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    Contractual Summoning

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    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Contractual Summoning

    Post by Ruvel on 13th June 2017, 6:01 am

    Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance).
    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Contractual Sealing: This allows Ruvel to use the actives or passives (not both at the same time) of his summons as if he was a caster instead of a summoner, however to do this he must pay the same amount of mana as the summon in question. He is unable to use this unique ability to mimic the same active twice at the same time. The duration of the seal is the same as the summon however the cooldown is two less than the actual summon in questions.

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee, charge-up
    Duration: 7
    Cooldown: 5
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.


    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating. Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank. Barthenz is a melee summon and thus must be within one meter to strike.


    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 15 meter radius gains a 25% buff to the potency of their spells, although this does not effect her summoner. In addition Edaenz's song regains of 4% mana and health every turn to her summoner and their allies during the time she is summoned.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way


    Last edited by Ruvel on 7th December 2017, 10:58 am; edited 13 times in total
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 13th June 2017, 7:26 am

    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    Bennu's Flight:

    Name: Bennu's Flight
    Rank: D
    Type: Utility, Knockback
    Duration: 3
    Cooldown: 3

    Description: This summon appears as a large phoenix standing 30 feet tall with a wingspan of 37 feet and seemingly with golden feathers it is upon further examination that a person will notice that each feather is actually made out of flames. To call Bennu fourth Ruvel must say "I ssannnnhan thi nnh tshh gairrtiin flinness shaf rredirrtsh" (I summon to me the guardian to the flames of rebirth), a screech will come followed by a sonic boom before Bennu will land in front of his summoner. Bennu is large enough that he can carry five people on his back with ease, but will only allow those with his summoners permission on his back to do so without this will cause 5 points of damage per round the person/people in question remain.

    Passive: Bennu can super heat any area within 15 meters of him making water and ice less effective by 25%

    Active: Where Bennu is primarily is often used as a mode of transportation (not that he minds) when he takes off he flaps his wings so hard that he creates a sonic boom that will deafen anyone within 15 meters for 2 rounds while knocking any enemy smaller than himself on their rears. (If used in pvp ooc permission will be sought if denied by the higher ranked opponent than Bennu will only force them back 10 meters allowing for escape). Once deafened the sonic boom becomes ineffective.

    Strengths:

    - Can fly
    - Can knock back several enemies at once
    - Can be used as a mode of transportation for up to 5 people
    - Super heats areas making ice and water spells less effective
    - Deafens enemies
    - Deals damage if touched without permission

    Weaknesses:

    - Bennu is a large target
    - Even if water spells are less effective they still do 50% more damage to Bennu regardless of rank
    - Bennu's feathers are made of flames and can thus be eaten by fire slayers
    - Abilities are an arc effect straight ahead
    - Summoning is hard due to language needing to be used
    - Can deafen allies if they are in the cone of damage
    - Doesn't do damage unless touched without permission

    Knaeuth's Digging:

    Name: Knaeuth's Digging
    Rank: D
    Type: Utility, offensive, dot
    Duration: 3
    Cooldown: 4

    Description: Knaeuth is a unique case within Ruvel's arsenal of summons given at one point he had tried to kill his now young summoner at the orders of his then master, a scientist by the name of Tankin who wanted Ruvel and his mentor Cirven as test subjects but not before beating them into submission first. To summon Knaeuth Ruvel must touch the ground allowing a complex green seal to form and say "Ancient Earth, protector of all" then take three steps back out of the seal will come what looks like a semi humanoid gopher with razor sharp claws that can tear through any non magical material with little issue. Can only go 20 meters away from his summoner.

    Passive: While underground Knaeuth can move at 50% speed and gains 25% to his defence due to being in his natural habitat. If above ground he is ineffective due to being blind.

    Active: Burrowing under the ground Knaeuth is able lift the earth slowing opponents by 25%, however if he waits a round he is able to pull a single opponent underground allowing earth to fall upon them dealing 50% damage until they manage to break free of the ground.

    Strengths:

    - Gains speed and defence when underground
    - Slows opponents
    - Feels the need to remain near his summoner
    - Can pull an opponent underground dealing damage

    Weaknesses:

    - In effective above ground
    - Blind so can't see attacks coming
    - When burrowing near the surface it's easy to see him coming due to the earth mound
    - Easy to avoid
    - Short distance in comparison to other summons

    Kitsune's Trickery:

    Name: Kitsune's Trickery
    Rank: D
    Type: Defensive Illusion
    Duration: 1
    Cooldown: 2

    Description: Due to what this summon does she can only be called upon while there is light present. Much like Shindara, Ruvel doesn't need to speak openly speak to call Kitsune. When she is called she comes from behind Ruvel appearing as a moon blue ninetailed fox kit that soon jumps into Ruvel's arms nuzzling her summoner.

    Passive: Anyone getting within 5 meters of her becomes blinded until they move back.

    Active: Kitsune is a trickster like her name suggests, her tricks require her to bend the natural light available to her. For a single turn she is able to hide her summoner from sight thus an opponents ability to deal damage. A single rank higher can see a vague outline that may be missed two ranks or higher can see through the illusion with ease.

    Strengths:

    - Can blind opponents
    - Can hide summoner
    - Summoner can move unseen
    - No verbal communications needed to summon

    Weaknesses:

    - Blindness can effect allies
    - Can't help allies
    - Short distance as Kitsune remains right next to her summoner
    - Doesn't last long
    - Requires light to use abilities

    Aeria's Feast:

    Name: Aeria's Feast
    Rank: D
    Type: Utility, Heal
    Duration: 2
    Cooldown: 4

    Description: To summon Aeria all Ruvel must do is think of her name when this is done a door will appear that knocking will be heard from as the door. When the door is opened singing, music, laughter and tales of battles long since past would be heard, at the door however Aeria would be stood. She appears to be around her mid 20's dressed in a long white and pale green dress a longsword at her left hand side, her long blonde hair is tied neatly into a bun with a white and green ribbon going through it.

    Passive: Gives off a calming aura to enemies within 10 meters making them lethargic thus 25% weaker in strength and speed.

    Active: Eating Aeria's food not only makes a person seem full but heals 75% rank damage for two rounds. Food that is made by this summon will remain even after she is gone but when Aeria's duration is up the healing effect her food gives goes with her.

    Strengths:

    - Creates food for summoner and allies
    - Heals those who partake in her fease
    - Aura makes things hostile lethargic thus debuffing them

    Weaknesses:

    - Unable to attack
    - Short duration
    - Cooldown is double the duration's length
    - Can't be used in the middle of battle
    - Though food remains after Aeria leaves the food no longer heals

    Neru's Crescent:

    Name: Neru's Crescent
    Rank: D
    Type: Utility, Offensive
    Duration: 3
    Cooldown: 4

    Description: To summon Neru, Ruvel only need speak his name. Neru appears as a 6'7" tall and athletic male with long aqua blue hair, he has azure markings on the left side of his face, if a person gets close enough they'd be able to see slits on his neck showing him as an aquatic elf. He wears a white wrap that sits at his knees with a cerulean mesh sash that flows down the right side to his ankle. At his side is a water skin holding water so he not only remembers what he is and where he came from but also allows him to use his element when he isn't around water.

    Passive: Allows his summoner and two allies to breath underwater while moving 25% faster than would normally be possible.

    Active: Is able redirect a single water attack of same level or lower, however, if he uses the same amount of magic the water spell costs he can take over the spell and send it back at full power to the original caster with all the same effects. This active is only useful up to half that rank distance regardless of what spell he hijacks.

    Strengths:

    - Can allow breathing underwater
    - Allows speed increase underwater
    - Can redirect water magic of the same rank or lower
    - Sacrificing the same amount of mp as the original spell can hijack a water spell of the same rank or lower.

    Weaknesses:

    - As he uses water magic his magic can be eaten by water slayers
    - Requires additional mp to hijack water magic
    - Half rank distance when hijacking another persons aquatic magic
    - Only effective if the opponent is using water magic
    - Summoner has to make sure not to go to far down in case Neru's duration comes to an end causing them and allies to drown.

    Maera's Knowledge:

    Name: Maera's Knowledge
    Rank: D
    Type: Utility
    Duration: 3
    Cooldown: 4

    Description: Maera is as strange as they come when it comes to being a summon, as she doesn't seem to turn up when Ruvel calls her name. It isn't because she is hiding within a shadow to bending light to conceal her presence in fact it's because she hides within Ruvel's hair. Maera is a fairy that is around three inches talls wearing an ice blue and white dress that resembles a lotus in design that Ruvel himself crafted for her. She has long white hair that has a hairpin within it with a lotus matching the dress a small bell dangling from white silk cord coming from the pin.

    Passive: When flying Maera is invisible due to her fast speed, due to the bell on her hairpin she can be used as a distraction so Ruvel and his allies may have a chance to avoid confrontation.

    Active: Even though energetic at times and always bubbly, Maera is good for information. Once per round a general question of the area may be asked to her and she will give a general answer, however if you give her a round she can be more specific on the answer and if the three rounds are given to her she would be able to tell you with some degree certainty where someone or something is (ooc permission will be sought if used in a pvp setting if wanting to pin point.) Maera is able to move at the full distance of the rank spell she is.

    Strengths:

    - Good for a distraction
    - Good for gaining information

    Weaknesses:

    - Non combat
    - Details of answer dependant on how long she has to think on them
    - Will accept questions from enemies and allies wanting to be helpful so can backfire or hinder progress


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°470


    Last edited by Ruvel on 16th December 2017, 6:23 am; edited 12 times in total
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:30 pm

    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Inta’ruu's Malice:

    Name: Inta’ruu's Malice
    Rank: C
    Type: Offensive
    Duration: 5
    Cooldown: 6

    Description:
    Inta’ruu appears as a 16 year old Elven male, with a frailer physical form than most of that race, he has long black hair tied back in a white sil ribbon, pure black eyes making his skin seem fairer in completion. He wears a long ceremonial black loose yukata with white seems. His apperance however is just a facade of whom and what he truly is. Inta'ruu is a highly skilled warrior with two handed weapons and will come merely by his summoner calling his name appearing by stepping out of his summoners shadow.

    Passive:
    Inta’ruu's uses weapons made from shadow thus they deal lasting elemental damage when they do hit meaning any wounds dealt by him must be healed by spells higher than his rank. The damage is never higher than 50% rank per round.

    Active:
    Though he is a master of hand to hand and sword play he is of the shadow element and isn't above playing dirty if needs must. When he believes it is the only way he will shape any shadow around him into screeching wraiths dealing fear to anyone of same rank or lower freezing them for one round debuffing their speed 25% for the rest of the rounds. Any rank higher don't get the fear effect but it still get the speed debuff due to not knowing where the screeching is coming from. The effect of this is only 45 meters.

    Strengths:

    - Causes fear
    - Deals elemental damage
    - Deals lasting damage
    - Debuffs

    Weaknesses:

    - Weapons are made from shadow thus can be eaten by the appropriate slayers
    - Is a physical summon so is likely not to get to to the end duration
    - Fear only effects those of same rank or below
    - Must be a shadow for him to step out of
    - Summoner must be able to say his name

    Crystal's Clarity:

    Name: Crystal's Clarity
    Rank: C
    Type: Utility, Elemental
    Duration: 2
    Cooldown: 4

    Description: Crystal is the twin sister to Barthenz, like her brother an incantation must be said but unlike her brother she doesn't require the sacrifice of hp, instead she requires an additional 8% of Ruvel's mp to be summoned. She stands 6'2" tall, her hair lands at her shoulders and is pale blue, she wears robes that shows her legs, stomach, arms and part of her chest making it easy for her to seduce men and women if they are that way inclined, around her body small gems can be seen with what looks like stars twinkling in them, what many outside her race don't realise is that this 'jewellery' is nothing more than scales that are seen within the drackon form of her people.

    Passive: While out anything hidden (doors, traps, spells, ect) within 90 meters of her will almost sparkle giving Ruvel knowledge on where to look but will not tell him exactly what's there.

    Active: Crystal is the opposite of her brother in regards to ability, she holds no physical power and has 25% less health than a summon of her rank should but what she lacks there she makes up in magical damage. She is able to hit a single person for 75% rank damage regardless of the base element she decides to use, however, if the opponent touches one of their allies her magic chains to them for a single turn dealing 25% rank damage. This active is only has the range of 60 meters.

    Strengths:

    - Can find things that can't be seen normally
    - Does more than normal damage
    - Magic has the possibility of chaining through enemies if they touch one another

    Weaknesses:

    - Can do no damage physically
    - Has less health than a normal summon
    - Active is half the range of c rank single attack spells
    - Costs additional mana to summon her
    - Must be able to say the incantation to call her forth
    - Takes 25% additional damage from dragon and god slayers

    Endema's Web:

    Name: Endema's Web
    Rank: C
    Type: Immobilisation, Utility
    Duration: 1
    Cooldown: 2

    Description: Endema only requires her name whispered before she appears almost as if out of the shadows knelt by her summoner. She is dark skinned with pale purple hair wearing tight black leather. When stood she stands at 6'0" and is slender though she seems to look more than a little annoyed.

    Passive: Edema can climb any surface regardless what the surface is made of at 25% normal speed.

    Active: Endema can weave what seems to be web capable of either wrapping around up to three people for a single round stopping them in their tracks or being used to be as a ladder or bridge, if used as a utility the webbing stays for two additional rounds before dissolving. This ability only has a range of 30 meters.

    Strengths:

    - Is versatile
    - Can stop three enemies in their tracks
    - Edema can climb any surface

    Weaknesses:

    - Short duration
    - Short range
    - No damage
    - Must whisper the summons name

    Raven's Sight:

    Name: Raven's Sight
    Rank: C
    Type: Offensive
    Duration: 5 (up to four rounds charge up)
    Cooldown: 6

    Description: Raven isn't exactly what you would expect as a master marksman, even Ruvel has only seen Raven once and vowed he would never tell anyone what the man looked like. To summon Raven he has to make certain hand gestures and trust that the summon will do what is in his summoners best interest.

    Passive: Raven is able to hit someone 30 meters further than what the normal spell range is but he only gets one shot.

    Active: Raven uses specialised ammunition that when it enters leaves no mark of entry but corrodes the inside of the enemy. This is a single target ability, it doesn't matter at what point he shoots his duration is instantly spent and he goes into cooldown. He does full damage and gains 25% additional damage will be added for every round he waits before shooting. Due to his passive Raven can shoot a target from 150m away

    Strengths:

    - No vocals required
    - Additional distance
    - Additional damage for each round he lies in wait

    Weaknesses:

    - Shot can be dodged
    - Only able to shoot once before going into cooldown
    - Can hit allies if they're in the way
    - Works independently of his summoner
    - Hands must be able to be used to summon him

    Kilith's Compassion:

    Name: Kilith's Compassion
    Rank: C
    Type: Healing
    Duration: 1
    Cooldown: 3

    Description: Kilith is the youngest daughter of Edaenz and is summoned the same way as her mother and that is merely whispering her name. Kilith isn't exactly what you would expect given her mother's apperance, she appears as a Pixie with long spring green hair, sky blue eyes and her dress resembles that of a bluebell designed by Ruvel for her. Even as the youngest of her siblings she is still around a hundred and twenty-five years old and gifted in burst healing.

    Passive: Due to being gifted Kilith's healing is 50% more effective.

    Active: Kilith can heal one person within 30 meters, where she will listen to her summoner sometimes she is known to go off track and heal him first if he is injured regardless if there are people needing the healing more.

    Strengths:

    - Heals for more than usual
    - Heals instantly

    Weaknesses:

    - Will heal Ruvel before anyone else
    - Can't do damage
    - Can only heal one person at a time

    Ziian’Tuu's Tactics:

    Name: Ziian’Tuu's Tactics (pve only will seek ooc permission if used in pvp)
    Rank: C
    Type: Utility, Defence
    Duration: 3
    Cooldown: 4

    Description: Ziian’Tuu appears as a cute five year old human boy with golden eyes and long golden hair both of which seemingly glow. His clothing almost looks like a white yukata with golden butterflies embroidered in. Ziian’Tuu the oddest of all the summons within Ruvel's arsonal, this is due to having no real way to summon him. He turns up when he feels like it. When he does decide to make an appearance it's usually just beside Ruvel holding his hand much like anyone would expect from a little boy.

    Passive:
    Even though Ziian’Tuu may look young he is anything but, he is in fact the ruler of the dead's spirit realm. Due to how long he has lived this gives him an unfathoming insight to his enemies movements allowing him to anticipate what they will do next.

    Active:
    Due to Ziian’Tuu appearing so young he doesn't get into physical fights, in fact he hates fighting as a whole so instead he decided to find a way to get around it by using bubbles. These bubbles can be used one of two ways. He can either call three bubbles a round to immobilise enemies by trapping them inside them for a round or he can use the same bubbles to shove enemies into other areas that would be more beneficial to the summoner or team. The bubbles are able to be used within 75 meters of Ziian’Tuu.

    Strengths:

    - Can immobilise enemies
    - Can anticipate enemy movements
    - Can be used to benefit the team through moving the enemies into a more favourable formation to be hit.

    Weaknesses:

    - The bubbles are made out of light and spiritual energies so can be eaten by appropriate slayers
    - Does no damage
    - No way to summon Ziian’Tuu
    - He randomly shows up


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°474


    Last edited by Ruvel on 7th October 2017, 3:58 pm; edited 5 times in total
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:30 pm

    B Rank Spells

    Solaris's Light:

    Name: Solaris's Light
    Rank: B
    Type: Light/Single target/aoe
    Duration: 4
    Cooldown: 5

    Description:
    To call Solaris Ruvel must create an orb of his personal light causing 1 c rank worth in damage to himself willingly, holding it above his head he must speak "I pray to thee, oh beloved ancients of old... send me your greatest guardian." with this the orb is taken from his hand and in front of him appears a male standing 6'5" tall dressed in fine silks, long white hair and glowing golden amber eyes, on his back sits eight wings of pure light that will disperse most darkness around himself instantly.

    Passive:
    Due to being the epitome of light, Solaris's very presence is able to disperse non magical and magical darkness up to 150 meters away causing those who use shadow magic to take a 25% debuff due to the lack of shadow. (Magical shadow/darkness can only be dispersed up to his rank)

    Active:
    Solaris by nature would be classed as a re-quip mage specialising in melee weapons, he creates his weapons out of light and they do 75% rank damage per round. The moment that he releases a weapon from him from his weapon it takes him an additional round to create a new one, if he does insist on throwing his weapon it can go 150 meters away from him before it fades.

    Strengths:

    - Deals additional damage per round
    - Can change weapon in an instant so longs he is still holding the previous one
    - Classed as holy type so deals 25% additional damage to demons

    Weaknesses:

    - Weapon is made from pure light so can be eaten by the correct slayer type
    - As he is classed as a holy type he takes and additional 25% damage from godslayers
    - Takes a full round to create a new weapon if he drops or throws the the one he previously made
    - While he is out it is impossible to hide
    - Using this summon prevents Ruvel using certain other summons

    Delia's Flames:

    Name: Delia's Flames
    Rank: B
    Type: Immobilisation/Knockback/Multi-Target
    Duration: 2 rounds
    Cooldown: 3 rounds

    Description:
    Delia just needs his name called appearing as a little fairy on Ruvel's head clad in robes of vibrant golds and reds, in his hand is a little spell book which you'll often find him reading from intently, it's when he isn't reading you should worry because then he becomes dangerous.

    Passive:
    Delia buffs any ally spell including his own by 25% while he is out up to Multi-Target rank range.

    Active:
    While this cute little fairy may seem like nothing to worry about nothing could be further from the truth as for the first round he lifts his hand and any within his line of sight up to aoe rank range (same rank or lower) is stopped for a single round what those within his line of sight will also feel is like their blood is boiling red hot dealing 75% Rank damage that he is active, when the second round comes not only does the enemy feel the continued pain of the burning but is knocked back 30m creating disorientation of a single round making spells and speed 25% weaker and slower.

    Strengths:

    - Deals higher amounts of damage
    - Immobilises
    - buffs himself and others

    Weaknesses:

    - Damage dealt depends on how many people are there
    - Needs line of sight
    - Immobilisation doesn't effect higher mages
    - Delia needs to be able to move his arms to cast
    - If his book is removed from him he will go looking for that instead of attacking

    Sato's Nature:

    Name: Sato's Nature
    Rank: B
    Type: Defensive/hot
    Duration: 5
    Cooldown: 6

    Description:
    Sato looks like your average eight year old boy standing 4'2" tall with short messy raven black hair and bright lime green eyes, when summoned he appears either wearing a forest green t-shirt with a leaf on it and tan shorts, or a pale green hooded jumper with a mushroom on it with olive coloured trousers, either way he always seems to have dirty hands from playing in the dirt. To call Sato to him he must speak "confn ekess ve o' vrak di edar" (Come to me o' child of earth), with this what seems to be an over grown forsythia would grow beside Ruvel opening to reveal the happy little boy.

    Passive:
    Gives a damage reduction of 25% to other summons and allies while he is active, allies/summons must be within 75m of Sato to gain the benefit of this passive.

    Active:
    Sato doesn't seem like he wants to do much but play in the dirt but as he does a garden seems to appear reaching 75m around him, this is a solid illusion and holds no blemish to it even to those above in rank since they would see it forming. Those of same rank and below's spells and physical opponents would move 50% slower, those one one rank higher would be only effected by 25% while those 2 ranks above would be unaffected. While any ally or summon is within the garden they find themselves being healed for 25% per round. The summoner must choose if he gains the benefit of the passive or the active he can not gain both and once chosen it can not be changed.

    Strengths:

    - Debuffs enemies
    - Gives damage reduction
    - Heals allies

    Weaknesses:

    - Shorter distance
    - Summoner has to choose between passive or active
    - Illusion is made from light energy so slayers of the same type can eat it
    - Healing is earth based so slayers of the same type may eat it

    Shade's Transportation:

    Name: Shade's Transportation
    Rank: B
    Type: Teleportation
    Duration: 1
    Cooldown: 4

    Description:
    Shade is a wraith never seen as like the void twins remains with a shadow but unlike the twins they don't tend to remain within Ruvel's shadow. To summon shade the summoner need only think of needing to get out of a certain area while whispering shade's name. Due to never leaving the shadows no one knows what shade looks like. With the passive shade's ability can go 75 meters instead of the usual 50 meters a burst spell does.

    Passive:
    Shade can move a group of five individuals 50% further than should be possible

    Active:
    Shade can open a portal allowing people to travel to another point in an instant.

    Strengths:

    - Can move a group of people
    - Can move further than normal
    - Needs only their name said while thinking of location

    Weaknesses:

    - Can do no physical harm
    - Portal is made of shadow thus can be eaten by appropriate slayers
    - Must have a clear image of the place wanting to be if you don't want to end up in a random place
    - Long cooldown in comparison to duration
    - Requires shadow to be used

    Isk's Light:

    Name: Isk's Light
    Rank: B
    Type: Offensive, healing, Multi-Target, Charge up
    Duration: 5
    Cooldown: 6

    Description:
    To call Isk to his side Ruvel must speak "Isk Mitne" (Starlight) when this happens an ethereal looking male due to the light glow he gives off; he stands almost eight foot in height, with long flowing pastel blue hair and matching eyes which also seem to glow. He pale white robes with intricate golden embroidery around it.

    Passive:
    50% of the damage done to the enemy is returned spreed between the summoner and their allies as a heal.

    Active:
    moving his hands to his head Isk seems to almost start to chant something, when he stops beams of blue light lock onto the enemy doing 75% damage, for every additional round he doesn't attack is able to do 25% more damage due to charge up. Isk may release the energy at any point during the duration but instantly goes into cooldown. The distance this active can go is 120 meters from Isk.

    Strengths:

    - Can hit multiple targets at once
    - Can do additional damage
    - Returns some of the damage back as healing

    Weaknesses:

    - Requires charge up to do additional damage
    - Only gets one use before going into cooldown
    - Slightly shorter distance than a spell of this rank
    - Requires Ruvel to be able to speak

    Aura's Defence:

    Name: Aura's Defence
    Rank: B
    Type: Defence, offence
    Duration: 3
    Cooldown: 4

    Description:
    To call Aura, the summoner must look to the air and whisper "erlelee di wer suaco." (Embrace of the wind) In doing this a girl looking no more than fifteen years old, standing 5'8" tall with long flowing grey hair and glowing green eyes with what seems like storms going on in them would appear just behind Ruvel from a storm filled portal. She would be wearing what seems like a white and pale green hanfu, a pale green sash around her arms.

    Passive:
    Anyone stupid enough to get within fifteen feet of the shield will take rank damage due the the speed of the winds.

    Active:
    With a few simple hand gestures Aura can call a shield to protect a single person, the shield can take up to three rank b hits before it vanishes. The target must be within 150 meters of Ruvel to have the shield put around them.

    Strengths:

    - Does damage if a person gets to close to the shield
    - Can take several hits before breaking

    Weaknesses:

    - The shield is made of wind and can be eaten by relevant slayers
    - Ruvel must be able to speak to call the summon
    - Aura must be able to move her hands to cast the shield
    - Range is 1/4 shorter than a normal spell of this rank and type


    Kioshi's Silence:

    Name: Kioshi's Silence
    Rank: B
    Type: Immobilisation, silence, knockback
    Duration: 3
    Cooldown: 6

    Description:
    To summon Kiyoshi, Ruvel need only whisper his name. When he does what seems like a teapot of bone china appears in his hand, taking off the top of the teapot then peers the head of what appears as a small blue lung dragon who doesn't seem best pleased to be disturbed.

    Passive:
    Debuffs enemies for 50% attack just because he's annoyed about the noise.

    Active:
    The first round Kiyoshi rears his head he makes a cone of silence 60 meters around himself that can prevent one spell per round being cast within it (This is of course same rank or lower and ruvel will pay the same mp as the spell for it to be nulled.). The second round Kiyoshi moves into his teapot and brings out some sort of gem and throws it on the ground anyone within the 60 meters will be stopped in their tracks for a single turn be it friend or foe (Of same rank or lower), on the third round Kiyoshi is extremely upset and breaths in the cone of silence before breathing it back out sending anyone within 60 meters 20 meters back.

    Strengths:

    - Debuffs enemies
    - Does several things within it

    Weaknesses:

    - Ruvel must be able to hold the teapot
    - Ruvel must be able to whisper the summons name
    - the range is shorter than a spell of the rank and type
    - It can be costly on Ruvel's mana
    - Ruvel must be able to keep a hold of the teapot the entire time
    - Ruvel can't speak above a whisper or Kiyoshi will leave

    Proof of Purchase:

    [url=https://www.fairytail-rp.com/t14653p475-magic-shop]Magic shop: Page 20, Post n°497


    Last edited by Ruvel on 19th December 2017, 5:02 pm; edited 8 times in total
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:30 pm

    A Rank Spells

    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: A
    Type: Illusion
    Duration: 4
    Cooldown: 7

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. This effect works for up to 250 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.

    Amuul's Illusion:

    Name: Amuul Illusion (pve only, if used in pvp ooc permission will be sought)
    Rank: A
    Type: Illusion
    Duration: 4
    Cooldown: 7

    Description: Amuul is the twin brother to Shindara and is summoned the same way, like his brother he remains within Ruvel's shadow making his summoners shadow not only darker but shaped a bit differently.

    Passive: Illusions can deceive the perception one rank higher

    Active: Like his brother Amuul's illusion can do no damage but unlike his brother he doesn't attack a person's mind, at least not directly. He brings a memory out of a persons head and makes a solid illusion of it. Amuul can be either kind or cruel depending on his mood or what has been done to his summoner twisting the memory to bring comfort to a person or taking a good memory and twisting it to have a bad outcome. He can only take one memory at a time, but that one memory depending on what he does with it could change how a person is viewed. This effect works for up to 250 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect

    Demi's Demise:

    Name: Demi's Demise
    Rank: A
    Type: Offensive, multi-target
    Duration: 6
    Cooldown: 7

    Description:
    To call Demi to his side Ruvel needs to do nothing, the two had been paired while she was alive and will come merely if she senses he is in danger or requires help. Demi appears as a nineteen year old female with alabaster skin, pure black eyes and long black hair tied back in a white cord. She wears a torn black dress that stops at her knees around, on her body black runes are easily seen, that and the barbed wire wrapped around her frame. In her hands she holds a scythe that also seems to be wrapped in barbed wire, though the scythe may look like it's made out of shadow nothing could be further from the truth it is a unique metal made within her home realm. When she appears it will be in front of Ruvel and she will look like she's ready to kill the ones in front of her.

    Passive:
    Demi does 25% additional damage every time she does damage regardless of wither it is melee or magical, this damage is classed as lasting damage and requires a healing spell of higher rank than Demi to heal it.

    Active:
    Moving the scythe with deadly efficiency Demi can either strike physically or swing it quickly releasing a crescent of what looks like shadow energy but this isn't the case this is death energy. The magical strikes do 50% damage per round and works as an arc making it a multi-target offensive. The arc can travel 170 meters away from Demi.

    Strengths:

    - Does additional damage
    - Can do both melee and magical attacks
    - Doesn't need anything to summon her

    Weaknesses:

    - Melee and magical can't be used same round
    - Only comes when she believes Ruvel is in danger
    - Will not defend any other person
    - Will defend over attacking if it means Ruvel's safety

    Korvin's Portals:

    Name: Korvin's Portals
    Rank: A
    Type: Movement/Dimensional/Multi-target/
    Duration: 6
    Cooldown: 7

    Description:
    Korvin much like her new sister Demi appears when she believes she is needed, standing at 5'8" tall with albino skin, crimson red eyes and long snowy white hair tied back in black cord. The warrioress in a black dress though at in an instant that can change and it hardens to be an armour.

    Passive:
    While inside a pocket realm of her creation she can create whatever she wishes to defend or harm.

    Active:
    Korvin is able to use her magic to allow those to travel from one point to another by travelling through a pocket realm, once in the pocket realm those within are at her whim as she can use it to defend allies for up to 240 points of damage or cause up to 50% damage per round spread equally to all enemies within her home. The distance that the the spell can go is 200 meters.

    Strengths:

    - Is stronger within her realms
    - Damage is spread equally over enemies
    - Can defend or attack

    Weaknesses:

    - Unable to attack and defend at the same time
    - Abilities are weaker outside of the pocket realm
    - Damage is dependant on how many enemies there are
    - If Ruvel or Cirven are in danger will instantly change from attacking to defending

    Oykai's Phantoms:

    Name: Oykai's Phantoms
    Rank: A
    Type: Spirit/fear/debuff
    Duration: 5 Rounds
    Cooldown: 6 Rounds

    Description:
    Oykai appears as a child standing 4'3" tall, deep ruby eyes though to look into them you would swear you could see the souls of people within them. He has long blue hair and usually wears a smile dressed in a white male kimono with a hood that normally covers his eyes and hakama, a single black butterfly can be seen on the left hand side of his top this indicates him as a soul reaper of the highest calibre. To summon Oykai Ruvel must plunge his dagger into his heart immobilizing him for a round as Oykai steps out of the seemingly dying body.

    Passive:
    Jumping in the air he can condense the souls of those past to move within the air as though flying, wither in the air or on land while the passive is in effect he gains a 50% increase to his speed.

    Active:
    Moving his hand forward he releases several souls from his hand that will cause fear for one round (same rank and lower) due to the eerie wailing that they do as they go forward, even though this is a single target ability it still only does 50% damage per round capping at 2.5x rank damage by the time the spell is done, he can however change target each round, in addition anyone that is touched by his souls feel themselves become lethargic and drained as the spirits sap speed and strength (both magical and physical) by 25% for the duration of the spell. The spirits can move as far as a single target rank spell. To call on Oykai Ruvel must sacrifice rank damage.

    Strengths:

    - Causes immobilization
    - Debuffs
    - Target may change each round

    Weaknesses:

    - Takes a full rank of damage to call him
    - Magical damage can get as high as aoe damage of the same rank per round
    - Immobilises Ruvel for a round
    - Weak against light users

    Demeri's Mirror:

    Name: Demeri's Mirror
    Rank: A
    Type: Clone
    Duration: Dependant
    Cooldown: One round higher than that of the cooldown

    Description:
    Demeri appears as a young girl looking perhaps fifteen years old, wearing a frilly white and pink and white dress and matching bonnet, beside her stands a large mirror with a wooden frame that she usually is leaning on or hugging into. To call Demeri all Ruvel must do is speak her name and she will form beside him though she has a habit of tackling him to the ground in her excitement.

    Passive:
    Demeri gives a 25% increase to spell potency to allies within a 100 meter radius.

    Active:
    So longs Ruvel is willing to pay the cost of the original spell on top of the summoning cost, Demeri's mirror is able to cast the last spell an enemy cast as if it was their own, however if the mirror is broken or Demeri is defeated the spell effect instantly comes to an end. The spell range, damage and duration will be the exact same as the original spell.

    Strengths:

    - Gives a buff to allies
    - Can mimic the last spell created by an enemy

    Weaknesses:

    - The spell is reliant on the enemy
    - The effect comes to an end if Demeri or her mirror are ended
    - Depending on the spell it may be eaten by slayers
    - As it is a mirrored spell allies and even Ruvel himself may be harmed by the spells effect
    - Requires additional mana to use

    Proof of purchase:


    Last edited by Ruvel on 11th December 2017, 6:24 am; edited 2 times in total


    ___________________________________________________________________
    I am strong because I know my weaknesses
    I am fearless because I learnt to recognise, illusion from real
    I am wise because I learn from my mistakes
    I can laugh because I have known sadness

    Golden Lacrima Ends: 13/01/2019
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:30 pm

    S Rank Spells


    ___________________________________________________________________
    I am strong because I know my weaknesses
    I am fearless because I learnt to recognise, illusion from real
    I am wise because I learn from my mistakes
    I can laugh because I have known sadness

    Golden Lacrima Ends: 13/01/2019
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:34 pm

    H Rank Spells


    ___________________________________________________________________
    I am strong because I know my weaknesses
    I am fearless because I learnt to recognise, illusion from real
    I am wise because I learn from my mistakes
    I can laugh because I have known sadness

    Golden Lacrima Ends: 13/01/2019
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:34 pm

    Fusion Spells


    ___________________________________________________________________
    I am strong because I know my weaknesses
    I am fearless because I learnt to recognise, illusion from real
    I am wise because I learn from my mistakes
    I can laugh because I have known sadness

    Golden Lacrima Ends: 13/01/2019
    avatar
    Ruvel

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Player -
    Lineage : Victor's Decent
    Position : None
    Posts : 517
    Guild : Black Sails
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : Cirven
    Experience : 13,650

    Character Sheet
    Character Name: Ruvel
    Primary Magic: Contractual Summoning
    Secondary Magic: Light Demonslayer, 2nd Gen

    In Progress Re: Contractual Summoning

    Post by Ruvel on 16th June 2017, 3:36 pm

    Reserved in case I missed something


    ___________________________________________________________________
    I am strong because I know my weaknesses
    I am fearless because I learnt to recognise, illusion from real
    I am wise because I learn from my mistakes
    I can laugh because I have known sadness

    Golden Lacrima Ends: 13/01/2019
    avatar
    Jiyu Kazehime

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Legal Guild Ace- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Madame Astrid's friend list- Player -
    Lineage : Inugami
    Position : None
    Posts : 1783
    Guild : Black Rose
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 63,215

    Character Sheet
    Character Name: Jiyu Kazehime
    Primary Magic: Wind Magic
    Secondary Magic: Demonic Takeover

    In Progress Re: Contractual Summoning

    Post by Jiyu Kazehime on 18th June 2017, 3:50 pm



    Spoiler:

    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Summoning)
    Description: Ruvel was born magically and physically weaker than his twin sister due to her draining him while they where still within their mothers womb. It was frustrating for the youth that he was unable to do what most took for granted as he was treated as nothing more than a hindrance by those around him. One night he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance)

    Strengths:

    - Can be summoned in a magically dead zone (Can not be used until 4th ua is unlocked)
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon is only 50% as effective
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channeling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 5 meters on her area of effect.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.)

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: D
    Type: Offensive, Melee
    Duration: 3
    Cooldown: 4
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.

    Passive: Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank.

    Active: Due to being a berserker Barthenz does 25% additional damage and 10% additional health making him hit harder and take more of a beating.

    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack


    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 5 meter radius gains a 10% buff to the potency of their spells, although this does not effect her summoner.

    Active: Edaenz's song gives the one she is contracted regain of 4% mana and health every turn during the time she is summoned.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way
    - Regain is unable to stack with any other heal over time


    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: Gives a 5 meter increase to range to the one damaged to summon her.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 20 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts one additional turn at 25% before becoming inactive.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster


    ___________________________________________________________________




    avatar
    Leila Vergious
    .
    .

    Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : None
    Position : Saint of Eden
    Posts : 1039
    Guild : Golden Phoenix
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 21
    Experience : 52,881

    In Progress Re: Contractual Summoning

    Post by Leila Vergious on 18th July 2017, 5:57 am

    Moved and unlocked at user's request.

    Spoiler:
    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Summoning)
    Description: Ruvel was born magically and physically weaker than his twin sister due to her draining him while they where still within their mothers womb. It was frustrating for the youth that he was unable to do what most took for granted as he was treated as nothing more than a hindrance by those around him. One night he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance)

    Strengths:

    - Can be summoned in a magically dead zone (Can not be used until 4th ua is unlocked)
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon is only 50% as effective
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channeling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.
    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 5 meters on her area of effect.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.)

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: D
    Type: Offensive, Melee
    Duration: 3
    Cooldown: 4
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.

    Passive: Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank.

    Active: Due to being a berserker Barthenz does 25% additional damage and 10% additional health making him hit harder and take more of a beating.

    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack


    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 5 meter radius gains a 10% buff to the potency of their spells, although this does not effect her summoner.

    Active: Edaenz's song gives the one she is contracted regain of 4% mana and health every turn during the time she is summoned.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way
    - Regain is unable to stack with any other heal over time


    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: Gives a 5 meter increase to range to the one damaged to summon her.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 20 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts one additional turn at 25% before becoming inactive.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster


    ___________________________________________________________________





    "Roots below the earth claim no rewards for making the branches fruitful"

    Character | Magic | Pet | Weapon


    Gold Lacrima valid until the 16th of October, 2018




    avatar
    Leila Vergious
    .
    .

    Regular VIP Status- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Fan Art Contest Participant- Lineage Making Contest Participant- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : None
    Position : Saint of Eden
    Posts : 1039
    Guild : Golden Phoenix
    Cosmic Coins : 25
    Dungeon Tokens : 0
    Age : 21
    Experience : 52,881

    In Progress Re: Contractual Summoning

    Post by Leila Vergious on 19th July 2017, 2:20 am

    Hi there, Ruvel! I'm VindStot / Leila and I'm here to grade your magic. All my requests for changes will be below and done in this color. If you have any questions or have fixed everything, PM me or bump this thread.

    My first request is also up here, since it applies to your magic as a whole - It seems that your active spells have no duration and cooldown? These spells are just like regular ones within any magic, only cast by the summon, rather than the mage. This means they require proper duration and cooldown that follow the same rules as any other spell. Please, provide these to all of your actives.

    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance)

    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee
    Duration: 3 After reading the description, I think this should be 1 post of charge-up + 3 posts duration?
    Cooldown: 4
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.

    Passive: Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank.

    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating.

    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 5 meter radius gains a 10% buff to the potency of their spells, although this does not effect her summoner.

    Active: Edaenz's song gives the one she is contracted regain of 4% mana and health every turn during the time she is summoned. This is little too much for D-ranked spell.
    Please, lower the number to 2% instead.


    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way
    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.)

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn I'm afraid I cannot allow this ability as part of D-ranked summon, please change it.

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns Only one turn, please. it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff if of two ranks higher but at half the percentage. Those two ranks or higher cannot be affected at all by debuffs of this rank.

    Strengths:

    - Possibility of making enemies sleep for two turns Change this according to my grading above, please.
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies two ranks higher with half the debuff Change this according to my grading above, please.

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage Either lower this to D-ranked damage and only 25%, or make it one-time only.

    Active: The shield is able to absorb one attack of same rank or lower, an attack of a level higher still deals 50% of the damage to the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round This might change depending on what duration and cooldown you give the active ability.
    - Can absorb 50% of a C-Rank spell Change this according to my grading above, please.

    Weaknesses:

    - Summoner still gets some damage from C-Rank spells
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells Change this to 30%, please.

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. Keep the additional poison damage in mind when adding duration and cooldown to this ability.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes more damage via fire magic This should be in the description to specify how much extra damage the summon takes.
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: C
    Type: Illusion
    Duration: 2
    Cooldown: 4

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. Can only effect quarter of the maximum spell rank in distance.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.



    ___________________________________________________________________





    "Roots below the earth claim no rewards for making the branches fruitful"

    Character | Magic | Pet | Weapon


    Gold Lacrima valid until the 16th of October, 2018




    avatar
    Salrynn
    Fireworks Expert
    Fireworks Expert

    Moderator- Chatbox Moderator- Mythical VIP Status- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Legal Guild Ace- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Light- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Forever Alone Achievement- Cookie Achievement- Hero- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : Grace of the Chinese Zodiac
    Position : Saint of Happiness
    Posts : 2189
    Guild : Golden Phoenix - Guildmaster
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    Dungeon Tokens : 0
    Age : 22
    Mentor : Hero Yamamoto (Hell yeah)
    Experience : 21,906.25
    Brownie Points : 69

    Character Sheet
    Character Name: Summer Guiyang
    Primary Magic: Firework Magic
    Secondary Magic: Jeweled Zodiac Slayer || Cherry Blossoms

    In Progress Re: Contractual Summoning

    Post by Salrynn on 21st July 2017, 5:00 pm

    Since the magic has been passed down to me, I deem it sufficient to approve.


    ___________________________________________________________________


    Magic|Secondary Magic|Backstory|Theme|Battle Theme|Bank|

    From you summer sprouts,
    a warm breeze amongst the cold
    Singing melodies
    ~Baobhan


    D: 9|C: 5|B: 2|A: 0|S: 0|SS: 0
    Extra 350: VIP

    avatar
    Salrynn
    Fireworks Expert
    Fireworks Expert

    Moderator- Chatbox Moderator- Mythical VIP Status- Demon VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Legal Guild Ace- A-Rank- Rich- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Light- The Sacred- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- Forever Alone Achievement- Cookie Achievement- Hero- Be on Izayuki's Friend List- 1 Year Anniversary- Player -
    Lineage : Grace of the Chinese Zodiac
    Position : Saint of Happiness
    Posts : 2189
    Guild : Golden Phoenix - Guildmaster
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 22
    Mentor : Hero Yamamoto (Hell yeah)
    Experience : 21,906.25
    Brownie Points : 69

    Character Sheet
    Character Name: Summer Guiyang
    Primary Magic: Firework Magic
    Secondary Magic: Jeweled Zodiac Slayer || Cherry Blossoms

    In Progress Re: Contractual Summoning

    Post by Salrynn on 15th August 2017, 1:41 pm

    Unlocked upon the request of the user ^^

    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance).
    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee, charge-up
    Duration: 4
    Cooldown: 5
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.

    Passive: Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank.

    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating. Barthenz is a melee summon and thus must be within one meter to strike.


    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 5 meter radius gains a 10% buff to the potency of their spells, although this does not effect her summoner.

    Active: Edaenz's song gives the one she is contracted regain of 4% mana and health every turn during the time she is summoned. The range of this active is 15 meters.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way

    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack


    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: C
    Type: Illusion
    Duration: 2
    Cooldown: 4

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. Can only effect quarter of the maximum spell rank in distance. This effect works for up to 60 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.



    ___________________________________________________________________


    Magic|Secondary Magic|Backstory|Theme|Battle Theme|Bank|

    From you summer sprouts,
    a warm breeze amongst the cold
    Singing melodies
    ~Baobhan


    D: 9|C: 5|B: 2|A: 0|S: 0|SS: 0
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    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
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    Age : 22
    Experience : 2,012.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    In Progress Re: Contractual Summoning

    Post by Aura on 16th August 2017, 4:45 pm

    After a great grading picnick, these are good to go~:
    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    Bennu's Flight:

    Name: Bennu's Flight
    Rank: D
    Type: Utility, Knockback
    Duration: 3
    Cooldown: 3

    Description: This summon appears as a large phoenix standing 16 feet tall with a wingspan of 23 feet and seemingly with golden feathers it is upon further examination that a person will notice that each feather is actually made out of flames. To call Bennu fourth Ruvel must say "I ssannnnhan thi nnh tshh gairrtiin flinness shaf rredirrtsh" (I summon to me the guardian to the flames of rebirth), a screech will come followed by a sonic boom before Bennu will land in front of his summoner. Bennu is large enough that he can carry five people on his back with ease, but will only allow those with his summoners permission on his back to do so without this will cause 5 points of damage per round the person/people in question remain.

    Passive: Bennu can super heat any area within 15 meters of him making water and ice less effective by 25%

    Active: Where Bennu is primarily is often used as a mode of transportation (not that he minds) when he takes off he flaps his wings so hard that he creates a sonic boom that will deafen anyone within 15 meters for 2 rounds while knocking any enemy smaller than himself on their rears. (If used in pvp ooc permission will be sought if denied by the higher ranked opponent than Bennu will only force them back 10 meters allowing for escape). Once deafened the sonic boom becomes ineffective.

    Strengths:

    - Can fly
    - Can knock back several enemies at once
    - Can be used as a mode of transportation for up to 5 people
    - Super heats areas making ice and water spells less effective
    - Deafens enemies
    - Deals damage if touched without permission

    Weaknesses:

    - Bennu is a large target
    - Even if water spells are less effective they still do 50% more damage to Bennu regardless of rank
    - Bennu's feathers are made of flames and can thus be eaten by fire slayers
    - Abilities are an arc effect straight ahead
    - Summoning is hard due to language needing to be used
    - Can deafen allies if they are in the cone of damage
    - Doesn't do damage unless touched without permission

    Knaeuth's Digging:

    Name: Knaeuth's Digging
    Rank: D
    Type: Utility, offensive, dot
    Duration: 3
    Cooldown: 4

    Description: Knaeuth is a unique case within Ruvel's arsenal of summons given at one point he had tried to kill his now young summoner at the orders of his then master, a scientist by the name of Tankin who wanted Ruvel and his mentor Cirven as test subjects but not before beating them into submission first. To summon Knaeuth Ruvel must touch the ground allowing a complex green seal to form and say "Ancient Earth, protector of all" then take three steps back out of the seal will come what looks like a semi humanoid gopher with razor sharp claws that can tear through any non magical material with little issue. Can only go 20 meters away from his summoner.

    Passive: While underground Knaeuth can move at 50% speed and gains 25% to his defence due to being in his natural habitat. If above ground he is ineffective due to being blind.

    Active: Burrowing under the ground Knaeuth is able lift the earth slowing opponents by 25%, however if he waits a round he is able to pull a single opponent underground allowing earth to fall upon them dealing 50% damage until they manage to break free of the ground.

    Strengths:

    - Gains speed and defence when underground
    - Slows opponents
    - Feels the need to remain near his summoner
    - Can pull an opponent underground dealing damage

    Weaknesses:

    - In effective above ground
    - Blind so can't see attacks coming
    - When burrowing near the surface it's easy to see him coming due to the earth mound
    - Easy to avoid
    - Short distance in comparison to other summons

    Kitsune's Trickery:

    Name: Kitsune's Trickery
    Rank: D
    Type: Defensive Illusion
    Duration: 1
    Cooldown: 2

    Description: Due to what this summon does she can only be called upon while there is light present. Much like Shindara, Ruvel doesn't need to speak openly speak to call Kitsune. When she is called she comes from behind Ruvel appearing as a moon blue ninetailed fox kit that soon jumps into Ruvel's arms nuzzling her summoner.

    Passive: Anyone getting within 5 meters of her becomes blinded until they move back.

    Active: Kitsune is a trickster like her name suggests, her tricks require her to bend the natural light available to her. For a single turn she is able to hide her summoner from sight thus an opponents ability to deal damage. A single rank higher can see a vague outline that may be missed two ranks or higher can see through the illusion with ease.

    Strengths:

    - Can blind opponents
    - Can hide summoner
    - Summoner can move unseen
    - No verbal communications needed to summon

    Weaknesses:

    - Blindness can effect allies
    - Can't help allies
    - Short distance as Kitsune remains right next to her summoner
    - Doesn't last long
    - Requires light to use abilities

    Aeria's Feast:

    Name: Aeria's Feast
    Rank: D
    Type: Utility, Heal
    Duration: 2
    Cooldown: 4

    Description: To summon Aeria all Ruvel must do is think of her name and what he would like to eat and/or drink, when this is done a door will appear that knocking will be heard from as the door. When the door is opened Aeria would be stood, she appears to be a middle-aged woman dressed in a simple long white dress with a blue bow to the left hand side, her long hair is black is tied neatly into a bun with a blue ribbon going through it.

    Passive: Gives off a calming aura to anything within 10 meters making them lethargic thus 25% weaker in strength and speed.

    Active: Eating Aeria's food not only makes a person seem full but heals 75% rank damage for two rounds. Food that is made by this summon will remain even after she is gone but when Aeria's duration is up the healing effect her food gives goes with her.

    Strengths:

    - Creates food for summoner and allies
    - Heals those who partake in her fease
    - Aura makes things hostile lethargic thus debuffing them

    Weaknesses:

    - Unable to attack
    - Short duration
    - Cooldown is double the duration's length
    - Can't be used in the middle of battle
    - Though food remains after Aeria leaves the food no longer heals

    Neru's Crescent:

    Name: Neru's Crescent
    Rank: D
    Type: Utility, Offensive
    Duration: 3
    Cooldown: 4

    Description: To summon Neru, Ruvel only need speak his name. Neru appears as a 6'7" tall and athletic male with long aqua blue hair, he has azure markings on the left side of his face, if a person gets close enough they'd be able to see slits on his neck showing him as an aquatic elf. He wears a white wrap that sits at his knees with a cerulean mesh sash that flows down the right side to his ankle. At his side is a water skin holding water so he not only remembers what he is and where he came from but also allows him to use his element when he isn't around water.

    Passive: Allows his summoner and two allies to breath underwater while moving 25% faster than would normally be possible.

    Active: Is able redirect a single water attack of same level or lower, however, if he uses the same amount of magic the water spell costs he can take over the spell and send it back at full power to the original caster with all the same effects. This active is only useful up to half that rank distance regardless of what spell he hijacks.

    Strengths:

    - Can allow breathing underwater
    - Allows speed increase underwater
    - Can redirect water magic of the same rank or lower
    - Sacrificing the same amount of mp as the original spell can hijack a water spell of the same rank or lower.

    Weaknesses:

    - As he uses water magic his magic can be eaten by water slayers
    - Requires additional mp to hijack water magic
    - Half rank distance when hijacking another persons aquatic magic
    - Only effective if the opponent is using water magic
    - Summoner has to make sure not to go to far down in case Neru's duration comes to an end causing them and allies to drown.

    Maera's Knowledge:

    Name: Maera's Knowledge
    Rank: D
    Type: Utility
    Duration: 3
    Cooldown: 4

    Description: Maera is as strange as they come when it comes to being a summon, as she doesn't seem to turn up when Ruvel calls her name. It isn't because she is hiding within a shadow to bending light to conceal her presence in fact it's because she hides within Ruvel's hair. Maera is a fairy that is around three inches talls wearing an ice blue and white dress that resembles a lotus in design that Ruvel himself crafted for her. She has long white hair that has a hairpin within it with a lotus matching the dress a small bell dangling from white silk cord coming from the pin.

    Passive: When flying Maera is invisible due to her fast speed, due to the bell on her hairpin she can be used as a distraction so Ruvel and his allies may have a chance to avoid confrontation.

    Active: Even though energetic at times and always bubbly, Maera is good for information. Once per round a general question of the area may be asked to her and she will give a general answer, however if you give her a round she can be more specific on the answer and if the three rounds are given to her she would be able to tell you with some degree certainty where someone or something is (ooc permission will be sought if used in a pvp setting if wanting to pin point.) Maera is able to move at the full distance of the rank spell she is.

    Strengths:

    - Good for a distraction
    - Good for gaining information

    Weaknesses:

    - Non combat
    - Details of answer dependant on how long she has to think on them
    - Will accept questions from enemies and allies wanting to be helpful so can backfire or hinder progress


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°470

    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: C
    Type: Illusion
    Duration: 2
    Cooldown: 4

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. Can only effect quarter of the maximum spell rank in distance. This effect works for up to 60 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.

    Crystal's Clarity:

    Name: Crystal's Clarity
    Rank: C
    Type: Utility, Elemental
    Duration: 2
    Cooldown: 4

    Description: Crystal is the twin sister to Barthenz, like her brother an incantation must be said but unlike her brother she doesn't require the sacrifice of hp, instead she requires an additional 8% of Ruvel's mp to be summoned. She stands 6'2" tall, her hair lands at her shoulders and is pale blue, she wears robes that shows her legs, stomach, arms and part of her chest making it easy for her to seduce men and women if they are that way inclined, around her body small gems can be seen with what looks like stars twinkling in them, what many outside her race don't realise is that this 'jewellery' is nothing more than scales that are seen within the drackon form of her people.

    Passive: While out anything hidden (doors, traps, spells, ect) within 90 meters of her will almost sparkle giving Ruvel knowledge on where to look but will not tell him exactly what's there.

    Active: Crystal is the opposite of her brother in regards to ability, she holds no physical power and has 25% less health than a summon of her rank should but what she lacks there she makes up in magical damage. She is able to hit a single person for 75% rank damage regardless of the base element she decides to use, however, if the opponent touches one of their allies her magic chains to them for a single turn dealing 25% rank damage. This active is only has the range of 60 meters.

    Strengths:

    - Can find things that can't be seen normally
    - Does more than normal damage
    - Magic has the possibility of chaining through enemies if they touch one another

    Weaknesses:

    - Can do no damage physically
    - Has less health than a normal summon
    - Active is half the range of c rank single attack spells
    - Costs additional mana to summon her
    - Must be able to say the incantation to call her forth
    - Takes 25% additional damage from dragon and god slayers

    Endema's Web:

    Name: Endema's Web
    Rank: C
    Type: Immobilisation, Utility
    Duration: 1
    Cooldown: 2

    Description: Endema only requires her name whispered before she appears almost as if out of the shadows knelt by her summoner. She is dark skinned with pale purple hair wearing tight black leather. When stood she stands at 6'0" and is slender though she seems to look more than a little annoyed.

    Passive: Edema can climb any surface regardless what the surface is made of at 25% normal speed.

    Active: Endema can weave what seems to be web capable of either wrapping around up to three people for a single round stopping them in their tracks or being used to be as a ladder or bridge, if used as a utility the webbing stays for two additional rounds before dissolving. This ability only has a range of 30 meters.

    Strengths:

    - Is versatile
    - Can stop three enemies in their tracks
    - Edema can climb any surface

    Weaknesses:

    - Short duration
    - Short range
    - No damage
    - Must whisper the summons name

    Raven's Sight:

    Name: Raven's Sight
    Rank: C
    Type: Offensive
    Duration: 5 (up to four rounds charge up)
    Cooldown: 6

    Description: Raven isn't exactly what you would expect as a master marksman, even Ruvel has only seen Raven once and vowed he would never tell anyone what the man looked like. To summon Raven he has to make certain hand gestures and trust that the summon will do what is in his summoners best interest.

    Passive: Raven is able to hit someone 30 meters further than what the normal spell range is but he only gets one shot.

    Active: Raven uses specialised ammunition that when it enters leaves no mark of entry but corrodes the inside of the enemy. This is a single target ability, it doesn't matter at what point he shoots his duration is instantly spent and he goes into cooldown. He does full damage and gains 25% additional damage will be added for every round he waits before shooting. Due to his passive Raven can shoot a target from 150m away

    Strengths:

    - No vocals required
    - Additional distance
    - Additional damage for each round he lies in wait

    Weaknesses:

    - Shot can be dodged
    - Only able to shoot once before going into cooldown
    - Can hit allies if they're in the way
    - Works independently of his summoner
    - Hands must be able to be used to summon him

    Kilith's Compassion:

    Name: Kilith's Compassion
    Rank: C
    Type: Healing
    Duration: 1
    Cooldown: 3

    Description: Kilith is the youngest daughter of Edaenz and is summoned the same way as her mother and that is merely whispering her name. Kilith isn't exactly what you would expect given her mother's apperance, she appears as a Pixie with long spring green hair, sky blue eyes and her dress resembles that of a bluebell designed by Ruvel for her. Even as the youngest of her siblings she is still around a hundred and twenty-five years old and gifted in burst healing.

    Passive: Due to being gifted Kilith's healing is 50% more effective.

    Active: Kilith can heal one person within 30 meters, where she will listen to her summoner sometimes she is known to go off track and heal him first if he is injured regardless if there are people needing the healing more.

    Strengths:

    - Heals for more than usual
    - Heals instantly

    Weaknesses:

    - Will heal Ruvel before anyone else
    - Can't do damage
    - Can only heal one person at a time

    Amuul's Illusion:

    Name: Amuul Illusion (pve only, if used in pvp ooc permission will be sought)
    Rank: C
    Type: Illusion
    Duration: 2
    Cooldown: 4

    Description: Amuul is the twin brother to Shindara and is summoned the same way, like his brother he remains within Ruvel's shadow making his summoners shadow not only darker but shaped a bit differently.

    Passive: Illusions can deceive the perception one rank higher

    Active: Like his brother Amuul's illusion can do no damage but unlike his brother he doesn't attack a person's mind, at least not directly. He brings a memory out of a persons head and makes a solid illusion of it. Amuul can be either kind or cruel depending on his mood or what has been done to his summoner twisting the memory to bring comfort to a person or taking a good memory and twisting it to have a bad outcome. He can only take one memory at a time, but that one memory depending on what he does with it could change how a person is viewed. This effect works for up to 60 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°474







    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
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    Aura

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    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    In Progress Re: Contractual Summoning

    Post by Aura on 7th October 2017, 5:24 am

    Unlocked upon the user's request:
    @Ruvel wrote:Primary Magic: Contractual Summoning
    The aster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance).
    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee, charge-up
    Duration: 5
    Cooldown: 6
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.

    Passive: Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank.

    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating. Barthenz is a melee summon and thus must be within one meter to strike.


    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 5 meter radius gains a 10% buff to the potency of their spells, although this does not effect her summoner.

    Active: Edaenz's song gives the one she is contracted regain of 4% mana and health every turn during the time she is summoned. The range of this active is 15 meters.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way

    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    Bennu's Flight:

    Name: Bennu's Flight
    Rank: D
    Type: Utility, Knockback
    Duration: 3
    Cooldown: 3

    Description: This summon appears as a large phoenix standing 16 feet tall with a wingspan of 23 feet and seemingly with golden feathers it is upon further examination that a person will notice that each feather is actually made out of flames. To call Bennu fourth Ruvel must say "I ssannnnhan thi nnh tshh gairrtiin flinness shaf rredirrtsh" (I summon to me the guardian to the flames of rebirth), a screech will come followed by a sonic boom before Bennu will land in front of his summoner. Bennu is large enough that he can carry five people on his back with ease, but will only allow those with his summoners permission on his back to do so without this will cause 5 points of damage per round the person/people in question remain.

    Passive: Bennu can super heat any area within 15 meters of him making water and ice less effective by 25%

    Active: Where Bennu is primarily is often used as a mode of transportation (not that he minds) when he takes off he flaps his wings so hard that he creates a sonic boom that will deafen anyone within 15 meters for 2 rounds while knocking any enemy smaller than himself on their rears. (If used in pvp ooc permission will be sought if denied by the higher ranked opponent than Bennu will only force them back 10 meters allowing for escape). Once deafened the sonic boom becomes ineffective.

    Strengths:

    - Can fly
    - Can knock back several enemies at once
    - Can be used as a mode of transportation for up to 5 people
    - Super heats areas making ice and water spells less effective
    - Deafens enemies
    - Deals damage if touched without permission

    Weaknesses:

    - Bennu is a large target
    - Even if water spells are less effective they still do 50% more damage to Bennu regardless of rank
    - Bennu's feathers are made of flames and can thus be eaten by fire slayers
    - Abilities are an arc effect straight ahead
    - Summoning is hard due to language needing to be used
    - Can deafen allies if they are in the cone of damage
    - Doesn't do damage unless touched without permission

    Knaeuth's Digging:

    Name: Knaeuth's Digging
    Rank: D
    Type: Utility, offensive, dot
    Duration: 3
    Cooldown: 4

    Description: Knaeuth is a unique case within Ruvel's arsenal of summons given at one point he had tried to kill his now young summoner at the orders of his then master, a scientist by the name of Tankin who wanted Ruvel and his mentor Cirven as test subjects but not before beating them into submission first. To summon Knaeuth Ruvel must touch the ground allowing a complex green seal to form and say "Ancient Earth, protector of all" then take three steps back out of the seal will come what looks like a semi humanoid gopher with razor sharp claws that can tear through any non magical material with little issue. Can only go 20 meters away from his summoner.

    Passive: While underground Knaeuth can move at 50% speed and gains 25% to his defence due to being in his natural habitat. If above ground he is ineffective due to being blind.

    Active: Burrowing under the ground Knaeuth is able lift the earth slowing opponents by 25%, however if he waits a round he is able to pull a single opponent underground allowing earth to fall upon them dealing 50% damage until they manage to break free of the ground.

    Strengths:

    - Gains speed and defence when underground
    - Slows opponents
    - Feels the need to remain near his summoner
    - Can pull an opponent underground dealing damage

    Weaknesses:

    - In effective above ground
    - Blind so can't see attacks coming
    - When burrowing near the surface it's easy to see him coming due to the earth mound
    - Easy to avoid
    - Short distance in comparison to other summons

    Kitsune's Trickery:

    Name: Kitsune's Trickery
    Rank: D
    Type: Defensive Illusion
    Duration: 1
    Cooldown: 2

    Description: Due to what this summon does she can only be called upon while there is light present. Much like Shindara, Ruvel doesn't need to speak openly speak to call Kitsune. When she is called she comes from behind Ruvel appearing as a moon blue ninetailed fox kit that soon jumps into Ruvel's arms nuzzling her summoner.

    Passive: Anyone getting within 5 meters of her becomes blinded until they move back.

    Active: Kitsune is a trickster like her name suggests, her tricks require her to bend the natural light available to her. For a single turn she is able to hide her summoner from sight thus an opponents ability to deal damage. A single rank higher can see a vague outline that may be missed two ranks or higher can see through the illusion with ease.

    Strengths:

    - Can blind opponents
    - Can hide summoner
    - Summoner can move unseen
    - No verbal communications needed to summon

    Weaknesses:

    - Blindness can effect allies
    - Can't help allies
    - Short distance as Kitsune remains right next to her summoner
    - Doesn't last long
    - Requires light to use abilities

    Aeria's Feast:

    Name: Aeria's Feast
    Rank: D
    Type: Utility, Heal
    Duration: 2
    Cooldown: 4

    Description: To summon Aeria all Ruvel must do is think of her name and what he would like to eat and/or drink, when this is done a door will appear that knocking will be heard from as the door. When the door is opened Aeria would be stood, she appears to be a middle-aged woman dressed in a simple long white dress with a blue bow to the left hand side, her long hair is black is tied neatly into a bun with a blue ribbon going through it.

    Passive: Gives off a calming aura to anything within 10 meters making them lethargic thus 25% weaker in strength and speed.

    Active: Eating Aeria's food not only makes a person seem full but heals 75% rank damage for two rounds. Food that is made by this summon will remain even after she is gone but when Aeria's duration is up the healing effect her food gives goes with her.

    Strengths:

    - Creates food for summoner and allies
    - Heals those who partake in her fease
    - Aura makes things hostile lethargic thus debuffing them

    Weaknesses:

    - Unable to attack
    - Short duration
    - Cooldown is double the duration's length
    - Can't be used in the middle of battle
    - Though food remains after Aeria leaves the food no longer heals

    Neru's Crescent:

    Name: Neru's Crescent
    Rank: D
    Type: Utility, Offensive
    Duration: 3
    Cooldown: 4

    Description: To summon Neru, Ruvel only need speak his name. Neru appears as a 6'7" tall and athletic male with long aqua blue hair, he has azure markings on the left side of his face, if a person gets close enough they'd be able to see slits on his neck showing him as an aquatic elf. He wears a white wrap that sits at his knees with a cerulean mesh sash that flows down the right side to his ankle. At his side is a water skin holding water so he not only remembers what he is and where he came from but also allows him to use his element when he isn't around water.

    Passive: Allows his summoner and two allies to breath underwater while moving 25% faster than would normally be possible.

    Active: Is able redirect a single water attack of same level or lower, however, if he uses the same amount of magic the water spell costs he can take over the spell and send it back at full power to the original caster with all the same effects. This active is only useful up to half that rank distance regardless of what spell he hijacks.

    Strengths:

    - Can allow breathing underwater
    - Allows speed increase underwater
    - Can redirect water magic of the same rank or lower
    - Sacrificing the same amount of mp as the original spell can hijack a water spell of the same rank or lower.

    Weaknesses:

    - As he uses water magic his magic can be eaten by water slayers
    - Requires additional mp to hijack water magic
    - Half rank distance when hijacking another persons aquatic magic
    - Only effective if the opponent is using water magic
    - Summoner has to make sure not to go to far down in case Neru's duration comes to an end causing them and allies to drown.

    Maera's Knowledge:

    Name: Maera's Knowledge
    Rank: D
    Type: Utility
    Duration: 3
    Cooldown: 4

    Description: Maera is as strange as they come when it comes to being a summon, as she doesn't seem to turn up when Ruvel calls her name. It isn't because she is hiding within a shadow to bending light to conceal her presence in fact it's because she hides within Ruvel's hair. Maera is a fairy that is around three inches talls wearing an ice blue and white dress that resembles a lotus in design that Ruvel himself crafted for her. She has long white hair that has a hairpin within it with a lotus matching the dress a small bell dangling from white silk cord coming from the pin.

    Passive: When flying Maera is invisible due to her fast speed, due to the bell on her hairpin she can be used as a distraction so Ruvel and his allies may have a chance to avoid confrontation.

    Active: Even though energetic at times and always bubbly, Maera is good for information. Once per round a general question of the area may be asked to her and she will give a general answer, however if you give her a round she can be more specific on the answer and if the three rounds are given to her she would be able to tell you with some degree certainty where someone or something is (ooc permission will be sought if used in a pvp setting if wanting to pin point.) Maera is able to move at the full distance of the rank spell she is.

    Strengths:

    - Good for a distraction
    - Good for gaining information

    Weaknesses:

    - Non combat
    - Details of answer dependant on how long she has to think on them
    - Will accept questions from enemies and allies wanting to be helpful so can backfire or hinder progress


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°470

    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: C
    Type: Illusion
    Duration: 2
    Cooldown: 4

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. Can only effect quarter of the maximum spell rank in distance. This effect works for up to 60 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.

    Crystal's Clarity:

    Name: Crystal's Clarity
    Rank: C
    Type: Utility, Elemental
    Duration: 2
    Cooldown: 4

    Description: Crystal is the twin sister to Barthenz, like her brother an incantation must be said but unlike her brother she doesn't require the sacrifice of hp, instead she requires an additional 8% of Ruvel's mp to be summoned. She stands 6'2" tall, her hair lands at her shoulders and is pale blue, she wears robes that shows her legs, stomach, arms and part of her chest making it easy for her to seduce men and women if they are that way inclined, around her body small gems can be seen with what looks like stars twinkling in them, what many outside her race don't realise is that this 'jewellery' is nothing more than scales that are seen within the drackon form of her people.

    Passive: While out anything hidden (doors, traps, spells, ect) within 90 meters of her will almost sparkle giving Ruvel knowledge on where to look but will not tell him exactly what's there.

    Active: Crystal is the opposite of her brother in regards to ability, she holds no physical power and has 25% less health than a summon of her rank should but what she lacks there she makes up in magical damage. She is able to hit a single person for 75% rank damage regardless of the base element she decides to use, however, if the opponent touches one of their allies her magic chains to them for a single turn dealing 25% rank damage. This active is only has the range of 60 meters.

    Strengths:

    - Can find things that can't be seen normally
    - Does more than normal damage
    - Magic has the possibility of chaining through enemies if they touch one another

    Weaknesses:

    - Can do no damage physically
    - Has less health than a normal summon
    - Active is half the range of c rank single attack spells
    - Costs additional mana to summon her
    - Must be able to say the incantation to call her forth
    - Takes 25% additional damage from dragon and god slayers

    Endema's Web:

    Name: Endema's Web
    Rank: C
    Type: Immobilisation, Utility
    Duration: 1
    Cooldown: 2

    Description: Endema only requires her name whispered before she appears almost as if out of the shadows knelt by her summoner. She is dark skinned with pale purple hair wearing tight black leather. When stood she stands at 6'0" and is slender though she seems to look more than a little annoyed.

    Passive: Edema can climb any surface regardless what the surface is made of at 25% normal speed.

    Active: Endema can weave what seems to be web capable of either wrapping around up to three people for a single round stopping them in their tracks or being used to be as a ladder or bridge, if used as a utility the webbing stays for two additional rounds before dissolving. This ability only has a range of 30 meters.

    Strengths:

    - Is versatile
    - Can stop three enemies in their tracks
    - Edema can climb any surface

    Weaknesses:

    - Short duration
    - Short range
    - No damage
    - Must whisper the summons name

    Raven's Sight:

    Name: Raven's Sight
    Rank: C
    Type: Offensive
    Duration: 5 (up to four rounds charge up)
    Cooldown: 6

    Description: Raven isn't exactly what you would expect as a master marksman, even Ruvel has only seen Raven once and vowed he would never tell anyone what the man looked like. To summon Raven he has to make certain hand gestures and trust that the summon will do what is in his summoners best interest.

    Passive: Raven is able to hit someone 30 meters further than what the normal spell range is but he only gets one shot.

    Active: Raven uses specialised ammunition that when it enters leaves no mark of entry but corrodes the inside of the enemy. This is a single target ability, it doesn't matter at what point he shoots his duration is instantly spent and he goes into cooldown. He does full damage and gains 25% additional damage will be added for every round he waits before shooting. Due to his passive Raven can shoot a target from 150m away

    Strengths:

    - No vocals required
    - Additional distance
    - Additional damage for each round he lies in wait

    Weaknesses:

    - Shot can be dodged
    - Only able to shoot once before going into cooldown
    - Can hit allies if they're in the way
    - Works independently of his summoner
    - Hands must be able to be used to summon him

    Kilith's Compassion:

    Name: Kilith's Compassion
    Rank: C
    Type: Healing
    Duration: 1
    Cooldown: 3

    Description: Kilith is the youngest daughter of Edaenz and is summoned the same way as her mother and that is merely whispering her name. Kilith isn't exactly what you would expect given her mother's apperance, she appears as a Pixie with long spring green hair, sky blue eyes and her dress resembles that of a bluebell designed by Ruvel for her. Even as the youngest of her siblings she is still around a hundred and twenty-five years old and gifted in burst healing.

    Passive: Due to being gifted Kilith's healing is 50% more effective.

    Active: Kilith can heal one person within 30 meters, where she will listen to her summoner sometimes she is known to go off track and heal him first if he is injured regardless if there are people needing the healing more.

    Strengths:

    - Heals for more than usual
    - Heals instantly

    Weaknesses:

    - Will heal Ruvel before anyone else
    - Can't do damage
    - Can only heal one person at a time

    Amuul's Illusion:

    Name: Amuul Illusion (pve only, if used in pvp ooc permission will be sought)
    Rank: C
    Type: Illusion
    Duration: 2
    Cooldown: 4

    Description: Amuul is the twin brother to Shindara and is summoned the same way, like his brother he remains within Ruvel's shadow making his summoners shadow not only darker but shaped a bit differently.

    Passive: Illusions can deceive the perception one rank higher

    Active: Like his brother Amuul's illusion can do no damage but unlike his brother he doesn't attack a person's mind, at least not directly. He brings a memory out of a persons head and makes a solid illusion of it. Amuul can be either kind or cruel depending on his mood or what has been done to his summoner twisting the memory to bring comfort to a person or taking a good memory and twisting it to have a bad outcome. He can only take one memory at a time, but that one memory depending on what he does with it could change how a person is viewed. This effect works for up to 60 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°474


    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
    .:} The Nightmare in Your Head | Avide - Combat Pet {:.


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    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
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    Age : 22
    Experience : 2,012.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    In Progress Re: Contractual Summoning

    Post by Aura on 13th October 2017, 6:29 am

    Approved~:
    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance).
    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Contractual Sealing: This allows Ruvel to use the actives of his summons as if he was a caster instead of a summoner, however to do this he must pay the same amount of mana as the summon in question. He is unable to use this unique ability to mimic the same active twice at the same time. The duration of the seal is the same as the summon however the cooldown is two less than the actual summon in questions.

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee, charge-up
    Duration: 6
    Cooldown: 4
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.


    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating. Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank. Barthenz is a melee summon and thus must be within one meter to strike.


    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 15 meter radius gains a 25% buff to the potency of their spells, although this does not effect her summoner. In addition Edaenz's song regains of 4% mana and health every turn to her summoner and their allies during the time she is summoned.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way

    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    Bennu's Flight:

    Name: Bennu's Flight
    Rank: D
    Type: Utility, Knockback
    Duration: 3
    Cooldown: 3

    Description: This summon appears as a large phoenix standing 16 feet tall with a wingspan of 23 feet and seemingly with golden feathers it is upon further examination that a person will notice that each feather is actually made out of flames. To call Bennu fourth Ruvel must say "I ssannnnhan thi nnh tshh gairrtiin flinness shaf rredirrtsh" (I summon to me the guardian to the flames of rebirth), a screech will come followed by a sonic boom before Bennu will land in front of his summoner. Bennu is large enough that he can carry five people on his back with ease, but will only allow those with his summoners permission on his back to do so without this will cause 5 points of damage per round the person/people in question remain.

    Passive: Bennu can super heat any area within 15 meters of him making water and ice less effective by 25%

    Active: Where Bennu is primarily is often used as a mode of transportation (not that he minds) when he takes off he flaps his wings so hard that he creates a sonic boom that will deafen anyone within 15 meters for 2 rounds while knocking any enemy smaller than himself on their rears. (If used in pvp ooc permission will be sought if denied by the higher ranked opponent than Bennu will only force them back 10 meters allowing for escape). Once deafened the sonic boom becomes ineffective.

    Strengths:

    - Can fly
    - Can knock back several enemies at once
    - Can be used as a mode of transportation for up to 5 people
    - Super heats areas making ice and water spells less effective
    - Deafens enemies
    - Deals damage if touched without permission

    Weaknesses:

    - Bennu is a large target
    - Even if water spells are less effective they still do 50% more damage to Bennu regardless of rank
    - Bennu's feathers are made of flames and can thus be eaten by fire slayers
    - Abilities are an arc effect straight ahead
    - Summoning is hard due to language needing to be used
    - Can deafen allies if they are in the cone of damage
    - Doesn't do damage unless touched without permission

    Knaeuth's Digging:

    Name: Knaeuth's Digging
    Rank: D
    Type: Utility, offensive, dot
    Duration: 3
    Cooldown: 4

    Description: Knaeuth is a unique case within Ruvel's arsenal of summons given at one point he had tried to kill his now young summoner at the orders of his then master, a scientist by the name of Tankin who wanted Ruvel and his mentor Cirven as test subjects but not before beating them into submission first. To summon Knaeuth Ruvel must touch the ground allowing a complex green seal to form and say "Ancient Earth, protector of all" then take three steps back out of the seal will come what looks like a semi humanoid gopher with razor sharp claws that can tear through any non magical material with little issue. Can only go 20 meters away from his summoner.

    Passive: While underground Knaeuth can move at 50% speed and gains 25% to his defence due to being in his natural habitat. If above ground he is ineffective due to being blind.

    Active: Burrowing under the ground Knaeuth is able lift the earth slowing opponents by 25%, however if he waits a round he is able to pull a single opponent underground allowing earth to fall upon them dealing 50% damage until they manage to break free of the ground.

    Strengths:

    - Gains speed and defence when underground
    - Slows opponents
    - Feels the need to remain near his summoner
    - Can pull an opponent underground dealing damage

    Weaknesses:

    - In effective above ground
    - Blind so can't see attacks coming
    - When burrowing near the surface it's easy to see him coming due to the earth mound
    - Easy to avoid
    - Short distance in comparison to other summons

    Kitsune's Trickery:

    Name: Kitsune's Trickery
    Rank: D
    Type: Defensive Illusion
    Duration: 1
    Cooldown: 2

    Description: Due to what this summon does she can only be called upon while there is light present. Much like Shindara, Ruvel doesn't need to speak openly speak to call Kitsune. When she is called she comes from behind Ruvel appearing as a moon blue ninetailed fox kit that soon jumps into Ruvel's arms nuzzling her summoner.

    Passive: Anyone getting within 5 meters of her becomes blinded until they move back.

    Active: Kitsune is a trickster like her name suggests, her tricks require her to bend the natural light available to her. For a single turn she is able to hide her summoner from sight thus an opponents ability to deal damage. A single rank higher can see a vague outline that may be missed two ranks or higher can see through the illusion with ease.

    Strengths:

    - Can blind opponents
    - Can hide summoner
    - Summoner can move unseen
    - No verbal communications needed to summon

    Weaknesses:

    - Blindness can effect allies
    - Can't help allies
    - Short distance as Kitsune remains right next to her summoner
    - Doesn't last long
    - Requires light to use abilities

    Aeria's Feast:

    Name: Aeria's Feast
    Rank: D
    Type: Utility, Heal
    Duration: 2
    Cooldown: 4

    Description: To summon Aeria all Ruvel must do is think of her name and what he would like to eat and/or drink, when this is done a door will appear that knocking will be heard from as the door. When the door is opened Aeria would be stood, she appears to be a middle-aged woman dressed in a simple long white dress with a blue bow to the left hand side, her long hair is black is tied neatly into a bun with a blue ribbon going through it.

    Passive: Gives off a calming aura to anything within 10 meters making them lethargic thus 25% weaker in strength and speed.

    Active: Eating Aeria's food not only makes a person seem full but heals 75% rank damage for two rounds. Food that is made by this summon will remain even after she is gone but when Aeria's duration is up the healing effect her food gives goes with her.

    Strengths:

    - Creates food for summoner and allies
    - Heals those who partake in her fease
    - Aura makes things hostile lethargic thus debuffing them

    Weaknesses:

    - Unable to attack
    - Short duration
    - Cooldown is double the duration's length
    - Can't be used in the middle of battle
    - Though food remains after Aeria leaves the food no longer heals

    Neru's Crescent:

    Name: Neru's Crescent
    Rank: D
    Type: Utility, Offensive
    Duration: 3
    Cooldown: 4

    Description: To summon Neru, Ruvel only need speak his name. Neru appears as a 6'7" tall and athletic male with long aqua blue hair, he has azure markings on the left side of his face, if a person gets close enough they'd be able to see slits on his neck showing him as an aquatic elf. He wears a white wrap that sits at his knees with a cerulean mesh sash that flows down the right side to his ankle. At his side is a water skin holding water so he not only remembers what he is and where he came from but also allows him to use his element when he isn't around water.

    Passive: Allows his summoner and two allies to breath underwater while moving 25% faster than would normally be possible.

    Active: Is able redirect a single water attack of same level or lower, however, if he uses the same amount of magic the water spell costs he can take over the spell and send it back at full power to the original caster with all the same effects. This active is only useful up to half that rank distance regardless of what spell he hijacks.

    Strengths:

    - Can allow breathing underwater
    - Allows speed increase underwater
    - Can redirect water magic of the same rank or lower
    - Sacrificing the same amount of mp as the original spell can hijack a water spell of the same rank or lower.

    Weaknesses:

    - As he uses water magic his magic can be eaten by water slayers
    - Requires additional mp to hijack water magic
    - Half rank distance when hijacking another persons aquatic magic
    - Only effective if the opponent is using water magic
    - Summoner has to make sure not to go to far down in case Neru's duration comes to an end causing them and allies to drown.

    Maera's Knowledge:

    Name: Maera's Knowledge
    Rank: D
    Type: Utility
    Duration: 3
    Cooldown: 4

    Description: Maera is as strange as they come when it comes to being a summon, as she doesn't seem to turn up when Ruvel calls her name. It isn't because she is hiding within a shadow to bending light to conceal her presence in fact it's because she hides within Ruvel's hair. Maera is a fairy that is around three inches talls wearing an ice blue and white dress that resembles a lotus in design that Ruvel himself crafted for her. She has long white hair that has a hairpin within it with a lotus matching the dress a small bell dangling from white silk cord coming from the pin.

    Passive: When flying Maera is invisible due to her fast speed, due to the bell on her hairpin she can be used as a distraction so Ruvel and his allies may have a chance to avoid confrontation.

    Active: Even though energetic at times and always bubbly, Maera is good for information. Once per round a general question of the area may be asked to her and she will give a general answer, however if you give her a round she can be more specific on the answer and if the three rounds are given to her she would be able to tell you with some degree certainty where someone or something is (ooc permission will be sought if used in a pvp setting if wanting to pin point.) Maera is able to move at the full distance of the rank spell she is.

    Strengths:

    - Good for a distraction
    - Good for gaining information

    Weaknesses:

    - Non combat
    - Details of answer dependant on how long she has to think on them
    - Will accept questions from enemies and allies wanting to be helpful so can backfire or hinder progress


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°470

    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Inta’ruu's Malice:

    Name: Inta’ruu's Malice
    Rank: C
    Type: Offensive
    Duration: 5
    Cooldown: 6

    Description:
    Inta’ruu appears as a 16 year old Elven male, with a frailer physical form than most of that race, he has long black hair tied back in a white sil ribbon, pure black eyes making his skin seem fairer in completion. He wears a long ceremonial black loose yukata with white seems. His apperance however is just a facade of whom and what he truly is. Inta'ruu is a highly skilled warrior with two handed weapons and will come merely by his summoner calling his name appearing by stepping out of his summoners shadow.

    Passive:
    Inta’ruu's uses weapons made from shadow thus they deal lasting elemental damage when they do hit meaning any wounds dealt by him must be healed by spells higher than his rank. The damage is never higher than 50% rank per round.

    Active:
    Though he is a master of hand to hand and sword play he is of the shadow element and isn't above playing dirty if needs must. When he believes it is the only way he will shape any shadow around him into screeching wraiths dealing fear to anyone of same rank or lower freezing them for one round debuffing their speed 25% for the rest of the rounds. Any rank higher don't get the fear effect but it still get the speed debuff due to not knowing where the screeching is coming from. The effect of this is only 45 meters.

    Strengths:

    - Causes fear
    - Deals elemental damage
    - Deals lasting damage
    - Debuffs

    Weaknesses:

    - Weapons are made from shadow thus can be eaten by the appropriate slayers
    - Is a physical summon so is likely not to get to to the end duration
    - Fear only effects those of same rank or below
    - Must be a shadow for him to step out of
    - Summoner must be able to say his name

    Crystal's Clarity:

    Name: Crystal's Clarity
    Rank: C
    Type: Utility, Elemental
    Duration: 2
    Cooldown: 4

    Description: Crystal is the twin sister to Barthenz, like her brother an incantation must be said but unlike her brother she doesn't require the sacrifice of hp, instead she requires an additional 8% of Ruvel's mp to be summoned. She stands 6'2" tall, her hair lands at her shoulders and is pale blue, she wears robes that shows her legs, stomach, arms and part of her chest making it easy for her to seduce men and women if they are that way inclined, around her body small gems can be seen with what looks like stars twinkling in them, what many outside her race don't realise is that this 'jewellery' is nothing more than scales that are seen within the drackon form of her people.

    Passive: While out anything hidden (doors, traps, spells, ect) within 90 meters of her will almost sparkle giving Ruvel knowledge on where to look but will not tell him exactly what's there.

    Active: Crystal is the opposite of her brother in regards to ability, she holds no physical power and has 25% less health than a summon of her rank should but what she lacks there she makes up in magical damage. She is able to hit a single person for 75% rank damage regardless of the base element she decides to use, however, if the opponent touches one of their allies her magic chains to them for a single turn dealing 25% rank damage. This active is only has the range of 60 meters.

    Strengths:

    - Can find things that can't be seen normally
    - Does more than normal damage
    - Magic has the possibility of chaining through enemies if they touch one another

    Weaknesses:

    - Can do no damage physically
    - Has less health than a normal summon
    - Active is half the range of c rank single attack spells
    - Costs additional mana to summon her
    - Must be able to say the incantation to call her forth
    - Takes 25% additional damage from dragon and god slayers

    Endema's Web:

    Name: Endema's Web
    Rank: C
    Type: Immobilisation, Utility
    Duration: 1
    Cooldown: 2

    Description: Endema only requires her name whispered before she appears almost as if out of the shadows knelt by her summoner. She is dark skinned with pale purple hair wearing tight black leather. When stood she stands at 6'0" and is slender though she seems to look more than a little annoyed.

    Passive: Edema can climb any surface regardless what the surface is made of at 25% normal speed.

    Active: Endema can weave what seems to be web capable of either wrapping around up to three people for a single round stopping them in their tracks or being used to be as a ladder or bridge, if used as a utility the webbing stays for two additional rounds before dissolving. This ability only has a range of 30 meters.

    Strengths:

    - Is versatile
    - Can stop three enemies in their tracks
    - Edema can climb any surface

    Weaknesses:

    - Short duration
    - Short range
    - No damage
    - Must whisper the summons name

    Raven's Sight:

    Name: Raven's Sight
    Rank: C
    Type: Offensive
    Duration: 5 (up to four rounds charge up)
    Cooldown: 6

    Description: Raven isn't exactly what you would expect as a master marksman, even Ruvel has only seen Raven once and vowed he would never tell anyone what the man looked like. To summon Raven he has to make certain hand gestures and trust that the summon will do what is in his summoners best interest.

    Passive: Raven is able to hit someone 30 meters further than what the normal spell range is but he only gets one shot.

    Active: Raven uses specialised ammunition that when it enters leaves no mark of entry but corrodes the inside of the enemy. This is a single target ability, it doesn't matter at what point he shoots his duration is instantly spent and he goes into cooldown. He does full damage and gains 25% additional damage will be added for every round he waits before shooting. Due to his passive Raven can shoot a target from 150m away

    Strengths:

    - No vocals required
    - Additional distance
    - Additional damage for each round he lies in wait

    Weaknesses:

    - Shot can be dodged
    - Only able to shoot once before going into cooldown
    - Can hit allies if they're in the way
    - Works independently of his summoner
    - Hands must be able to be used to summon him

    Kilith's Compassion:

    Name: Kilith's Compassion
    Rank: C
    Type: Healing
    Duration: 1
    Cooldown: 3

    Description: Kilith is the youngest daughter of Edaenz and is summoned the same way as her mother and that is merely whispering her name. Kilith isn't exactly what you would expect given her mother's apperance, she appears as a Pixie with long spring green hair, sky blue eyes and her dress resembles that of a bluebell designed by Ruvel for her. Even as the youngest of her siblings she is still around a hundred and twenty-five years old and gifted in burst healing.

    Passive: Due to being gifted Kilith's healing is 50% more effective.

    Active: Kilith can heal one person within 30 meters, where she will listen to her summoner sometimes she is known to go off track and heal him first if he is injured regardless if there are people needing the healing more.

    Strengths:

    - Heals for more than usual
    - Heals instantly

    Weaknesses:

    - Will heal Ruvel before anyone else
    - Can't do damage
    - Can only heal one person at a time

    Ziian’Tuu's Tactics:

    Name: Ziian’Tuu's Tactics (pve only will seek ooc permission if used in pvp)
    Rank: C
    Type: Utility, Defence
    Duration: 3
    Cooldown: 4

    Description: Ziian’Tuu appears as a cute five year old human boy with golden eyes and long golden hair both of which seemingly glow. His clothing almost looks like a white yukata with golden butterflies embroidered in. Ziian’Tuu the oddest of all the summons within Ruvel's arsonal, this is due to having no real way to summon him. He turns up when he feels like it. When he does decide to make an appearance it's usually just beside Ruvel holding his hand much like anyone would expect from a little boy.

    Passive:
    Even though Ziian’Tuu may look young he is anything but, he is in fact the ruler of the dead's spirit realm. Due to how long he has lived this gives him an unfathoming insight to his enemies movements allowing him to anticipate what they will do next.

    Active:
    Due to Ziian’Tuu appearing so young he doesn't get into physical fights, in fact he hates fighting as a whole so instead he decided to find a way to get around it by using bubbles. These bubbles can be used one of two ways. He can either call three bubbles a round to immobilise enemies by trapping them inside them for a round or he can use the same bubbles to shove enemies into other areas that would be more beneficial to the summoner or team. The bubbles are able to be used within 75 meters of Ziian’Tuu.

    Strengths:

    - Can immobilise enemies
    - Can anticipate enemy movements
    - Can be used to benefit the team through moving the enemies into a more favourable formation to be hit.

    Weaknesses:

    - The bubbles are made out of light and spiritual energies so can be eaten by appropriate slayers
    - Does no damage
    - No way to summon Ziian’Tuu
    - He randomly shows up


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°474

    @Ruvel wrote:
    B Rank Spells

    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: B
    Type: Illusion
    Duration: 3
    Cooldown: 6

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. Can only effect quarter of the maximum spell rank in distance. This effect works for up to 80 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.

    Amuul's Illusion:

    Name: Amuul Illusion (pve only, if used in pvp ooc permission will be sought)
    Rank: B
    Type: Illusion
    Duration: 3
    Cooldown: 6

    Description: Amuul is the twin brother to Shindara and is summoned the same way, like his brother he remains within Ruvel's shadow making his summoners shadow not only darker but shaped a bit differently.

    Passive: Illusions can deceive the perception one rank higher

    Active: Like his brother Amuul's illusion can do no damage but unlike his brother he doesn't attack a person's mind, at least not directly. He brings a memory out of a persons head and makes a solid illusion of it. Amuul can be either kind or cruel depending on his mood or what has been done to his summoner twisting the memory to bring comfort to a person or taking a good memory and twisting it to have a bad outcome. He can only take one memory at a time, but that one memory depending on what he does with it could change how a person is viewed. This effect works for up to 80 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect

    Demi's Demise:

    Name: Demi's Demise
    Rank: B
    Type: Offensive, multi-target
    Duration: 6
    Cooldown: 7

    Description:
    To call Demi to his side Ruvel needs to do nothing, the two had been paired while she was alive and will come merely if she senses he is in danger or requires help. Demi appears as a nineteen year old female with alabaster skin, pure black eyes and long black hair tied back in a white cord. She wears a torn black dress that stops at her knees around, on her body black runes are easily seen, that and the barbed wire wrapped around her frame. In her hands she holds a scythe that also seems to be wrapped in barbed wire, though the scythe may look like it's made out of shadow nothing could be further from the truth it is a unique metal made within her home realm. When she appears it will be in front of Ruvel and she will look like she's ready to kill the ones in front of her.

    Passive:
    Demi does 25% additional damage every time she does damage regardless of wither it is melee or magical, this damage is classed as lasting damage and requires a healing spell of higher rank than Demi to heal it.

    Active:
    Moving the scythe with deadly efficiency Demi can either strike physically or swing it quickly releasing a crescent of what looks like shadow energy but this isn't the case this is death energy. The magical strikes do 50% damage per round and works as an arc making it a multi-target offensive. The arc can travel 140 meters away from Demi.

    Strengths:

    - Does additional damage
    - Can do both melee and magical attacks
    - Doesn't need anything to summon her

    Weaknesses:

    - Melee and magical can't be used same round
    - Only comes when she believes Ruvel is in danger
    - Will not defend any other person
    - Will defend over attacking if it means Ruvel's safety

    Shade's Transportation:

    Name: Shade's Transportation
    Rank: B
    Type: Teleportation
    Duration: 1
    Cooldown: 4

    Description:
    Shade is a wraith never seen as like the void twins remains with a shadow but unlike the twins they don't tend to remain within Ruvel's shadow. To summon shade the summoner need only think of needing to get out of a certain area while whispering shade's name. Due to never leaving the shadows no one knows what shade looks like. With the passive shade's ability can go 75 meters instead of the usual 50 meters a burst spell does.

    Passive:
    Shade can move a group of five individuals 50% further than should be possible

    Active:
    Shade can open a portal allowing people to travel to another point in an instant.

    Strengths:

    - Can move a group of people
    - Can move further than normal
    - Needs only their name said while thinking of location

    Weaknesses:

    - Can do no physical harm
    - Portal is made of shadow thus can be eaten by appropriate slayers
    - Must have a clear image of the place wanting to be if you don't want to end up in a random place
    - Long cooldown in comparison to duration
    - Requires shadow to be used

    Isk's Light:

    Name: Isk's Light
    Rank: B
    Type: Offensive, healing, Multi-Target, Charge up
    Duration: 5
    Cooldown: 6

    Description:
    To call Isk to his side Ruvel must speak "Isk Mitne" (Starlight) when this happens an ethereal looking male due to the light glow he gives off; he stands almost eight foot in height, with long flowing pastel blue hair and matching eyes which also seem to glow. He pale white robes with intricate golden embroidery around it.

    Passive:
    50% of the damage done to the enemy is returned spreed between the summoner and their allies as a heal.

    Active:
    moving his hands to his head Isk seems to almost start to chant something, when he stops beams of blue light lock onto the enemy doing 75% damage, for every additional round he doesn't attack is able to do 25% more damage due to charge up. Isk may release the energy at any point during the duration but instantly goes into cooldown. The distance this active can go is 120 meters from Isk.

    Strengths:

    - Can hit multiple targets at once
    - Can do additional damage
    - Returns some of the damage back as healing

    Weaknesses:

    - Requires charge up to do additional damage
    - Only gets one use before going into cooldown
    - Slightly shorter distance than a spell of this rank
    - Requires Ruvel to be able to speak

    Aura's Defence:

    Name: Aura's Defence
    Rank: B
    Type: Defence, offence
    Duration: 3
    Cooldown: 4

    Description:
    To call Aura, the summoner must look to the air and whisper "erlelee di wer suaco." (Embrace of the wind) In doing this a girl looking no more than fifteen years old, standing 5'8" tall with long flowing grey hair and glowing green eyes with what seems like storms going on in them would appear just behind Ruvel from a storm filled portal. She would be wearing what seems like a white and pale green hanfu, a pale green sash around her arms.

    Passive:
    Anyone stupid enough to get within fifteen feet of the shield will take rank damage due the the speed of the winds.

    Active:
    With a few simple hand gestures Aura can call a shield to protect a single person, the shield can take up to three rank b hits before it vanishes. The target must be within 150 meters of Ruvel to have the shield put around them.

    Strengths:

    - Does damage if a person gets to close to the shield
    - Can take several hits before breaking

    Weaknesses:

    - The shield is made of wind and can be eaten by relevant slayers
    - Ruvel must be able to speak to call the summon
    - Aura must be able to move her hands to cast the shield
    - Range is 1/4 shorter than a normal spell of this rank and type


    Kioshi's Silence:

    Name: Kioshi's Silence
    Rank: B
    Type: Immobilisation, silence, knockback
    Duration: 3
    Cooldown: 6

    Description:
    To summon Kiyoshi, Ruvel need only whisper his name. When he does what seems like a teapot of bone china appears in his hand, taking off the top of the teapot then peers the head of what appears as a small blue lung dragon who doesn't seem best pleased to be disturbed.

    Passive:
    Debuffs enemies for 50% attack just because he's annoyed about the noise.

    Active:
    The first round Kiyoshi rears his head he makes a cone of silence 60 meters around himself that can prevent one spell per round being cast within it (This is of course same rank or lower and ruvel will pay the same mp as the spell for it to be nulled.). The second round Kiyoshi moves into his teapot and brings out some sort of gem and throws it on the ground anyone within the 60 meters will be stopped in their tracks for a single turn be it friend or foe (Of same rank or lower), on the third round Kiyoshi is extremely upset and breaths in the cone of silence before breathing it back out sending anyone within 60 meters 20 meters back.

    Strengths:

    - Debuffs enemies
    - Does several things within it

    Weaknesses:

    - Ruvel must be able to hold the teapot
    - Ruvel must be able to whisper the summons name
    - the range is shorter than a spell of the rank and type
    - It can be costly on Ruvel's mana
    - Ruvel must be able to keep a hold of the teapot the entire time
    - Ruvel can't speak above a whisper or Kiyoshi will leave

    Proof of Purchase:

    [url=https://www.fairytail-rp.com/t14653p475-magic-shop]Magic shop: Page 20, Post n°497



    ___________________________________________________________________



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    kittykool75

    Moderator- Chatbox Moderator- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Coming Storms- God Slayer- Rich- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Fallen- Senior [500]- Novice [250]- Confused Achievement- Forever Alone Achievement- Cookie Achievement- Villain- Be on Izayuki's Friend List- 1 Year Anniversary- Player-
    Lineage : Soldier of Chaos
    Position : Coming Storm #1 (Ami's Fave)
    Posts : 937
    Guild : Crystal Swan
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    Mentor : Zotikus
    Experience : 8,550.5
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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    In Progress Re: Contractual Summoning

    Post by kittykool75 on 29th November 2017, 1:28 pm

    Spoiler:
    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance).
    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Contractual Sealing: This allows Ruvel to use the actives of his summons as if he was a caster instead of a summoner, however to do this he must pay the same amount of mana as the summon in question. He is unable to use this unique ability to mimic the same active twice at the same time. The duration of the seal is the same as the summon however the cooldown is two less than the actual summon in questions.

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee, charge-up
    Duration: 6
    Cooldown: 4
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.


    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating. Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank. Barthenz is a melee summon and thus must be within one meter to strike.


    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 15 meter radius gains a 25% buff to the potency of their spells, although this does not effect her summoner. In addition Edaenz's song regains of 4% mana and health every turn to her summoner and their allies during the time she is summoned.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way

    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    Bennu's Flight:

    Name: Bennu's Flight
    Rank: D
    Type: Utility, Knockback
    Duration: 3
    Cooldown: 3

    Description: This summon appears as a large phoenix standing 16 feet tall with a wingspan of 23 feet and seemingly with golden feathers it is upon further examination that a person will notice that each feather is actually made out of flames. To call Bennu fourth Ruvel must say "I ssannnnhan thi nnh tshh gairrtiin flinness shaf rredirrtsh" (I summon to me the guardian to the flames of rebirth), a screech will come followed by a sonic boom before Bennu will land in front of his summoner. Bennu is large enough that he can carry five people on his back with ease, but will only allow those with his summoners permission on his back to do so without this will cause 5 points of damage per round the person/people in question remain.

    Passive: Bennu can super heat any area within 15 meters of him making water and ice less effective by 25%

    Active: Where Bennu is primarily is often used as a mode of transportation (not that he minds) when he takes off he flaps his wings so hard that he creates a sonic boom that will deafen anyone within 15 meters for 2 rounds while knocking any enemy smaller than himself on their rears. (If used in pvp ooc permission will be sought if denied by the higher ranked opponent than Bennu will only force them back 10 meters allowing for escape). Once deafened the sonic boom becomes ineffective.

    Strengths:

    - Can fly
    - Can knock back several enemies at once
    - Can be used as a mode of transportation for up to 5 people
    - Super heats areas making ice and water spells less effective
    - Deafens enemies
    - Deals damage if touched without permission

    Weaknesses:

    - Bennu is a large target
    - Even if water spells are less effective they still do 50% more damage to Bennu regardless of rank
    - Bennu's feathers are made of flames and can thus be eaten by fire slayers
    - Abilities are an arc effect straight ahead
    - Summoning is hard due to language needing to be used
    - Can deafen allies if they are in the cone of damage
    - Doesn't do damage unless touched without permission

    Knaeuth's Digging:

    Name: Knaeuth's Digging
    Rank: D
    Type: Utility, offensive, dot
    Duration: 3
    Cooldown: 4

    Description: Knaeuth is a unique case within Ruvel's arsenal of summons given at one point he had tried to kill his now young summoner at the orders of his then master, a scientist by the name of Tankin who wanted Ruvel and his mentor Cirven as test subjects but not before beating them into submission first. To summon Knaeuth Ruvel must touch the ground allowing a complex green seal to form and say "Ancient Earth, protector of all" then take three steps back out of the seal will come what looks like a semi humanoid gopher with razor sharp claws that can tear through any non magical material with little issue. Can only go 20 meters away from his summoner.

    Passive: While underground Knaeuth can move at 50% speed and gains 25% to his defence due to being in his natural habitat. If above ground he is ineffective due to being blind.

    Active: Burrowing under the ground Knaeuth is able lift the earth slowing opponents by 25%, however if he waits a round he is able to pull a single opponent underground allowing earth to fall upon them dealing 50% damage until they manage to break free of the ground.

    Strengths:

    - Gains speed and defence when underground
    - Slows opponents
    - Feels the need to remain near his summoner
    - Can pull an opponent underground dealing damage

    Weaknesses:

    - In effective above ground
    - Blind so can't see attacks coming
    - When burrowing near the surface it's easy to see him coming due to the earth mound
    - Easy to avoid
    - Short distance in comparison to other summons

    Kitsune's Trickery:

    Name: Kitsune's Trickery
    Rank: D
    Type: Defensive Illusion
    Duration: 1
    Cooldown: 2

    Description: Due to what this summon does she can only be called upon while there is light present. Much like Shindara, Ruvel doesn't need to speak openly speak to call Kitsune. When she is called she comes from behind Ruvel appearing as a moon blue ninetailed fox kit that soon jumps into Ruvel's arms nuzzling her summoner.

    Passive: Anyone getting within 5 meters of her becomes blinded until they move back.

    Active: Kitsune is a trickster like her name suggests, her tricks require her to bend the natural light available to her. For a single turn she is able to hide her summoner from sight thus an opponents ability to deal damage. A single rank higher can see a vague outline that may be missed two ranks or higher can see through the illusion with ease.

    Strengths:

    - Can blind opponents
    - Can hide summoner
    - Summoner can move unseen
    - No verbal communications needed to summon

    Weaknesses:

    - Blindness can effect allies
    - Can't help allies
    - Short distance as Kitsune remains right next to her summoner
    - Doesn't last long
    - Requires light to use abilities

    Aeria's Feast:

    Name: Aeria's Feast
    Rank: D
    Type: Utility, Heal
    Duration: 2
    Cooldown: 4

    Description: To summon Aeria all Ruvel must do is think of her name and what he would like to eat and/or drink, when this is done a door will appear that knocking will be heard from as the door. When the door is opened Aeria would be stood, she appears to be a middle-aged woman dressed in a simple long white dress with a blue bow to the left hand side, her long hair is black is tied neatly into a bun with a blue ribbon going through it.

    Passive: Gives off a calming aura to anything within 10 meters making them lethargic thus 25% weaker in strength and speed.

    Active: Eating Aeria's food not only makes a person seem full but heals 75% rank damage for two rounds. Food that is made by this summon will remain even after she is gone but when Aeria's duration is up the healing effect her food gives goes with her.

    Strengths:

    - Creates food for summoner and allies
    - Heals those who partake in her fease
    - Aura makes things hostile lethargic thus debuffing them

    Weaknesses:

    - Unable to attack
    - Short duration
    - Cooldown is double the duration's length
    - Can't be used in the middle of battle
    - Though food remains after Aeria leaves the food no longer heals

    Neru's Crescent:

    Name: Neru's Crescent
    Rank: D
    Type: Utility, Offensive
    Duration: 3
    Cooldown: 4

    Description: To summon Neru, Ruvel only need speak his name. Neru appears as a 6'7" tall and athletic male with long aqua blue hair, he has azure markings on the left side of his face, if a person gets close enough they'd be able to see slits on his neck showing him as an aquatic elf. He wears a white wrap that sits at his knees with a cerulean mesh sash that flows down the right side to his ankle. At his side is a water skin holding water so he not only remembers what he is and where he came from but also allows him to use his element when he isn't around water.

    Passive: Allows his summoner and two allies to breath underwater while moving 25% faster than would normally be possible.

    Active: Is able redirect a single water attack of same level or lower, however, if he uses the same amount of magic the water spell costs he can take over the spell and send it back at full power to the original caster with all the same effects. This active is only useful up to half that rank distance regardless of what spell he hijacks.

    Strengths:

    - Can allow breathing underwater
    - Allows speed increase underwater
    - Can redirect water magic of the same rank or lower
    - Sacrificing the same amount of mp as the original spell can hijack a water spell of the same rank or lower.

    Weaknesses:

    - As he uses water magic his magic can be eaten by water slayers
    - Requires additional mp to hijack water magic
    - Half rank distance when hijacking another persons aquatic magic
    - Only effective if the opponent is using water magic
    - Summoner has to make sure not to go to far down in case Neru's duration comes to an end causing them and allies to drown.

    Maera's Knowledge:

    Name: Maera's Knowledge
    Rank: D
    Type: Utility
    Duration: 3
    Cooldown: 4

    Description: Maera is as strange as they come when it comes to being a summon, as she doesn't seem to turn up when Ruvel calls her name. It isn't because she is hiding within a shadow to bending light to conceal her presence in fact it's because she hides within Ruvel's hair. Maera is a fairy that is around three inches talls wearing an ice blue and white dress that resembles a lotus in design that Ruvel himself crafted for her. She has long white hair that has a hairpin within it with a lotus matching the dress a small bell dangling from white silk cord coming from the pin.

    Passive: When flying Maera is invisible due to her fast speed, due to the bell on her hairpin she can be used as a distraction so Ruvel and his allies may have a chance to avoid confrontation.

    Active: Even though energetic at times and always bubbly, Maera is good for information. Once per round a general question of the area may be asked to her and she will give a general answer, however if you give her a round she can be more specific on the answer and if the three rounds are given to her she would be able to tell you with some degree certainty where someone or something is (ooc permission will be sought if used in a pvp setting if wanting to pin point.) Maera is able to move at the full distance of the rank spell she is.

    Strengths:

    - Good for a distraction
    - Good for gaining information

    Weaknesses:

    - Non combat
    - Details of answer dependant on how long she has to think on them
    - Will accept questions from enemies and allies wanting to be helpful so can backfire or hinder progress


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°470

    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Inta’ruu's Malice:

    Name: Inta’ruu's Malice
    Rank: C
    Type: Offensive
    Duration: 5
    Cooldown: 6

    Description:
    Inta’ruu appears as a 16 year old Elven male, with a frailer physical form than most of that race, he has long black hair tied back in a white sil ribbon, pure black eyes making his skin seem fairer in completion. He wears a long ceremonial black loose yukata with white seems. His apperance however is just a facade of whom and what he truly is. Inta'ruu is a highly skilled warrior with two handed weapons and will come merely by his summoner calling his name appearing by stepping out of his summoners shadow.

