Celestial Spirit SlayerSecondary Magic: Caster or Holder:
Caster and HolderDescription:
Back when Sage was wandering the land of Fiore, he traveled to many libraries. As he was reading through the many books he learned a good amount about magic but nothing he found really came naturally to him. He would always stumble and fail while trying to learn magic. Eventually he came across celestial spirit magic. At first it seemed as though it may be the solution to his problem of being weak because it didn't rely on his strength directly. However, after reading more into it Sage realized that this type of magic was nothing more than slavery. The wizard would bind a spirit by a contract that can only be broken by the death of the wizard. Sage read a multitude of stories in which the spirits were abused in different contracts and they could do nothing to escape them. The more Sage read, the more this magic reminded him of his father’s work in the mines. It was hard, dangerous, and there was no way out of the contract. As he learned more about the magic, the more he was reminded of his past intertwining the stars, slavery, and pain. Sage decided he wanted to do everything he could to free the spirits from their servitude to the celestial wizards.
One night as Sage was gazing up at the night sky, he saw a shooting star and wished that he could find a way to help the bound spirits. As he drifted to sleep, his eyes weren't closed for more than a few seconds before he awoke in a strange place. He was surrounded by the starry skies with colorful floating pieces of land everywhere. Sage had never seen any place like this in all his travels so he had no idea where he could be or whether it was real or not. Then all of a sudden, a soft voice called out to Sage and there, standing in front of him was a tall faceless being made of pure light. It said that it knew a way to break the contracts between wizards and their spirits, and it was willing to teach him. The being was talking about Celestial Spirit Slayer magic, and of course at the idea of freeing those who have been bound in chains, Sage agreed to learn. So from then on, Sage would wake up every night in this strange place and meet with the being. Sage could only stay for short amounts of time because his teacher told him that time would leave him behind if he stayed too long. So, having only short study sessions each night, the training drug on for a long time. Eventually, Sage had learned the basics of the magic including a few spells. However, not long after mastering the basics, Sage's teacher stopped appearing at night. Sage would continue to awake in this starry world, yet his master would no longer be waiting for him. Sage was once again alone with nothing but the stars.
Celestial Spirit Slayer Magic is a long-lost magic that is used to combat the celestial spirits and their wizards. Its main focus is to dispel, seal, and banish celestial spirits through the manipulation of energy from the celestial spirit world. This magic's primary forces consist of using the constellations and the other things spanning the starry skies for combat and utility purposes. While this type of magic uses many powerful spells, they are very magic power intensive as the spells are drawn from the celestial spirit world. As other slayers eat their own element, Celestial Spirit Slayers absorb raw magic power from the celestial spirit world. This has advantages and draw backs. Firstly, as most slayer, even though the slayer uses celestial magic, he/she can’t absorb their own spells. Secondly, during combat with a celestial spirit, a celestial slayer absorbs the energy of the spirit until it is forced back into the spirit world whether it is friendly or not. Thirdly, these slayers can absorb magic power directly from the spirit world so long as a gate is open.
Sage primarily uses this magic offensively while also trying to manipulate the battlefield to his advantage. Sage tends to shift between to styles while fighting, firstly he will passively dodge and block spells while waiting for the perfect moment to unleash a powerful spell on his opponent. His other main style of fighting is to land the first hit with either a strong spell or debuff trying to disorient the enemy and then wearing away at them with smaller spells. As this magic drains a lot of magic power, Sage tries to conserve his spells which is why more times than not, he will focus on waiting for precise powerful strikes.Strengths:
> Powerful - many of the spells have tremendous might as they were created to fight Celestial Spirits
> Versatile - as there are many different type of spirits a multitude of spells had to be created to effectively deal with them
> Elemental diversity - while this magic requires the caster to draw in only raw magic power from spirit world, when the magic is dispelled from the caster's body, it can take different elements (primarily light and darkness spells) as well as expelling the magic in its pure formWeaknesses:
> Magic Power Intensive - as these are very powerful spells, they cost a larger than normal amount of magic power (all spell cost x1.25 rounded up)
> No element - most slayers have a specific element that they eat, but this magic can only absorb raw celestial spirit magic
> Lacks Defense - This is a very offensive magic while it is laced with attacks, buffs, debuffs, and utility based spells; there are little to no defensive spells
> Non-discriminatory - while a normal slayer can choose whether to consume an attack or not, celestial spirit slayers continually sap energy from open gates. This means any summoned spirits will be drained of power without regard to if it is friend or foe
Lineage: Dragon’s Spirit
Description: In the medieval ages, a golden dragon was said to have lived. It was said that this dragon was the wisest dragon of all. He, before his death, gave part of his soul to a farmer, and the man used his newfound power to help protect those he loved. Little more is known about the mysterious abilities he has gained due to the lack of descendants that were carried on, but legends claim that through the dragon's spirit, the man gained immense insight and foresight, much like the dragon himself had.
Ability: Dragon Spirit allows the user to sense or predict all events ahead allowing him to avoid sticky situations. They don't really get surprised because they sort of "Feel" the future. Like they half-expected that this or that would happen and they get a general sense of foreboding when threats are coming.
For 1 post, they can activate a Dragon's Eye ability in which they actively see the immediate future as though it were projected with ghostly "Echoes" in front of everything. The very skilled can react to the user's reactions however and cause splits in these echoes. If the enemy predict your own actions or has a similar ability this may cause multiple echoes to the point that they are useless.
