summoned from the celestial realm, capable of either restoring the HP of a target for the equivalent of A rank spell damage and removing a harmful status effect. The target will even remain dry after being touched by the water. Can go as far as 300m. Can be done once per post throughout his duration.
    Camazotz, Avatar God of Bats:
    Job Reward - Job Ending Approval

    Name: Camazotz, Avatar God of Bats
    Rank: A
    Type: Offensive, Supportive, Burst, AoE
    Damage: 28, 100, 50
    Summon HP: 200
    Range: 75m, 150m
    Speed: 75 m/s
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Bats! Camazotz!” a giant bat creature comes through the portal. He only serves one and does not know the value of allies. He is more beast-like than the other spirits and follows his instincts rather than logic. It is best to never be alone with this spirit without his summoner around to control him.

    Appearence:

    Passive: God of Bats - Whenever Camazotz is summoned, a massive colony of bats also come with him from his domain within the celestial realm. For every post he is out the colony will swarm and attack enemies within 75m at a max speed of 75 m/s, doing A rank spell damage to enemies within that range. They will also drain an additional 5% of HP from targets that they damage. However, these bats are easily destroyed and take a single hit of any rank before dying, this includes eliminating the entire colony with a single AoE of any rank. A new colony will appear on the next post to replace the old one.

    Active: Deadly Screech - Camazotz will pick an area and screech loudly, sending waves of magic sound energy. The spell does A rank spell damage to the first thing it hits and 50% of that damage to everything else within a 150m range at a speed of 75 m/s. Those that are hit with this spell will also become dazed and disoriented for a single post. Can be used once per post throughout his duration, but the disorienting effect can only happen every other post to those that were already affected.
    Hades, God Avatar of the Underworld:
    Proof of Purchase

    Name: Hades, God Avatar of the Underworld
    Rank: A
    Type: Supportive, Offensive, Burst, Single Target
    Damage: 28, 100
    Summon HP: 200
    Range: 75m, 300m
    Speed: 75 m/s, 300 m/s
    Duration: 7 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Underworld! Hades!” a dark spirit travels through the open portal. It is not an intimidating deity incarnation that comes forth, but rather a doll sized cutey. He will never say how he got that way and still he tries to be as threatening as possible. It doesn't really work.

    Appearence:

    Passive: Soul Wraiths - When summoned Hades is accompanied by spirits, wraiths, and specters of the celestial underworld. They swirl about and create an aura around him that goes as far as 75m at 75 m/s. For each post that an enemy enters this aura they will be hit for full A rank spell damage. The spirits of the dead will also haunt those that have entered the area, leaving a debuff that drains 5% of their HP every post for 7 posts. This effect will remain even if the enemy has gotten out of range of the aura unless it has been cleansed or removed. Debuff does not restart or stack but can be re-applied if removed and the target enters the aura again.

    Active: Soul Possession - Hades will select a target as far as 300m and then travel to them at 300 m/s. If he reaches the target successfully he will enter their body and damage their soul, doing full A rank spell damage to them. This will also target the magic energy of the enemy and halt their regeneration capabilities for 7 posts. The damage can be done once per post throughout his duration, but if attacking the same target the debuff does not stack or restart unless it was cleansed or has expired.

    OOC Plot Ability: With permission he can possess someone or something to take full control.
    S Rank Summons:

    Amaterasu, Goddess Avatar of Light:


    Name: Amaterasu, Goddess Avatar of Light
    Rank: S
    Type: Offensive, Supportive, AoE, Single Target
    Damage: 35, 120
    Summon HP: 250
    Range: 200m, 400m
    Speed: 100 m/s, 400 m/s
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a guardian of light and does what is required to smite darkness from those weak of heart and soul.

    Appearence:

    Active: Flashy Entrance - When her portal is created a bright light erupts from it spanning 200m at a speed of 100 m/s, blinding those within that area for 1 post. As another effect, she emits a soft glow from her body that will shed light on anything within 100m. This glow can be energized further to repeat the blinding effect every other post.

    Active: Judgment - A large beam of light descends from the sky at 400 m/s and strikes the ground, damaging a single enemy as far as 400m from Amaterasu for full S rank spell damage. A purifying fire effect is left on targets, ticking for 50% of S rank damage per post for 5 posts. Can be done once per post, but if done on the same target the damage debuff does not start over unless it has already expired or been removed.
    Nu Wa, Goddess Avatar of Creation:
    Job Reward - Job Ending Approval

    Name: Nu Wa, Goddess Avatar of Creation
    Rank: S
    Type: Offensive, Single Target
    Damage: 39, 120
    Summon HP: 300
    Range: Self, 400m
    Speed: Self, 400 m/s
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Guardian of Heaven, Nu Wa!” a creature with the lower half of a serpent and the upper half of a woman comes through the generated portal. While she may have the title as Guardian of Heaven, she is actually also known as a goddess of snakes and serpents.

    Appearence:

    Passive: Elemental Crystals - Nu Wa has small and different colored crystals that float near her form. Each crystal comes with a different element, providing versatility for her basic attacks. This also increases her base damage by 60%. Should an elemental crystal be eaten by its type of slayer, a new one will form on the next post.

    Active: Elements Combine - Activating this ability allows Nu Wa to combine the crystals that float near her. They form a larger crystal with each side having a different color. A single target attack is released from the crystal, doing S rank damage. Due to the mixture of elements this spell cannot be consumed by slayers. Range of 400m with a speed of 400 m/s. Can be used every post of her duration.
    Kukulkan, The Feathered Serpent Avatar:
    Job Reward - Job Ending Approval

    Name: Kukulkan, The Feathered Serpent Avatar
    Rank: S
    Type: Offensive, Supportive, Burst, Multi-Target
    Damage: 39, 120, 90
    Summon HP: 300
    Range: 100m, 300m
    Speed: 100 m/s, 225 m/s
    Duration: 10 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Kukulkan, The Feathered Serpent!” a large serpent with two sets of feathered wings comes through the portal. She is the incarnation of a deity that ruled over the wind, but she also comes with lightning based abilities to use as she wishes.

    Appearence:

    Passive: Slicing Winds - Kukulkan is the incarnation of a tribal wind god. As such, winds are always surrounding the serpent as far as 100m. Enemies that get in that range will take full S rank damage per post and will be given a debuff that lowers their speed by 60%.

    Active: Lightning Winds - The user will use the winds within the sky to create a storm as far as 300m. Any enemy caught within the storm will be in danger of being struck by a bolt of lightning, doing 75% of S rank damage per hit. The speed of each bolt is 225 m/s. As an additional effect, enemies will find that the storm's winds get stronger the closer they are to Kukulkan. Those within 100m of the spirit will suffer another speed debuff of 70%. Storm lasts for the rest of her duration.
    H Rank Summon:

    Apophis, God Avatar of Chaos:


    Name: Apophis, God Avatar of Chaos - Unknown Key
    Rank: H
    Type: Offensive, Supportive, AoE
    Damage: 49, 140, 70
    Summon HP: 385
    Range: Self, 300m, 100m
    Speed: Self, 250 m/s
    Duration: 20 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit aside from the Zodiac spirit she wields, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.

    Appearence:

    Active: Void Stalker - The body of Apophis will disperse into dark energy particles that seem to fade from existence. During this status he is considered invisible to all that are of equal or lower rank, and very difficult to sense. Only those with keen senses or abilities to see through his invisibility or rid him of it entirely could hope to find him without spending time making guesses with their attacks. His movement is also silent and he can continue attacking physically while in this form. However, he cannot use Obliteration without the effect disappearing. Duration of 10 posts unless broken earlier. Can be used every post of his duration.

    Active: Obliteration - Apophis gathers his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 300m at 250 m/s when unleashed. Upon meeting its target or any other solid surface, the sphere explodes, dealing H rank damage to the first thing it hits and 50% of H rank damage to anything else within 100m. The corrupted energy will remain in that area, further damaging those that enter it for 50% of H rank damage once per post throughout his duration. Any enemies still standing from the initial attack or entering the corrupted area will receive a debuff that decreases their magical defense by 75% even if they get out of range. Debuff duration of 10 posts. Obliteration itself can also be done once per post, which means its effects and damage can spread into other areas.
    Advanced Summons:

    Geb, God Avatar of Earth:


    Name: Geb, God Avatar of Earth
    Rank: B+
    Type: Offensive, Support, Single Target, AoE
    Damage: 18, 120, 60
    Summon HP: 225
    Range: 300m, 150m
    Speed: 300 m/s, 75 m/s
    Duration: 28.5 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. This spirit is rather relaxed and tends to enjoy sleeping most of the time. He can be stubborn though when it comes to things he doesn't want to do.

    Appearence:

    Active: Rock Toss - Geb will toss giant rocks that do full C+ rank spell damage as well as stun the target. Range of 300m with 300 m/s speed. Can be used every post of his duration for the damage, but the stun is every other post if the target has already been affected.

    Active: Earthquake - Geb smashes the ground with powerful force at 75 m/s. This splits the surface he has struck and causes a massive earthquake to occur within 150m. Those on the ground within the affected area will take 50% of B+ rank damage every post for the rest of his duration. Will also reduce speeds of those around by 90%.
    Serqet, Goddess Avatar of Scorpions:


    Name: Serqet, Goddess Avatar of Scorpions
    Rank: B+
    Type: Supportive, Offensive, Single Target
    Damage: 28.5, 60
    Summon HP: 225
    Range: Self, 2m
    Speed: Self, 300 m/s
    Duration: 8 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Venom! Serqet!" a woman with a golden scorpion tail covered in gems steps through the portal. This spirit likes to be sneaky when she can, but her personality stands out when not in combat. She is playful, and at most times, quirky and immature.

    Appearence:

    Active: Invisibility - Serqet can go invisible for a duration of 6 posts. During this her natural movement is also silent. If the invisibility is broken prematurely, Serqet can re-activate it again on the next post.

    Active: Paralysis Venom - Serqet will stab a target with her tail, dealing 50% of B+ rank damage. Upon inflicting the wound on the target, a venom is released from the tail and will paralyze the target for 1 post and every other post afterwards if the venom remains in them. In addition to the paralysis, the target takes 50% of B+ rank damage from the venom for 5 posts unless cleansed, capping at 2.5x B+ Rank spell damage. 2m attack range at 300 m/s. Can be done every post throughout her duration, but if attacking the same target the venom damage will not stack or restart unless the effect has already expired or been cleansed.
    Bastet, Goddess Avatar of Cats:


    Name: Bastet, Goddess Avatar of Cats
    Rank: A+
    Type: Offensive, Single Target
    Damage: 42, 75, 150
    Summon HP: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 9 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. She is a spirit that is full of energy and can be quite cunning. That is, when she isn’t taking a cat nap of course. A whip is her weapon of choice.

    Appearence:

    Passive: Lethal Claws - Bastet's claws are extremely sharp. When used against a foe the wounds made by them will leave a bleeding DoT effect. Enemies will be damaged for 50% of A+ rank spell damage per post, capping at 2.5x A+ rank spell damage.

    Active: Pounce - Bastet will transform into a large cat and pounce a target at max 300m away at a speed of 300 m/s, inflicting A+ rank spell damage. Can be done once per post throughout her duration. After using this ability her movement speed will also increase by 100%. This lasts for the rest of her duration but it does not stack with each attack. It can, however, reset it if she has been debuffed.
    Anubis, Avatar God of the Dead:


    Name: Anubis, Avatar God of the Dead
    Rank: A+
    Type: Offensive, Supportive, Burst, Single Target
    Damage: 42, 150
    Summon HP: 300
    Range: 112.5m, 450m
    Speed: 110 m/s, 450 m/s
    Duration: 9 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Dead! Anubis!” a man with jackal features and covered in fur steps through the portal. He is the desert god of the dead spirit incarnation.

    Appearence:

    Passive: Hands of the Underworld - When summoned, souls of the dead follow Anubis to the mortal plane and create a misty aura that spreads around him as far as 112.5m. This aura sucks the life energy out of enemies, dealing A+ rank spell damage to anyone within his aura through his duration. Secondly, ghostly hands reach up from the ground and will try to capture and hold onto those within the aura range. Lasts for 1 post and then that person is free, but this can happen again every other post if they're still in range.

    Active: Death Gaze - Bright and powerful beams shoot through the eyes of Anubis, going as far as 450m at 450 m/s and dealing A+ rank damage. This ability is capable of piercing through shields, walls, barriers, and any other obstacle, spell, or ability to reach the target so long as it is A+ rank or lower. If the shield, wall, or barrier is a player generated spell then the same MP that was used to create the defense must be taken from Samira to bypass it. Can be used every post of his duration.
    Ra, God Avatar of the Sun:


    Name: Ra, God Avatar of the Sun - Unknown Key
    Rank: S+
    Type: Offensive, Supportive, Burst, AoE
    Damage: 58.5, 180, 90
    Summon HP: 450
    Range: 150m, 300m
    Speed: 150 m/s
    Duration: 12 Posts

    Description:

    Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. He is wise and definite in his actions, there is no second guessing. Representing the god of sun from myth he too can make use of its power.

    Appearence:

    Passive: Solar Energy - Ra's energy is quite explosive and has a habit of leaking in the form of a bright and harmful aura. During his activation post and for every post after he will "explode." His energy releases and travels as far as 150m at a speed of 150 m/s. When this happens those within range will take full S+ rank damage from the shockwave and will be blinded from the brightness of it for 1 post. This ability can only blind those that had already been affected every other post.

    Active: Sun's Fury - An ability that revolves around mini suns descending from the sky at a speed of 150 m/s and covering the land no further than 300m from himself. The initial attack post will do 50% of S+ rank damage to all within range, and after that more mini suns will fall from the sky to do 50% of S+ rank damage every post for the rest of his duration. Those hit by the power of the attack will find that the power of their defenses have decreased by 52.5% for both physical and magical. Duration of the debuff lasts for 12 posts, and can be re-applied if removed if a target manages to get hit again by the attack.
    Sagittarius:


    Zodiac Application Approval

    Name: Sagittarius - Zodiac
    Rank: H+
    Type: Offensive, Supportive, Single Target, Multi-Target
    Damage: 75, 210, 158
    Summon HP: 525
    Range: 800m, 700m
    Speed: 800 m/s, 600 m/s
    Duration: 25 Posts

    Description:

    Sagittarius is the Zodiac spirit from the archer constellation and now stands as one of the most, if not the most, powerful spirit in Samira's collection. He represents the story and myth of the centaur Chiron and shares the more notable attributes of the character. He stand as a another figure of wisdom for his summoner, acting as a teacher and preparing her for the obstacles and challenges ahead. He is also a healer and an excellent master of archery.

    Appearence:

    Passive: Negation Arrow - For as long as Sagittarius is out in some form a sort of negation effect is also up. If an offensive attack is made towards himself or an ally, an archer made up of stars will appear and shoot an arrow to collide with and negate the enemy spell. By default this will only happen once. Afterwards, the star archer will take MP from Samira to appear again to negate another spell once per post. The amount of MP taken is equal to the amount the enemy used to create their spell. This is more to negate abilities which are obvious such as laser beams, fireballs, etc etc. Auras and the equivalent are not affected.

    Active: Star Arrow - Sagittarius calls forth his bow and takes aim at a single target as far as 800m. A magical arrow materializes, ready to be launched from the bow as soon as he releases his hold on it. Once he does, a massive burst of energy is released, taking the form of celestial fire and traveling towards the intended target at a speed of 800 m/s. Upon impact, the target will receive H+ spell damage. Additionally, the force and power behind this spell will send the enemy back until the max distance of this spell has been reached. If the target is already that far, they will simply be knocked over. Their defenses will also be crippled from the attack, lowering both physical and magic defenses by 57.5%. Can be used once per post of his duration but the debuff does not stack. The debuff itself lasts for 25 posts unless removed, in which case it can be re-applied should the target get hit again.

    Active: Archer Constellation - Sagittarius' body becomes a pale transparent blue while mini stars appear at points that match his constellation. The mini stars become brighter as he empowers himself and transfers that energy to his weapon, although still keeping his new visual appearance. The next arrow he releases will become many the moment it leaves the bow, turning into beams of star energy that attacks either a single target or multiple. Each beam will do 75% of H+ spell damage. They also pierce through barriers, shields, and any other obstacle of this ability's rank or lower provided that the same MP used to create those defenses is paid for each beam trying to bypass. Furthest range is 700m with each beam traveling at 600 m/s. Can be used every other post throughout his duration.



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      Current date/time is 18th November 2018, 11:52 pm