    Passive:
    Inta’ruu's uses weapons made from shadow thus they deal lasting elemental damage when they do hit meaning any wounds dealt by him must be healed by spells higher than his rank. The damage is never higher than 50% rank per round.

    Active:
    Though he is a master of hand to hand and sword play he is of the shadow element and isn't above playing dirty if needs must. When he believes it is the only way he will shape any shadow around him into screeching wraiths dealing fear to anyone of same rank or lower freezing them for one round debuffing their speed 25% for the rest of the rounds. Any rank higher don't get the fear effect but it still get the speed debuff due to not knowing where the screeching is coming from. The effect of this is only 45 meters.

    Strengths:

    - Causes fear
    - Deals elemental damage
    - Deals lasting damage
    - Debuffs

    Weaknesses:

    - Weapons are made from shadow thus can be eaten by the appropriate slayers
    - Is a physical summon so is likely not to get to to the end duration
    - Fear only effects those of same rank or below
    - Must be a shadow for him to step out of
    - Summoner must be able to say his name

    Crystal's Clarity:

    Name: Crystal's Clarity
    Rank: C
    Type: Utility, Elemental
    Duration: 2
    Cooldown: 4

    Description: Crystal is the twin sister to Barthenz, like her brother an incantation must be said but unlike her brother she doesn't require the sacrifice of hp, instead she requires an additional 8% of Ruvel's mp to be summoned. She stands 6'2" tall, her hair lands at her shoulders and is pale blue, she wears robes that shows her legs, stomach, arms and part of her chest making it easy for her to seduce men and women if they are that way inclined, around her body small gems can be seen with what looks like stars twinkling in them, what many outside her race don't realise is that this 'jewellery' is nothing more than scales that are seen within the drackon form of her people.

    Passive: While out anything hidden (doors, traps, spells, ect) within 90 meters of her will almost sparkle giving Ruvel knowledge on where to look but will not tell him exactly what's there.

    Active: Crystal is the opposite of her brother in regards to ability, she holds no physical power and has 25% less health than a summon of her rank should but what she lacks there she makes up in magical damage. She is able to hit a single person for 75% rank damage regardless of the base element she decides to use, however, if the opponent touches one of their allies her magic chains to them for a single turn dealing 25% rank damage. This active is only has the range of 60 meters.

    Strengths:

    - Can find things that can't be seen normally
    - Does more than normal damage
    - Magic has the possibility of chaining through enemies if they touch one another

    Weaknesses:

    - Can do no damage physically
    - Has less health than a normal summon
    - Active is half the range of c rank single attack spells
    - Costs additional mana to summon her
    - Must be able to say the incantation to call her forth
    - Takes 25% additional damage from dragon and god slayers

    Endema's Web:

    Name: Endema's Web
    Rank: C
    Type: Immobilisation, Utility
    Duration: 1
    Cooldown: 2

    Description: Endema only requires her name whispered before she appears almost as if out of the shadows knelt by her summoner. She is dark skinned with pale purple hair wearing tight black leather. When stood she stands at 6'0" and is slender though she seems to look more than a little annoyed.

    Passive: Edema can climb any surface regardless what the surface is made of at 25% normal speed.

    Active: Endema can weave what seems to be web capable of either wrapping around up to three people for a single round stopping them in their tracks or being used to be as a ladder or bridge, if used as a utility the webbing stays for two additional rounds before dissolving. This ability only has a range of 30 meters.

    Strengths:

    - Is versatile
    - Can stop three enemies in their tracks
    - Edema can climb any surface

    Weaknesses:

    - Short duration
    - Short range
    - No damage
    - Must whisper the summons name

    Raven's Sight:

    Name: Raven's Sight
    Rank: C
    Type: Offensive
    Duration: 5 (up to four rounds charge up)
    Cooldown: 6

    Description: Raven isn't exactly what you would expect as a master marksman, even Ruvel has only seen Raven once and vowed he would never tell anyone what the man looked like. To summon Raven he has to make certain hand gestures and trust that the summon will do what is in his summoners best interest.

    Passive: Raven is able to hit someone 30 meters further than what the normal spell range is but he only gets one shot.

    Active: Raven uses specialised ammunition that when it enters leaves no mark of entry but corrodes the inside of the enemy. This is a single target ability, it doesn't matter at what point he shoots his duration is instantly spent and he goes into cooldown. He does full damage and gains 25% additional damage will be added for every round he waits before shooting. Due to his passive Raven can shoot a target from 150m away

    Strengths:

    - No vocals required
    - Additional distance
    - Additional damage for each round he lies in wait

    Weaknesses:

    - Shot can be dodged
    - Only able to shoot once before going into cooldown
    - Can hit allies if they're in the way
    - Works independently of his summoner
    - Hands must be able to be used to summon him

    Kilith's Compassion:

    Name: Kilith's Compassion
    Rank: C
    Type: Healing
    Duration: 1
    Cooldown: 3

    Description: Kilith is the youngest daughter of Edaenz and is summoned the same way as her mother and that is merely whispering her name. Kilith isn't exactly what you would expect given her mother's apperance, she appears as a Pixie with long spring green hair, sky blue eyes and her dress resembles that of a bluebell designed by Ruvel for her. Even as the youngest of her siblings she is still around a hundred and twenty-five years old and gifted in burst healing.

    Passive: Due to being gifted Kilith's healing is 50% more effective.

    Active: Kilith can heal one person within 30 meters, where she will listen to her summoner sometimes she is known to go off track and heal him first if he is injured regardless if there are people needing the healing more.

    Strengths:

    - Heals for more than usual
    - Heals instantly

    Weaknesses:

    - Will heal Ruvel before anyone else
    - Can't do damage
    - Can only heal one person at a time

    Ziian’Tuu's Tactics:

    Name: Ziian’Tuu's Tactics (pve only will seek ooc permission if used in pvp)
    Rank: C
    Type: Utility, Defence
    Duration: 3
    Cooldown: 4

    Description: Ziian’Tuu appears as a cute five year old human boy with golden eyes and long golden hair both of which seemingly glow. His clothing almost looks like a white yukata with golden butterflies embroidered in. Ziian’Tuu the oddest of all the summons within Ruvel's arsonal, this is due to having no real way to summon him. He turns up when he feels like it. When he does decide to make an appearance it's usually just beside Ruvel holding his hand much like anyone would expect from a little boy.

    Passive:
    Even though Ziian’Tuu may look young he is anything but, he is in fact the ruler of the dead's spirit realm. Due to how long he has lived this gives him an unfathoming insight to his enemies movements allowing him to anticipate what they will do next.

    Active:
    Due to Ziian’Tuu appearing so young he doesn't get into physical fights, in fact he hates fighting as a whole so instead he decided to find a way to get around it by using bubbles. These bubbles can be used one of two ways. He can either call three bubbles a round to immobilise enemies by trapping them inside them for a round or he can use the same bubbles to shove enemies into other areas that would be more beneficial to the summoner or team. The bubbles are able to be used within 75 meters of Ziian’Tuu.

    Strengths:

    - Can immobilise enemies
    - Can anticipate enemy movements
    - Can be used to benefit the team through moving the enemies into a more favourable formation to be hit.

    Weaknesses:

    - The bubbles are made out of light and spiritual energies so can be eaten by appropriate slayers
    - Does no damage
    - No way to summon Ziian’Tuu
    - He randomly shows up


    Proof of Purchase:
    [url=https://www.fairytail-rp.com/t14653p450-magic-shop]Page 19, post n°474

    @Ruvel wrote:
    B Rank Spells

    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: B
    Type: Illusion
    Duration: 3
    Cooldown: 6

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. Can only effect quarter of the maximum spell rank in distance. This effect works for up to 80 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.

    Amuul's Illusion:

    Name: Amuul Illusion (pve only, if used in pvp ooc permission will be sought)
    Rank: B
    Type: Illusion
    Duration: 3
    Cooldown: 6

    Description: Amuul is the twin brother to Shindara and is summoned the same way, like his brother he remains within Ruvel's shadow making his summoners shadow not only darker but shaped a bit differently.

    Passive: Illusions can deceive the perception one rank higher

    Active: Like his brother Amuul's illusion can do no damage but unlike his brother he doesn't attack a person's mind, at least not directly. He brings a memory out of a persons head and makes a solid illusion of it. Amuul can be either kind or cruel depending on his mood or what has been done to his summoner twisting the memory to bring comfort to a person or taking a good memory and twisting it to have a bad outcome. He can only take one memory at a time, but that one memory depending on what he does with it could change how a person is viewed. This effect works for up to 80 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect

    Demi's Demise:

    Name: Demi's Demise
    Rank: B
    Type: Offensive, multi-target
    Duration: 6
    Cooldown: 7

    Description:
    To call Demi to his side Ruvel needs to do nothing, the two had been paired while she was alive and will come merely if she senses he is in danger or requires help. Demi appears as a nineteen year old female with alabaster skin, pure black eyes and long black hair tied back in a white cord. She wears a torn black dress that stops at her knees around, on her body black runes are easily seen, that and the barbed wire wrapped around her frame. In her hands she holds a scythe that also seems to be wrapped in barbed wire, though the scythe may look like it's made out of shadow nothing could be further from the truth it is a unique metal made within her home realm. When she appears it will be in front of Ruvel and she will look like she's ready to kill the ones in front of her.

    Passive:
    Demi does 25% additional damage every time she does damage regardless of wither it is melee or magical, this damage is classed as lasting damage and requires a healing spell of higher rank than Demi to heal it.

    Active:
    Moving the scythe with deadly efficiency Demi can either strike physically or swing it quickly releasing a crescent of what looks like shadow energy but this isn't the case this is death energy. The magical strikes do 50% damage per round and works as an arc making it a multi-target offensive. The arc can travel 140 meters away from Demi.

    Strengths:

    - Does additional damage
    - Can do both melee and magical attacks
    - Doesn't need anything to summon her

    Weaknesses:

    - Melee and magical can't be used same round
    - Only comes when she believes Ruvel is in danger
    - Will not defend any other person
    - Will defend over attacking if it means Ruvel's safety

    Shade's Transportation:

    Name: Shade's Transportation
    Rank: B
    Type: Teleportation
    Duration: 1
    Cooldown: 4

    Description:
    Shade is a wraith never seen as like the void twins remains with a shadow but unlike the twins they don't tend to remain within Ruvel's shadow. To summon shade the summoner need only think of needing to get out of a certain area while whispering shade's name. Due to never leaving the shadows no one knows what shade looks like. With the passive shade's ability can go 75 meters instead of the usual 50 meters a burst spell does.

    Passive:
    Shade can move a group of five individuals 50% further than should be possible

    Active:
    Shade can open a portal allowing people to travel to another point in an instant.

    Strengths:

    - Can move a group of people
    - Can move further than normal
    - Needs only their name said while thinking of location

    Weaknesses:

    - Can do no physical harm
    - Portal is made of shadow thus can be eaten by appropriate slayers
    - Must have a clear image of the place wanting to be if you don't want to end up in a random place
    - Long cooldown in comparison to duration
    - Requires shadow to be used

    Isk's Light:

    Name: Isk's Light
    Rank: B
    Type: Offensive, healing, Multi-Target, Charge up
    Duration: 5
    Cooldown: 6

    Description:
    To call Isk to his side Ruvel must speak "Isk Mitne" (Starlight) when this happens an ethereal looking male due to the light glow he gives off; he stands almost eight foot in height, with long flowing pastel blue hair and matching eyes which also seem to glow. He pale white robes with intricate golden embroidery around it.

    Passive:
    50% of the damage done to the enemy is returned spreed between the summoner and their allies as a heal.

    Active:
    moving his hands to his head Isk seems to almost start to chant something, when he stops beams of blue light lock onto the enemy doing 75% damage, for every additional round he doesn't attack is able to do 25% more damage due to charge up. Isk may release the energy at any point during the duration but instantly goes into cooldown. The distance this active can go is 120 meters from Isk.

    Strengths:

    - Can hit multiple targets at once
    - Can do additional damage
    - Returns some of the damage back as healing

    Weaknesses:

    - Requires charge up to do additional damage
    - Only gets one use before going into cooldown
    - Slightly shorter distance than a spell of this rank
    - Requires Ruvel to be able to speak

    Aura's Defence:

    Name: Aura's Defence
    Rank: B
    Type: Defence, offence
    Duration: 3
    Cooldown: 4

    Description:
    To call Aura, the summoner must look to the air and whisper "erlelee di wer suaco." (Embrace of the wind) In doing this a girl looking no more than fifteen years old, standing 5'8" tall with long flowing grey hair and glowing green eyes with what seems like storms going on in them would appear just behind Ruvel from a storm filled portal. She would be wearing what seems like a white and pale green hanfu, a pale green sash around her arms.

    Passive:
    Anyone stupid enough to get within fifteen feet of the shield will take rank damage due the the speed of the winds.

    Active:
    With a few simple hand gestures Aura can call a shield to protect a single person, the shield can take up to three rank b hits before it vanishes. The target must be within 150 meters of Ruvel to have the shield put around them.

    Strengths:

    - Does damage if a person gets to close to the shield
    - Can take several hits before breaking

    Weaknesses:

    - The shield is made of wind and can be eaten by relevant slayers
    - Ruvel must be able to speak to call the summon
    - Aura must be able to move her hands to cast the shield
    - Range is 1/4 shorter than a normal spell of this rank and type


    Kioshi's Silence:

    Name: Kioshi's Silence
    Rank: B
    Type: Immobilisation, silence, knockback
    Duration: 3
    Cooldown: 6

    Description:
    To summon Kiyoshi, Ruvel need only whisper his name. When he does what seems like a teapot of bone china appears in his hand, taking off the top of the teapot then peers the head of what appears as a small blue lung dragon who doesn't seem best pleased to be disturbed.

    Passive:
    Debuffs enemies for 50% attack just because he's annoyed about the noise.

    Active:
    The first round Kiyoshi rears his head he makes a cone of silence 60 meters around himself that can prevent one spell per round being cast within it (This is of course same rank or lower and ruvel will pay the same mp as the spell for it to be nulled.). The second round Kiyoshi moves into his teapot and brings out some sort of gem and throws it on the ground anyone within the 60 meters will be stopped in their tracks for a single turn be it friend or foe (Of same rank or lower), on the third round Kiyoshi is extremely upset and breaths in the cone of silence before breathing it back out sending anyone within 60 meters 20 meters back.

    Strengths:

    - Debuffs enemies
    - Does several things within it

    Weaknesses:

    - Ruvel must be able to hold the teapot
    - Ruvel must be able to whisper the summons name
    - the range is shorter than a spell of the rank and type
    - It can be costly on Ruvel's mana
    - Ruvel must be able to keep a hold of the teapot the entire time
    - Ruvel can't speak above a whisper or Kiyoshi will leave

    Proof of Purchase:

    [url=https://www.fairytail-rp.com/t14653p475-magic-shop]Magic shop: Page 20, Post n°497

    Unlocked at user's request


    ___________________________________________________________________

    "You've got me shaking from the way you're talking
    My heart is breaking but there's no use crying
    "



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    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
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    Posts : 901
    Guild : Sabertooth
    Cosmic Coins : 185
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    Age : 22
    Experience : 2,012.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    In Progress Re: Contractual Summoning

    Post by Aura on 29th December 2017, 10:02 am

    Grading in Progress, Do Not Archive


    ___________________________________________________________________



    And be she but Small,
    she is Fierce




    .:} The Road of Desire |Fire Dragon Slayer | Kenna Terrynhain {:.
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    avatar
    Aura

    Moderator- Mythical VIP Status- Knight VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Haiku Contest Participant- Lineage Making Contest Participant- Rich- Character Application Approved!- Character History!- Magic Application Approved!- Complete Your First Job!- Join A Faction!- Get A Pet!- Obtain A Lineage!- The Being- Novice [250]- 3rd Place Event/Contest Winner- Be on Venir's Friend List- Have Aiyanna On Your Friend's List- Player -
    Lineage : Gingerbread Man
    Position : None
    Posts : 901
    Guild : Sabertooth
    Cosmic Coins : 185
    Dungeon Tokens : 0
    Age : 22
    Experience : 2,012.5

    Character Sheet
    Character Name: Kenna Terrynhain
    Primary Magic: 1st Generation - Fire Dragon Slayer
    Secondary Magic:

    In Progress Re: Contractual Summoning

    Post by Aura on 3rd January 2018, 7:26 am

    Approved:
    @Ruvel wrote:Primary Magic: Contractual Summoning
    Caster or Holder: Caster (Lost Forbidden Summoning)
    Description: Ruvel was born magically and physically weak for a reason that was hidden from him and now may never know. It was frustrating for the youth that he was unable to do what most took for granted as though he was cherished he heard the whispers and felt as if he was nothing more than a hindrance by those around him. One night after the massacre of everyone he knew, he was was in his cell room crying when he found his own unique strength hearing voices he didn't notice before telling him for a price they would form contracts with him.

    Contractual Summoning works much like Celestial Summoning magic in the regards that terms have to be agreed between both parties. Unlike Celestial Summoning where summon and summoner come to a mutual arrangement beneficial for them both; this kind of summoning usually falls into favour of the summon with the summoner having to agree to their terms though this isn't always the case. Regardless once the terms have been decided the contract can not be broken sometimes even remaining after death if that was one of the conditions or if conditions hadn't been met in life.

    To activate the contract Ruvel must utter the name of the one he created the contract with, then dependant on the type of contract created he may have an incantation or series of movements to do to call said summon forward. Due to this at times it can be quite frustrating at times to use this magic as if restrained he may not be able to use some of his magic, the same as if he was otherwise silenced however due to the unique style of contract he has even in a magically dead zone he can still call on the summon due to the contractual obligation though. (A post must wait between summoning and the summon/effect taking place under these conditions because of anti magic resistance).
    Strengths:

    - Can be summoned in a magically dead zone
    - Versatility on targets (i.e Single target/Multi target)
    - Can use status effects
    - Can buff both user and summon alike
    - Can do damage over time
    - Can heal over time
    - Can do area damage
    - Caster can not be harmed by offensive abilities of summons
    - Actives Cooldown and Duration match the summons contractual obligation to their summoner.

    Weaknesses:

    - When summoned in a dead magic zone must wait a round before effect/summon becomes active
    - When summoned in a magic dead area the effect/summon requires an additional round before being able to be called again
    - Can not buff allies without them taking damage
    - Buff does not always effect caster
    - Can damage allies
    - If silenced or incapacitated some spells may not be usable
    - Some summons may be used under certain circumstances
    - May require personal sacrifice of additional mana, health or both to use
    - Some summons may require additional channelling time to call upon
    - Some summons may require the summoner to deal harm to allies
    - Elemental magic may be eaten by slayers, unless otherwise stated.

    Lineage:
    Victor's Descent:


    Description: There once was a cannibal that used forbidden blood magic to slay and devour his victims. After many years of eating human flesh and drinking their blood through magic, it corrupted him. He could no longer live without it and needed the blood to stay refreshed and focused. When hunting new prey, Victor used his Blood Vision to track down his victims. His offspring had the same corruption in their blood, and they could use the Blood Vision. However, they did not grow the same hunger, unless they started to feed on humans.
    Ability: The user can see all enemies within 100 meters in their field of view, regardless of what might be impeding their vision. By tasting someone, directly or indirectly (Licking something they touched / blood drips on the ground, ect.) they become persistently aware of the direction that person or creature is so long as they're flesh and blood.
    Usage: Passive toggle on/off.

    Unique Abilities:

    Unique Abilities:
    Contractual Obligation: Due to the contract between the summoner and summon, it is almost as if the summon finds it prudent that the summoner is kept at the top of their game; and so gains 4% mana back passively each round regardless wither they are in battle or not.

    Contractual Negotiations: Calling on the strength of those they have a contract with an seal appears equal to half the allowed ranks distance (Caps at S-Rank) weakening all within it's magical strength by 15%, as an additional option the caster may also sacrifice 4% of their health each round the seal is active the to gain a 10% increase to strength and speed. This effect lasts for 3 rounds and requires 5 rounds before it can be used again.

    Contractual Tasks: Calling on those the contracts the caster has with their summons they may choose to sacrifice 4% of their mana and health to give a 25% strength increase to the active ability of their summons. This effect lasts 3 rounds and requires 6 rounds before it can be used again.

    Dead Zone Contracts: Even in a place void of magic somehow Ruvel is able to call upon his summons; however when in these conditions it takes the summon an additional turn to turn up and an additional turn in cooldown. The only ones exempt from this additional turn of summon/cooldown are those who he has the closest bonds with. (Signature spells)

    Contractual Sealing: This allows Ruvel to use the actives or passives (not both at the same time) of his summons as if he was a caster instead of a summoner, however to do this he must pay the same amount of mana as the summon in question. He is unable to use this unique ability to mimic the same active twice at the same time. The duration of the seal is the same as the summon however the cooldown is two less than the actual summon in questions.

    Signature Spells:

    Barthenz Berserker:


    Name: Barthenz Beserker
    Rank: Rank of summoner (Caps at S-Rank)
    Type: Offensive, Melee, charge-up
    Duration: 7
    Cooldown: 5
    Description: Summoning Barthez should only be done in a dire need as he is very rarely lucid and will attack everyone on sight unless told otherwise by his summoner and even then he may not actually listen. To call this summon the caster must cut his own palm dealing himself 25% rank damage and utter a specific incantation that requires one round to create a dark seal one meter in front of the summoner themselves. Barthenz appears as a tall muscular, yet scarred man wearing a wrap around his waist and a sword in his hand, his eyes are a deep crimson and seem almost feral, his dark shaggy hair caked in blood. Unlike most other summons at his disposal he will not wait to be told who his opponent is and just attack.


    Active: Barthenz being a seasoned warrior is able to hit for the same amount of damage as his summoner can with a basic sword, in addition due to being a berserker Barthenz does 25% additional damage and gains 10% additional health making him hit harder and take more of a beating. Any damage done by Barthenz should be classed as lasting damage that must be healed by a healer of same rank. Barthenz is a melee summon and thus must be within one meter to strike.


    Strengths:

    - Wounds given do not vanish over time
    - Does above normal melee damage
    - Has above normal health
    - Can be summoned even in dead magic zones without penalty


    Weaknesses:

    - Can be destroyed easily before duration ends
    - Due to being in a berserk like state will often attack allies
    - Doesn't always listen to summoner
    - Must get close to attack
    - Summoner must take 25% rank damage to summon
    - Summoner is unable to summon if muted or gagged in some way

    Edaenz's Song:
    Name: Edaenz Song
    Rank: D
    Type: Singular healing
    Duration: 3
    Cooldown: 4

    Description: To call on this contract the summoner must only call Edaenz's name in a whispered voice, to do so in any other tone or volume will have no effect what so ever. When she does appear she almost seems a shimmering, translucent blue her hair always in motion even if there is no wind.

    Passive: While summoned anyone within a 15 meter radius gains a 25% buff to the potency of their spells, although this does not effect her summoner. In addition Edaenz's song regains of 4% mana and health every turn to her summoner and their allies during the time she is summoned.

    Strengths:

    - Regains casters mana and health
    - Gives magic potency buff to allies


    Weaknesses:

    - Buff does not work on her summoner
    - Buff is short range
    - Regain does not effect allies
    - Name must be uttered a certain way

    @Ruvel wrote:
    D Rank Spells


    Aelona's Aim:


    Name: Aelona's Aim
    Rank: D
    Type: Offensive, Projectile, Single/Multiple, Damage Over Time
    Duration: 3
    Cooldown: 4
    Description: Calling the name 'Aelona' the caster begins to emit a gentle green glow for a round as what seems to be an elegantly carved wooden arch seems to grow from the ground. Once at maximum height an Elven woman with longish pale blue hair and silvery eyes walks through, wearing leather armour. After a quick bow to her summoner she turns to the enemy an waits for her orders.

    Passive: Due to the race of this summon she is able to see slightly farther so has an additional 20 meters on what would be normal for a multiple target spell.

    Active: While summoned Aelona is able to summon up to four elemental arrows of her summoners choice. Due to being elementally imbued they are able to deal 5 points of additional damage each round after they first hit an opponent; if at least two arrows hit the same person they will do a half rank of D rank damage on top of the elemental damage over time. Each arrow is arrow is able to do 25% D-Rank damage but only if used on different opponents, this means damage will be dependant on how many arrows hit a person but base damage will never exceed half rank damage. (The damage over time starts the first time an arrow hits the designated target(s) and is unable to stack.) Thanks to the passive of the summon she can hit up to 65 meters away.

    Strengths:

    - Does additional damage
    - Can either hit a single target or multiple targets
    - Can hit opponents farther away
    - Has slightly further distance that she can attack


    Weaknesses:

    - Arrows can be avoided
    - Arrows deal less damage if not shot at the same enemy
    - Once released the arrow can not change course
    - Element on the arrow can be nulled if someone uses the opposite element
    - Arrow can be blown off course if a strong enough wind is present
    - Only the first arrow deals additional damage over time
    - Additional damage does not stack

    Ordhabbi's Fire:
    Name: Ordhabbi's Fire
    Rank: D
    Type: Offensive, Damage over time, Area of effect
    Duration: 3
    Cooldown: 4

    Description: The summoning of Ordhabbi is a little more complicated than others of this rank as it requires an ally allow the caster to do at least ten points of damage to them making it hard to enact the contract. The only way the contract would be able to be enacted upon without hitting an ally would that the wielder allow himself to take two ranks of damage without trying to dodge or block it in anyway which lets face it no one really wants to do. When the contract is summoned behind the caster a portal of pure fire appears and a slender woman walks out hugging the one before her. Her eyes and hair are golden and almost move like flames, her skin would be sun kissed and she would almost look like an Arabian dancer dressed in purple.

    Passive: The one who was hurt to summon her gains a 10% increase to the potency of their magic.

    Active: Tilting her head she smiled under her veil below her and the contract holder the ground will crack up to 30 meters dealing 50% rank damage each round to all (excluding the caster) within the area of effect; even after Ordhabbi leaves the fire damage lasts two additional turns at 25% before becoming inactive. This active can go as far as 30 meters.

    Strengths:

    - Can damage more than one person at a time
    - Can do damage over time
    - Gives an increase to range to the one who sacrificed health to summon her
    - Does an additional round of damage even after duration ends

    Weaknesses:

    - Water of same rank or higher will null the flames, while water of ranks below will make it half as effective.
    - Requires oxygen for the flames
    - Must harm an ally or allow self to be severely harmed to enact the contract
    - Can harm allies
    - Buff might not go to caster

    Lurea's Lullaby:

    Name: Laurea's Lullaby
    Rank: D
    Type: Debuff/Immobilisation
    Duration: 2
    Cooldown: 4

    Description: To summon Lurea all one must do it sing a few words of her favourite lullaby and place her name somewhere within it. When she is summoned she seems to come out of thin air and looks almost like a sparkling pink fairy riding a baby blue cloud, around her she seems to have a mild mint green blanket with baby blue clouds on it too. A sleepy and happy smile always seen on her face as she begins to sing her gentle lullaby.

    Passive: Allows the immobilisation to last two turns instead of a single turn

    Active: As she starts singing the enemy of same rank will fall into a gentle slumber that is full of sweet dreams or nightmares depending on what the summoner has asked the little dream fairy to give them. Even though the sleep can last two turns it doesn't mean it will if the enemy is hit at any point during the duration of this spell they will wake up although since they will be groggy they will have a 20% debuff to speed and strength for an additional turn after waking, even if an enemy doesn't fall asleep they are still hit with the debuff; if the enemy is of one rank higher they will not fall asleep but they will still receive the debuff at half the percentage. Due to the secondary turn this active can only work on those within 15 meters.

    Strengths:

    - Possibility of making enemies sleep for two turns
    - Debuffs enemies for a round after they wake up due to being groggy
    - Will effect enemies a rank higher with half the debuff

    Weaknesses:

    - Enemy will wake up instantly the moment they're hit
    - Duration is half the cooldown
    - Summoner must be able to sing to summon
    - Might not effect certain enemies

    Gazaer's Shield:

    Name: Gazaer's Shield
    Rank: D
    Type: Defensive
    Duration: 3
    Cooldown: 4

    Description: To summon Gazaer the summoner must be below eighty percent of their over all health and state they need the assistance of the knight Gazaer. Gazaer appears as a six foot six inch giant clad in full plate of an unusual material, at his side he does have a sword but strangely it is apparent that it is bound in front of him however is a large shield made out of what seems to be an unusual material.

    Passive: Can absorb 50% of C-Rank spell damage

    Active: The shield is able to absorb one attack of same rank or lower completely, an attack of a single rank than this spell still deals 50% of the damage to the summoner, damage of two ranks and above go through the shield as if it wasn't there. The summon remains within 2 meters of the summoner.

    Strengths:

    - Can stop a single D-Rank spell each round
    - Can absorb 50% of a C-Rank spell each round

    Weaknesses:

    - Summoner still gets half damage from a C-Rank spell
    - Can only stop one shield against one spell per round
    - Can't be used to defend allies
    - Summoner has to have lost 20% of their health to call on this summon
    - Summon is unable to attack

    Bennu's Flight:

    Name: Bennu's Flight
    Rank: D
    Type: Utility, Knockback
    Duration: 3
    Cooldown: 3

    Description: This summon appears as a large phoenix standing 30 feet tall with a wingspan of 37 feet and seemingly with golden feathers it is upon further examination that a person will notice that each feather is actually made out of flames. To call Bennu fourth Ruvel must say "I ssannnnhan thi nnh tshh gairrtiin flinness shaf rredirrtsh" (I summon to me the guardian to the flames of rebirth), a screech will come followed by a sonic boom before Bennu will land in front of his summoner. Bennu is large enough that he can carry five people on his back with ease, but will only allow those with his summoners permission on his back to do so without this will cause 5 points of damage per round the person/people in question remain.

    Passive: Bennu can super heat any area within 15 meters of him making water and ice less effective by 25%

    Active: Where Bennu is primarily is often used as a mode of transportation (not that he minds) when he takes off he flaps his wings so hard that he creates a sonic boom that will deafen anyone within 15 meters for 2 rounds while knocking any enemy smaller than himself on their rears. (If used in pvp ooc permission will be sought if denied by the higher ranked opponent than Bennu will only force them back 10 meters allowing for escape). Once deafened the sonic boom becomes ineffective.

    Strengths:

    - Can fly
    - Can knock back several enemies at once
    - Can be used as a mode of transportation for up to 5 people
    - Super heats areas making ice and water spells less effective
    - Deafens enemies
    - Deals damage if touched without permission

    Weaknesses:

    - Bennu is a large target
    - Even if water spells are less effective they still do 50% more damage to Bennu regardless of rank
    - Bennu's feathers are made of flames and can thus be eaten by fire slayers
    - Abilities are an arc effect straight ahead
    - Summoning is hard due to language needing to be used
    - Can deafen allies if they are in the cone of damage
    - Doesn't do damage unless touched without permission

    Knaeuth's Digging:

    Name: Knaeuth's Digging
    Rank: D
    Type: Utility, offensive, dot
    Duration: 3
    Cooldown: 4

    Description: Knaeuth is a unique case within Ruvel's arsenal of summons given at one point he had tried to kill his now young summoner at the orders of his then master, a scientist by the name of Tankin who wanted Ruvel and his mentor Cirven as test subjects but not before beating them into submission first. To summon Knaeuth Ruvel must touch the ground allowing a complex green seal to form and say "Ancient Earth, protector of all" then take three steps back out of the seal will come what looks like a semi humanoid gopher with razor sharp claws that can tear through any non magical material with little issue. Can only go 20 meters away from his summoner.

    Passive: While underground Knaeuth can move at 50% speed and gains 25% to his defence due to being in his natural habitat. If above ground he is ineffective due to being blind.

    Active: Burrowing under the ground Knaeuth is able lift the earth slowing opponents by 25%, however if he waits a round he is able to pull a single opponent underground allowing earth to fall upon them dealing 50% damage until they manage to break free of the ground.

    Strengths:

    - Gains speed and defence when underground
    - Slows opponents
    - Feels the need to remain near his summoner
    - Can pull an opponent underground dealing damage

    Weaknesses:

    - In effective above ground
    - Blind so can't see attacks coming
    - When burrowing near the surface it's easy to see him coming due to the earth mound
    - Easy to avoid
    - Short distance in comparison to other summons

    Kitsune's Trickery:

    Name: Kitsune's Trickery
    Rank: D
    Type: Defensive Illusion
    Duration: 1
    Cooldown: 2

    Description: Due to what this summon does she can only be called upon while there is light present. Much like Shindara, Ruvel doesn't need to speak openly speak to call Kitsune. When she is called she comes from behind Ruvel appearing as a moon blue ninetailed fox kit that soon jumps into Ruvel's arms nuzzling her summoner.

    Passive: Anyone getting within 5 meters of her becomes blinded until they move back.

    Active: Kitsune is a trickster like her name suggests, her tricks require her to bend the natural light available to her. For a single turn she is able to hide her summoner from sight thus an opponents ability to deal damage. A single rank higher can see a vague outline that may be missed two ranks or higher can see through the illusion with ease.

    Strengths:

    - Can blind opponents
    - Can hide summoner
    - Summoner can move unseen
    - No verbal communications needed to summon

    Weaknesses:

    - Blindness can effect allies
    - Can't help allies
    - Short distance as Kitsune remains right next to her summoner
    - Doesn't last long
    - Requires light to use abilities

    Aeria's Feast:

    Name: Aeria's Feast
    Rank: D
    Type: Utility, Heal
    Duration: 2
    Cooldown: 4

    Description: To summon Aeria all Ruvel must do is think of her name when this is done a door will appear that knocking will be heard from as the door. When the door is opened singing, music, laughter and tales of battles long since past would be heard, at the door however Aeria would be stood. She appears to be around her mid 20's dressed in a long white and pale green dress a longsword at her left hand side, her long blonde hair is tied neatly into a bun with a white and green ribbon going through it.

    Passive: Gives off a calming aura to enemies within 10 meters making them lethargic thus 25% weaker in strength and speed.

    Active: Eating Aeria's food not only makes a person seem full but heals 75% rank damage for two rounds. Food that is made by this summon will remain even after she is gone but when Aeria's duration is up the healing effect her food gives goes with her.

    Strengths:

    - Creates food for summoner and allies
    - Heals those who partake in her fease
    - Aura makes things hostile lethargic thus debuffing them

    Weaknesses:

    - Unable to attack
    - Short duration
    - Cooldown is double the duration's length
    - Can't be used in the middle of battle
    - Though food remains after Aeria leaves the food no longer heals

    Neru's Crescent:

    Name: Neru's Crescent
    Rank: D
    Type: Utility, Offensive
    Duration: 3
    Cooldown: 4

    Description: To summon Neru, Ruvel only need speak his name. Neru appears as a 6'7" tall and athletic male with long aqua blue hair, he has azure markings on the left side of his face, if a person gets close enough they'd be able to see slits on his neck showing him as an aquatic elf. He wears a white wrap that sits at his knees with a cerulean mesh sash that flows down the right side to his ankle. At his side is a water skin holding water so he not only remembers what he is and where he came from but also allows him to use his element when he isn't around water.

    Passive: Allows his summoner and two allies to breath underwater while moving 25% faster than would normally be possible.

    Active: Is able redirect a single water attack of same level or lower, however, if he uses the same amount of magic the water spell costs he can take over the spell and send it back at full power to the original caster with all the same effects. This active is only useful up to half that rank distance regardless of what spell he hijacks.

    Strengths:

    - Can allow breathing underwater
    - Allows speed increase underwater
    - Can redirect water magic of the same rank or lower
    - Sacrificing the same amount of mp as the original spell can hijack a water spell of the same rank or lower.

    Weaknesses:

    - As he uses water magic his magic can be eaten by water slayers
    - Requires additional mp to hijack water magic
    - Half rank distance when hijacking another persons aquatic magic
    - Only effective if the opponent is using water magic
    - Summoner has to make sure not to go to far down in case Neru's duration comes to an end causing them and allies to drown.

    Maera's Knowledge:

    Name: Maera's Knowledge
    Rank: D
    Type: Utility
    Duration: 3
    Cooldown: 4

    Description: Maera is as strange as they come when it comes to being a summon, as she doesn't seem to turn up when Ruvel calls her name. It isn't because she is hiding within a shadow to bending light to conceal her presence in fact it's because she hides within Ruvel's hair. Maera is a fairy that is around three inches talls wearing an ice blue and white dress that resembles a lotus in design that Ruvel himself crafted for her. She has long white hair that has a hairpin within it with a lotus matching the dress a small bell dangling from white silk cord coming from the pin.

    Passive: When flying Maera is invisible due to her fast speed, due to the bell on her hairpin she can be used as a distraction so Ruvel and his allies may have a chance to avoid confrontation.

    Active: Even though energetic at times and always bubbly, Maera is good for information. Once per round a general question of the area may be asked to her and she will give a general answer, however if you give her a round she can be more specific on the answer and if the three rounds are given to her she would be able to tell you with some degree certainty where someone or something is (ooc permission will be sought if used in a pvp setting if wanting to pin point.) Maera is able to move at the full distance of the rank spell she is.

    Strengths:

    - Good for a distraction
    - Good for gaining information

    Weaknesses:

    - Non combat
    - Details of answer dependant on how long she has to think on them
    - Will accept questions from enemies and allies wanting to be helpful so can backfire or hinder progress


    Proof of Purchase:



    @Ruvel wrote:
    C Rank Spells

    Seyuki's Poison:

    Name: Seyuki's Poison
    Rank: C
    Type: DoT, Multi-Target, Offensive
    Duration: 3
    Cooldown: 4

    Description: To call on Seyuki, the summoner must prick their finger and write a charm using their own blood doing 10hp in damage, once the charm is created the summoner has 24hrs to use the charm or it becomes void, though the wielder may only create two charms in advance. To activate the charm the summoner must throw it to the ground calling Seyuki's name. Once called a snowfall will appear regardless of weather three meters around the charm and a woman with pale skin, ice blue eyes, long white hair and wearing a white, blue and ice blue kimono will be standing

    Passive: While Seyuki is out she and her summoner take 50% less damage from ice based spells

    Active: using needles made of ice she is able to hit three people per round for up to 50% damage. For three rounds after a person is hit they will gain 25% poison damage causing disorientation. The needles will only work within the 50 meters.

    Strengths:

    - Can hit multiple enemies at once
    - Does poison damage over time
    - Can be prepared in advance
    - Summoner and Summon take less damage to ice based magic
    - If ice needles are eaten by an ice slayer of any kind it will null initial damage but they will still get poisoned due to the needles not being pure ice

    Weaknesses:

    - Can only prepare two summoning charms in advance
    - Creating charms cost the user health
    - Summon takes 50% more damage via fire magic due to being protected by 50% from ice spells
    - Needles can be avoided if enemy is quick enough
    - Fire can melt the ice if of higher level.
    - Ice slayers can eat the needles without the base damage, though not pure they will still gain 50% of the perks they otherwise would gain if the ice was pure

    GAZAER'S Daggers:

    Name: Gazaer's Daggers
    Rank: C
    Type: Multi-target, Single target, offensive
    Duration: 3
    Cooldown: 4

    Description: As when the summoner called to the summon before they must be below eighty percent of their health to call on Gazaer. This time when called he is not within full plate but wearing semi loose black clothing in his hands sit daggers.

    Passive: Daggers move 25% faster than projectiles of the casters rank

    Active: When thrown on a single target they do full rank damage but when hit on several targets (maximum 3) he can do upto 75% damage. The range he can throw these daggers are that of rank blast. Each round three more daggers will appear in his hand to throw anew. Daggers are effective within 60 meters.

    Strengths:

    - Due to moving faster the daggers are harder to dodge
    - Can hit single or multiple targets


    Weaknesses:

    - Can be dodged
    - Summoner must be injured to summon
    - Has short range


    Inta’ruu's Malice:

    Name: Inta’ruu's Malice
    Rank: C
    Type: Offensive
    Duration: 5
    Cooldown: 6

    Description:
    Inta’ruu appears as a 16 year old Elven male, with a frailer physical form than most of that race, he has long black hair tied back in a white sil ribbon, pure black eyes making his skin seem fairer in completion. He wears a long ceremonial black loose yukata with white seems. His apperance however is just a facade of whom and what he truly is. Inta'ruu is a highly skilled warrior with two handed weapons and will come merely by his summoner calling his name appearing by stepping out of his summoners shadow.

    Passive:
    Inta’ruu's uses weapons made from shadow thus they deal lasting elemental damage when they do hit meaning any wounds dealt by him must be healed by spells higher than his rank. The damage is never higher than 50% rank per round.

    Active:
    Though he is a master of hand to hand and sword play he is of the shadow element and isn't above playing dirty if needs must. When he believes it is the only way he will shape any shadow around him into screeching wraiths dealing fear to anyone of same rank or lower freezing them for one round debuffing their speed 25% for the rest of the rounds. Any rank higher don't get the fear effect but it still get the speed debuff due to not knowing where the screeching is coming from. The effect of this is only 45 meters.

    Strengths:

    - Causes fear
    - Deals elemental damage
    - Deals lasting damage
    - Debuffs

    Weaknesses:

    - Weapons are made from shadow thus can be eaten by the appropriate slayers
    - Is a physical summon so is likely not to get to to the end duration
    - Fear only effects those of same rank or below
    - Must be a shadow for him to step out of
    - Summoner must be able to say his name

    Crystal's Clarity:

    Name: Crystal's Clarity
    Rank: C
    Type: Utility, Elemental
    Duration: 2
    Cooldown: 4

    Description: Crystal is the twin sister to Barthenz, like her brother an incantation must be said but unlike her brother she doesn't require the sacrifice of hp, instead she requires an additional 8% of Ruvel's mp to be summoned. She stands 6'2" tall, her hair lands at her shoulders and is pale blue, she wears robes that shows her legs, stomach, arms and part of her chest making it easy for her to seduce men and women if they are that way inclined, around her body small gems can be seen with what looks like stars twinkling in them, what many outside her race don't realise is that this 'jewellery' is nothing more than scales that are seen within the drackon form of her people.

    Passive: While out anything hidden (doors, traps, spells, ect) within 90 meters of her will almost sparkle giving Ruvel knowledge on where to look but will not tell him exactly what's there.

    Active: Crystal is the opposite of her brother in regards to ability, she holds no physical power and has 25% less health than a summon of her rank should but what she lacks there she makes up in magical damage. She is able to hit a single person for 75% rank damage regardless of the base element she decides to use, however, if the opponent touches one of their allies her magic chains to them for a single turn dealing 25% rank damage. This active is only has the range of 60 meters.

    Strengths:

    - Can find things that can't be seen normally
    - Does more than normal damage
    - Magic has the possibility of chaining through enemies if they touch one another

    Weaknesses:

    - Can do no damage physically
    - Has less health than a normal summon
    - Active is half the range of c rank single attack spells
    - Costs additional mana to summon her
    - Must be able to say the incantation to call her forth
    - Takes 25% additional damage from dragon and god slayers

    Endema's Web:

    Name: Endema's Web
    Rank: C
    Type: Immobilisation, Utility
    Duration: 1
    Cooldown: 2

    Description: Endema only requires her name whispered before she appears almost as if out of the shadows knelt by her summoner. She is dark skinned with pale purple hair wearing tight black leather. When stood she stands at 6'0" and is slender though she seems to look more than a little annoyed.

    Passive: Edema can climb any surface regardless what the surface is made of at 25% normal speed.

    Active: Endema can weave what seems to be web capable of either wrapping around up to three people for a single round stopping them in their tracks or being used to be as a ladder or bridge, if used as a utility the webbing stays for two additional rounds before dissolving. This ability only has a range of 30 meters.

    Strengths:

    - Is versatile
    - Can stop three enemies in their tracks
    - Edema can climb any surface

    Weaknesses:

    - Short duration
    - Short range
    - No damage
    - Must whisper the summons name

    Raven's Sight:

    Name: Raven's Sight
    Rank: C
    Type: Offensive
    Duration: 5 (up to four rounds charge up)
    Cooldown: 6

    Description: Raven isn't exactly what you would expect as a master marksman, even Ruvel has only seen Raven once and vowed he would never tell anyone what the man looked like. To summon Raven he has to make certain hand gestures and trust that the summon will do what is in his summoners best interest.

    Passive: Raven is able to hit someone 30 meters further than what the normal spell range is but he only gets one shot.

    Active: Raven uses specialised ammunition that when it enters leaves no mark of entry but corrodes the inside of the enemy. This is a single target ability, it doesn't matter at what point he shoots his duration is instantly spent and he goes into cooldown. He does full damage and gains 25% additional damage will be added for every round he waits before shooting. Due to his passive Raven can shoot a target from 150m away

    Strengths:

    - No vocals required
    - Additional distance
    - Additional damage for each round he lies in wait

    Weaknesses:

    - Shot can be dodged
    - Only able to shoot once before going into cooldown
    - Can hit allies if they're in the way
    - Works independently of his summoner
    - Hands must be able to be used to summon him

    Kilith's Compassion:

    Name: Kilith's Compassion
    Rank: C
    Type: Healing
    Duration: 1
    Cooldown: 3

    Description: Kilith is the youngest daughter of Edaenz and is summoned the same way as her mother and that is merely whispering her name. Kilith isn't exactly what you would expect given her mother's apperance, she appears as a Pixie with long spring green hair, sky blue eyes and her dress resembles that of a bluebell designed by Ruvel for her. Even as the youngest of her siblings she is still around a hundred and twenty-five years old and gifted in burst healing.

    Passive: Due to being gifted Kilith's healing is 50% more effective.

    Active: Kilith can heal one person within 30 meters, where she will listen to her summoner sometimes she is known to go off track and heal him first if he is injured regardless if there are people needing the healing more.

    Strengths:

    - Heals for more than usual
    - Heals instantly

    Weaknesses:

    - Will heal Ruvel before anyone else
    - Can't do damage
    - Can only heal one person at a time

    Ziian’Tuu's Tactics:

    Name: Ziian’Tuu's Tactics (pve only will seek ooc permission if used in pvp)
    Rank: C
    Type: Utility, Defence
    Duration: 3
    Cooldown: 4

    Description: Ziian’Tuu appears as a cute five year old human boy with golden eyes and long golden hair both of which seemingly glow. His clothing almost looks like a white yukata with golden butterflies embroidered in. Ziian’Tuu the oddest of all the summons within Ruvel's arsonal, this is due to having no real way to summon him. He turns up when he feels like it. When he does decide to make an appearance it's usually just beside Ruvel holding his hand much like anyone would expect from a little boy.

    Passive:
    Even though Ziian’Tuu may look young he is anything but, he is in fact the ruler of the dead's spirit realm. Due to how long he has lived this gives him an unfathoming insight to his enemies movements allowing him to anticipate what they will do next.

    Active:
    Due to Ziian’Tuu appearing so young he doesn't get into physical fights, in fact he hates fighting as a whole so instead he decided to find a way to get around it by using bubbles. These bubbles can be used one of two ways. He can either call three bubbles a round to immobilise enemies by trapping them inside them for a round or he can use the same bubbles to shove enemies into other areas that would be more beneficial to the summoner or team. The bubbles are able to be used within 75 meters of Ziian’Tuu.

    Strengths:

    - Can immobilise enemies
    - Can anticipate enemy movements
    - Can be used to benefit the team through moving the enemies into a more favourable formation to be hit.

    Weaknesses:

    - The bubbles are made out of light and spiritual energies so can be eaten by appropriate slayers
    - Does no damage
    - No way to summon Ziian’Tuu
    - He randomly shows up


    Proof of Purchase:



    @Ruvel wrote:
    B Rank Spells

    Solaris's Light:

    Name: Solaris's Light
    Rank: B
    Type: Light/Single target/aoe
    Duration: 4
    Cooldown: 5

    Description:
    To call Solaris Ruvel must create an orb of his personal light causing 1 c rank worth in damage to himself willingly, holding it above his head he must speak "I pray to thee, oh beloved ancients of old... send me your greatest guardian." with this the orb is taken from his hand and in front of him appears a male standing 6'5" tall dressed in fine silks, long white hair and glowing golden amber eyes, on his back sits eight wings of pure light that will disperse most darkness around himself instantly.

    Passive:
    Due to being the epitome of light, Solaris's very presence is able to disperse non magical and magical darkness up to 150 meters away causing those who use shadow magic to take a 25% debuff due to the lack of shadow. (Magical shadow/darkness can only be dispersed up to his rank)

    Active:
    Solaris by nature would be classed as a re-quip mage specialising in melee weapons, he creates his weapons out of light and they do 75% rank damage per round. The moment that he releases a weapon from him from his weapon it takes him an additional round to create a new one, if he does insist on throwing his weapon it can go 150 meters away from him before it fades.

    Strengths:

    - Deals additional damage per round
    - Can change weapon in an instant so longs he is still holding the previous one
    - Classed as holy type so deals 25% additional damage to demons

    Weaknesses:

    - Weapon is made from pure light so can be eaten by the correct slayer type
    - As he is classed as a holy type he takes and additional 25% damage from godslayers
    - Takes a full round to create a new weapon if he drops or throws the the one he previously made
    - While he is out it is impossible to hide
    - Using this summon prevents Ruvel using certain other summons

    Delia's Flames:

    Name: Delia's Flames
    Rank: B
    Type: Immobilisation/Knockback/Multi-Target
    Duration: 2 rounds
    Cooldown: 3 rounds

    Description:
    Delia just needs his name called appearing as a little fairy on Ruvel's head clad in robes of vibrant golds and reds, in his hand is a little spell book which you'll often find him reading from intently, it's when he isn't reading you should worry because then he becomes dangerous.

    Passive:
    Delia buffs any ally spell including his own by 25% while he is out up to Multi-Target rank range.

    Active:
    While this cute little fairy may seem like nothing to worry about nothing could be further from the truth as for the first round he lifts his hand and any within his line of sight up to aoe rank range (same rank or lower) is stopped for a single round what those within his line of sight will also feel is like their blood is boiling red hot dealing 75% Rank damage that he is active, when the second round comes not only does the enemy feel the continued pain of the burning but is knocked back 30m creating disorientation of a single round making spells and speed 25% weaker and slower.

    Strengths:

    - Deals higher amounts of damage
    - Immobilises
    - buffs himself and others

    Weaknesses:

    - Damage dealt depends on how many people are there
    - Needs line of sight
    - Immobilisation doesn't effect higher mages
    - Delia needs to be able to move his arms to cast
    - If his book is removed from him he will go looking for that instead of attacking

    Sato's Nature:

    Name: Sato's Nature
    Rank: B
    Type: Defensive/hot
    Duration: 5
    Cooldown: 6

    Description:
    Sato looks like your average eight year old boy standing 4'2" tall with short messy raven black hair and bright lime green eyes, when summoned he appears either wearing a forest green t-shirt with a leaf on it and tan shorts, or a pale green hooded jumper with a mushroom on it with olive coloured trousers, either way he always seems to have dirty hands from playing in the dirt. To call Sato to him he must speak "confn ekess ve o' vrak di edar" (Come to me o' child of earth), with this what seems to be an over grown forsythia would grow beside Ruvel opening to reveal the happy little boy.

    Passive:
    Gives a damage reduction of 25% to other summons and allies while he is active, allies/summons must be within 75m of Sato to gain the benefit of this passive.

    Active:
    Sato doesn't seem like he wants to do much but play in the dirt but as he does a garden seems to appear reaching 75m around him, this is a solid illusion and holds no blemish to it even to those above in rank since they would see it forming. Those of same rank and below's spells and physical opponents would move 50% slower, those one one rank higher would be only effected by 25% while those 2 ranks above would be unaffected. While any ally or summon is within the garden they find themselves being healed for 25% per round. The summoner must choose if he gains the benefit of the passive or the active he can not gain both and once chosen it can not be changed.

    Strengths:

    - Debuffs enemies
    - Gives damage reduction
    - Heals allies

    Weaknesses:

    - Shorter distance
    - Summoner has to choose between passive or active
    - Illusion is made from light energy so slayers of the same type can eat it
    - Healing is earth based so slayers of the same type may eat it

    Shade's Transportation:

    Name: Shade's Transportation
    Rank: B
    Type: Teleportation
    Duration: 1
    Cooldown: 4

    Description:
    Shade is a wraith never seen as like the void twins remains with a shadow but unlike the twins they don't tend to remain within Ruvel's shadow. To summon shade the summoner need only think of needing to get out of a certain area while whispering shade's name. Due to never leaving the shadows no one knows what shade looks like. With the passive shade's ability can go 75 meters instead of the usual 50 meters a burst spell does.

    Passive:
    Shade can move a group of five individuals 50% further than should be possible

    Active:
    Shade can open a portal allowing people to travel to another point in an instant.

    Strengths:

    - Can move a group of people
    - Can move further than normal
    - Needs only their name said while thinking of location

    Weaknesses:

    - Can do no physical harm
    - Portal is made of shadow thus can be eaten by appropriate slayers
    - Must have a clear image of the place wanting to be if you don't want to end up in a random place
    - Long cooldown in comparison to duration
    - Requires shadow to be used

    Isk's Light:

    Name: Isk's Light
    Rank: B
    Type: Offensive, healing, Multi-Target, Charge up
    Duration: 5
    Cooldown: 6

    Description:
    To call Isk to his side Ruvel must speak "Isk Mitne" (Starlight) when this happens an ethereal looking male due to the light glow he gives off; he stands almost eight foot in height, with long flowing pastel blue hair and matching eyes which also seem to glow. He pale white robes with intricate golden embroidery around it.

    Passive:
    50% of the damage done to the enemy is returned spreed between the summoner and their allies as a heal.

    Active:
    moving his hands to his head Isk seems to almost start to chant something, when he stops beams of blue light lock onto the enemy doing 75% damage, for every additional round he doesn't attack is able to do 25% more damage due to charge up. Isk may release the energy at any point during the duration but instantly goes into cooldown. The distance this active can go is 120 meters from Isk.

    Strengths:

    - Can hit multiple targets at once
    - Can do additional damage
    - Returns some of the damage back as healing

    Weaknesses:

    - Requires charge up to do additional damage
    - Only gets one use before going into cooldown
    - Slightly shorter distance than a spell of this rank
    - Requires Ruvel to be able to speak

    Aura's Defence:

    Name: Aura's Defence
    Rank: B
    Type: Defence, offence
    Duration: 3
    Cooldown: 4

    Description:
    To call Aura, the summoner must look to the air and whisper "erlelee di wer suaco." (Embrace of the wind) In doing this a girl looking no more than fifteen years old, standing 5'8" tall with long flowing grey hair and glowing green eyes with what seems like storms going on in them would appear just behind Ruvel from a storm filled portal. She would be wearing what seems like a white and pale green hanfu, a pale green sash around her arms.

    Passive:
    Anyone stupid enough to get within fifteen feet of the shield will take rank damage due the the speed of the winds.

    Active:
    With a few simple hand gestures Aura can call a shield to protect a single person, the shield can take up to three rank b hits before it vanishes. The target must be within 150 meters of Ruvel to have the shield put around them.

    Strengths:

    - Does damage if a person gets to close to the shield
    - Can take several hits before breaking

    Weaknesses:

    - The shield is made of wind and can be eaten by relevant slayers
    - Ruvel must be able to speak to call the summon
    - Aura must be able to move her hands to cast the shield
    - Range is 1/4 shorter than a normal spell of this rank and type


    Kioshi's Silence:

    Name: Kioshi's Silence
    Rank: B
    Type: Immobilisation, silence, knockback
    Duration: 3
    Cooldown: 6

    Description:
    To summon Kiyoshi, Ruvel need only whisper his name. When he does what seems like a teapot of bone china appears in his hand, taking off the top of the teapot then peers the head of what appears as a small blue lung dragon who doesn't seem best pleased to be disturbed.

    Passive:
    Debuffs enemies for 50% attack just because he's annoyed about the noise.

    Active:
    The first round Kiyoshi rears his head he makes a cone of silence 60 meters around himself that can prevent one spell per round being cast within it (This is of course same rank or lower and ruvel will pay the same mp as the spell for it to be nulled.). The second round Kiyoshi moves into his teapot and brings out some sort of gem and throws it on the ground anyone within the 60 meters will be stopped in their tracks for a single turn be it friend or foe (Of same rank or lower), on the third round Kiyoshi is extremely upset and breaths in the cone of silence before breathing it back out sending anyone within 60 meters 20 meters back.

    Strengths:

    - Debuffs enemies
    - Does several things within it

    Weaknesses:

    - Ruvel must be able to hold the teapot
    - Ruvel must be able to whisper the summons name
    - the range is shorter than a spell of the rank and type
    - It can be costly on Ruvel's mana
    - Ruvel must be able to keep a hold of the teapot the entire time
    - Ruvel can't speak above a whisper or Kiyoshi will leave

    Proof of Purchase:



    @Ruvel wrote:
    A Rank Spells

    Shindara's Shadow:

    Name: Shindara's Shadow  (pve only, if used in pvp ooc permission will be sought)
    Rank: A
    Type: Illusion
    Duration: 4
    Cooldown: 7

    Description: This summon is stranger than most as all the summoner must do is think the summons name and think on what they wish for the summon to do. The summon themselves will not show themselves to others but it's plain to see that they are there as Ruvel's own shadow seems to be shaped differently to what it should be.

    Passive: Illusions can deceive the perception one rank higher

    Active: The illusion can do no damage but it seems to know the darkest fears and nightmares of the enemy almost as if it is looking deep within them and giving them shape. This ability is reliant on there being shadow to be used in the first place. This effect works for up to 250 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect.

    Amuul's Illusion:

    Name: Amuul Illusion (pve only, if used in pvp ooc permission will be sought)
    Rank: A
    Type: Illusion
    Duration: 4
    Cooldown: 7

    Description: Amuul is the twin brother to Shindara and is summoned the same way, like his brother he remains within Ruvel's shadow making his summoners shadow not only darker but shaped a bit differently.

    Passive: Illusions can deceive the perception one rank higher

    Active: Like his brother Amuul's illusion can do no damage but unlike his brother he doesn't attack a person's mind, at least not directly. He brings a memory out of a persons head and makes a solid illusion of it. Amuul can be either kind or cruel depending on his mood or what has been done to his summoner twisting the memory to bring comfort to a person or taking a good memory and twisting it to have a bad outcome. He can only take one memory at a time, but that one memory depending on what he does with it could change how a person is viewed. This effect works for up to 250 meters.

    Strengths:

    - Can effect those of a higher rank
    - Summoner need only think the summons names
    - Summoner need only think what they want of the summon

    Weaknesses:

    - Can do no damage
    - Need shadow to be used
    - Duration is half that of cooldown
    - Limited distance of effect

    Demi's Demise:

    Name: Demi's Demise
    Rank: A
    Type: Offensive, multi-target
    Duration: 6
    Cooldown: 7

    Description:
    To call Demi to his side Ruvel needs to do nothing, the two had been paired while she was alive and will come merely if she senses he is in danger or requires help. Demi appears as a nineteen year old female with alabaster skin, pure black eyes and long black hair tied back in a white cord. She wears a torn black dress that stops at her knees around, on her body black runes are easily seen, that and the barbed wire wrapped around her frame. In her hands she holds a scythe that also seems to be wrapped in barbed wire, though the scythe may look like it's made out of shadow nothing could be further from the truth it is a unique metal made within her home realm. When she appears it will be in front of Ruvel and she will look like she's ready to kill the ones in front of her.

    Passive:
    Demi does 25% additional damage every time she does damage regardless of wither it is melee or magical, this damage is classed as lasting damage and requires a healing spell of higher rank than Demi to heal it.

    Active:
    Moving the scythe with deadly efficiency Demi can either strike physically or swing it quickly releasing a crescent of what looks like shadow energy but this isn't the case this is death energy. The magical strikes do 50% damage per round and works as an arc making it a multi-target offensive. The arc can travel 170 meters away from Demi.

    Strengths:

    - Does additional damage
    - Can do both melee and magical attacks
    - Doesn't need anything to summon her

    Weaknesses:

    - Melee and magical can't be used same round
    - Only comes when she believes Ruvel is in danger
    - Will not defend any other person
    - Will defend over attacking if it means Ruvel's safety

    Korvin's Portals:

    Name: Korvin's Portals
    Rank: A
    Type: Movement/Dimensional/Multi-target/
    Duration: 6
    Cooldown: 7

    Description:
    Korvin much like her new sister Demi appears when she believes she is needed, standing at 5'8" tall with albino skin, crimson red eyes and long snowy white hair tied back in black cord. The warrioress in a black dress though at in an instant that can change and it hardens to be an armour.

    Passive:
    While inside a pocket realm of her creation she can create whatever she wishes to defend or harm.

    Active:
    Korvin is able to use her magic to allow those to travel from one point to another by travelling through a pocket realm, once in the pocket realm those within are at her whim as she can use it to defend allies for up to 240 points of damage or cause up to 50% damage per round spread equally to all enemies within her home. The distance that the the spell can go is 200 meters.

    Strengths:

    - Is stronger within her realms
    - Damage is spread equally over enemies
    - Can defend or attack

    Weaknesses:

    - Unable to attack and defend at the same time
    - Abilities are weaker outside of the pocket realm
    - Damage is dependant on how many enemies there are
    - If Ruvel or Cirven are in danger will instantly change from attacking to defending

    Oykai's Phantoms:

    Name: Oykai's Phantoms
    Rank: A
    Type: Spirit/fear/debuff
    Duration: 5 Rounds
    Cooldown: 6 Rounds

    Description:
    Oykai appears as a child standing 4'3" tall, deep ruby eyes though to look into them you would swear you could see the souls of people within them. He has long blue hair and usually wears a smile dressed in a white male kimono with a hood that normally covers his eyes and hakama, a single black butterfly can be seen on the left hand side of his top this indicates him as a soul reaper of the highest calibre. To summon Oykai Ruvel must plunge his dagger into his heart immobilizing him for a round as Oykai steps out of the seemingly dying body.

    Passive:
    Jumping in the air he can condense the souls of those past to move within the air as though flying, wither in the air or on land while the passive is in effect he gains a 50% increase to his speed.

    Active:
    Moving his hand forward he releases several souls from his hand that will cause fear for one round (same rank and lower) due to the eerie wailing that they do as they go forward, even though this is a single target ability it still only does 50% damage per round capping at 2.5x rank damage by the time the spell is done, he can however change target each round, in addition anyone that is touched by his souls feel themselves become lethargic and drained as the spirits sap speed and strength (both magical and physical) by 25% for the duration of the spell. The spirits can move as far as a single target rank spell. To call on Oykai Ruvel must sacrifice rank damage.

    Strengths:

    - Causes immobilization
    - Debuffs
    - Target may change each round

    Weaknesses:

    - Takes a full rank of damage to call him
    - Magical damage can get as high as aoe damage of the same rank per round
    - Immobilises Ruvel for a round
    - Weak against light users

    Demeri's Mirror:

    Name: Demeri's Mirror
    Rank: A
    Type: Clone
    Duration: Dependant
    Cooldown: One round higher than that of the cooldown

    Description:
    Demeri appears as a young girl looking perhaps fifteen years old, wearing a frilly white and pink and white dress and matching bonnet, beside her stands a large mirror with a wooden frame that she usually is leaning on or hugging into. To call Demeri all Ruvel must do is speak her name and she will form beside him though she has a habit of tackling him to the ground in her excitement.

    Passive:
    Demeri gives a 25% increase to spell potency to allies within a 100 meter radius.

    Active:
    So longs Ruvel is willing to pay the cost of the original spell on top of the summoning cost, Demeri's mirror is able to cast the last spell an enemy cast as if it was their own, however if the mirror is broken or Demeri is defeated the spell effect instantly comes to an end. The spell range, damage and duration will be the exact same as the original spell.

    Strengths:

    - Gives a buff to allies
    - Can mimic the last spell created by an enemy

    Weaknesses:

    - The spell is reliant on the enemy
    - The effect comes to an end if Demeri or her mirror are ended
    - Depending on the spell it may be eaten by slayers
    - As it is a mirrored spell allies and even Ruvel himself may be harmed by the spells effect
    - Requires additional mana to use

    Proof of purchase:




    ___________________________________________________________________



    And be she but Small,
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      Current date/time is 21st February 2018, 4:16 am