Usage: The ability lasts 1 post with a 10-post cooldown and when the spell is used the user can only see a limited amount of time in the future which is limited to 5 posts ahead in the thread they are in. The user cannot speak of what they saw because it will change the future. This ability can be used for plot reasons to see into the future as a passive.
> Personal Gate - using a silver gate key Sage crafted by hand, he is able to open a spirit gate with in him to siphon energy from the celestial spirit world bringing his magic power regen to 5% mp per post for 4 posts cooldown of 6 posts. You can make this a permanent passive regen buff of 5% per post.
> Spirit Sense - As Sage has been taught to fight celestial spirits he has learned to differentiate between spirits, humans, and other creatures by looking at their souls.
> Breaking Chains - Celestial spirit slayer magic was primarily used to deal with celestial spirits and their contracts so this carries with it an understanding of most bindings. Sage can destroy and postpone curses, contracts, tethers, or other similar bindings. Sage can destroy such spells 1 rank beneath his rank, and postpone his rank and up to two rank higher spells to the max duration of his rank. The cooldown is x2 the durations of the original spell to a max of 30 posts. All right. So, the first thing I'm going to ask is that this can only affect Celestial Spirits that are equal to or lower in rank to the user; those that are one or more ranks higher cannot be affected at all. Secondly, I would like it stated that it only affects normal summons and none of the Zodiac keys, more specifically, the Golden Zodiac Key positions.Slayer Abilities:
> 10% Buff to physical stats(strength, speed etc)
> 10% Buff to senses(hearing, smell etc)
> The ability to absorb their element(celestial spirit magic) to regain MP
In close (20ft) proximity to a spirit, celestial spirit slayer will siphon 5% magic power from that spirit’s gate for each post they are within proximity.
> Resistance to celestial spirits’ spells shown by the following chart:
2 ranks above: 0%
1 rank above: 10%
Same rank: 25%
1 rank below: 30%
2 ranks below: 50%This is only available to first, second, and third gen Dragon, Demon, and God slayers. I'm going to ask that you remove this.
Name: Shooting Stars
Type: Celestial Light/Offensive
Cooldown: 1 Cooldown must be 1 post longer than the duration.
Description: Swiping with two fingers outstretched together, the caster launches 3 small bolts of light at a very high speed that each deal ½ D-rank damage. These 3 bolts can take individual targets whether they be separate entities or different locations on a single target. Please state the range and speed of the spell. D-rank range is typically 20m or lower and spell speed is typically half of the range in m/s.
> Fast - these bolts of light move at high speeds making them harder to avoid What is the speed?
> Versatility in targeting - capability to target multiple opponents or multiple parts of an enemy making it even harder to dodge.
> Individually weak - not very viable attacking multiple enemies as each bolt itself is not particularly strong
> Darkness weakness - these bolts are made of pure light and darkness spells are particularly good at diffusing this spell’s weak light (conflicting darkness spells of the same rank instantly destroy these bolts)
You need one more weakness.
Type: Celestial Light/Area of Effect/Debuff
Description: The caster calls on the brightest star in the night sky (Sirius of Canis Major). Holding their right hand towards the sky (can be cast indoors), a magic circle about a foot in diameter appears facing upward on top of the caster’s outstretched hand. An orb of light is cast into the air to a distance of 20 ft. or the highest point available before 20ft. This will shed bright light and bathe a 40ft radius cylinder extending approximately 20ft up and down from the orb floating in the air. This light dispels are darkness based spells of D-rank(and lower). Also, anyone who looks towards the star will be blinded so long as they look toward it. The caster, while they can be blinded, are directly under the star when it is cast so it does not instantly blind them as it would others who are looking at the caster at the time of the cast. I'll only allow for the spell to dispel 1 D-rank spell. The blind should only last for a single post and should only affect those equal or lower in rank.
> Dispelling field - dispels all darkness spells or darkness mixed spells for the duration of D-rank(and lower). This includes darkness based attacks hallucinations, invisibility, etc. Can only dispel 1 D-rank spell.
> Blinding rays - this spell blinds all who look at it. Only those of equal or lower rank.
> Deals no damage - this spell deals no damage
> Long cool down - this spell has a lengthy cool down
> Self blinding - this spell will blind the caster if they look at Sirius
> Protection from light - people who are wearing heavy eye protection such as mirror tinted sunglasses/googles or are immune to blinding aren’t affected by this spells blinding rays
Description: The caster invokes the power of the Chamaeleon constellation and they take on the color changing properties to hide in their environment and render them invisible. As the spell is being cast for the first few seconds, the caster’s skin cycles through a rainbow of colors before finding a color close to the surrounding environment and the caster fades to invisibility.
> Invisibility - while the spell is based off of the chameleon which doesn’t actually turn invisible, this spell renders the casters almost completely transparent
> Rainbow search - as the spell is first cast, the caster’s skin cycles though a series of colors for a few seconds before the caster becomes invisible
> Visual only - the caster is only visually invisible, they can still be heard and smelled by those with very keen senses
Description: Invoking the power of the Pegasus constellation, the caster creates wings of pure starlight that sprout from their back. This increase the casters speed by x1.5 and allows them to fly. I cannot allow for a 1.5x increase to spell speed, especially for D-rank. The most I can allow for is a 25% increase to speed.
> Speed Increase - the caster’s speed increases by x1.5 I can only allow for a 25% increase to the base speed.
> Self-only - this spell can only be used on the caster. So, this spell cannot be used to grant allies flight.
You need one more weakness.
List of Spell Fusions: