
- Post No.1:
- Samira Nassar wrote:
Magic Name: Celestial Avatar Summoning
Second Magic: Celestial Avatar
Third Magic: Avatar Aspect
Magic Type: Summoning (Solitary - 4 Summons)
Description:
In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.
Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.- Lineage:
Summoner of Divinities
Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017
Description:
The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.
Normal Abilities:
Magical Enlightenment:
The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. Samira's base Spell Damage is increased by 50%. However, because she is so magically focused her natural Strength/Melee Damage is decreased, lowering its base value by 50%, and she can not benefit from buffs that increase Strength/Melee Damage. 1 Effect
Spirit Deities:
Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Summon HP is increased by 30%.1 Effect
Dark Serpent:
At the time those of this bloodline were granted their powers and spirits, there was also a key made for a spirit that was beyond all control and rivaled that of Zodiacs. For generations he was imprisoned until his key became a part of Samira's fate and magic. This ability gives the user an extra H+ spell to be used in their summoning magic. This spell is to be used for the Crystal Key that is obtained naturally through a Primary or Solitary Summoning Magic, and it can be made even if a Zodiac Key already exists in that same magic. However, because the spirit within this key is still in a prison, it takes more to summon him into the mortal plane of existence. This key does not benefit from Spell Cost Reductions and costs double the MP to use. This extra spell is to be reviewed and graded in the magic application. 3 Effects - 2 Drawbacks = 1 Effect
Final Guardians:
Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage and their summoning magic. 2 B+, 2 A+, and one S+. Additionally, she also unlocks another S+ spell slot for use in another one of her magics. All extra spell slots are to be reviewed and graded in the magic application. 3 Effects
Summoner’s Wealth:
Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect
Master Summoning:
All of those within this bloodline have a natural talent and specialization with summoning magic whether they desire it or not. It overcomes the limits that most other summoners have and makes it so those with this ancestral trait have the ability to have more of their spirits at their call at once. Samira's Active Summon Cap is increased by 1 depending on what Summoning Magic Benefit she has. EX: A Solitary Summoning Magic would now have a 5 Active Summon Cap instead of 4. This also extends to her Re-quip magic and abilities due to the connection with the spirits. Her Re-quip cap is also increased by 1 depending on the benefit. EX: A Primary Re-quip Magic would now have a 4 Active Re-quip Cap instead of 3. 2 Effects
Ancestral Power:
There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect- Plot Abilities:
- Plot Abilities:
Janus, God Avatar of Portals
Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.
Blessing of Longevity
The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. For Plot purposes only she is immune to sickness and disease, and can keep going strong for long periods of time with no rest. Combat effects within the magic of others work as they are meant to. As another side effect to this blessing, those within this bloodline that have reached a very high point of power do not age normally. Their appearance remains at the age they were when reaching that high point. Samira is no exception to this.
Will of Minds Plot Version
Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Because of this, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.
Hidden Presence
Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.
Spirit Deities
Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.
Celestial Storage
Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.
Nassar Sanctum
Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.
Blank Sleep
Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.
Social Spirits
Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.
Fellow Celestials
Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.
Spirit Keys
Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.
- Lineage Spells:
- An Dagda, God Avatar of Druidry:
Name: An Dagda, God Avatar of Druidry
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.- Appearence:
- Active - Uaithne:
Category: Supportive
Type: AoE, Buff, Cleanse/Negation, Regen
Healing: 60
Range: 150m
Speed: 75 m/s
Duration: 8 Posts
Downside:
Description:
Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned he uses this ability, and the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies within a 150m range will be healed for the equivalent of 50% of B+ Spell Damage as well as have the power of their Spell Durability increased by 90% for the remainder of the duration. A negative status effect will also be removed once per post so long as it is B+ rank or lower. This requires the MP cost of the enemy spell that made the effect to be paid from Samira's own MP before it will take effect. Allies within range will also have 5% of their MP restored once per post.
- Active - Lorg Mór:
Category: Offensive, Supportive
Type: Single Target, Buff
Damage/Healing: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per post. Regardless of which of these are chosen, Samira's Spell Damage and Spell Healing are increased by 45% for the remainder of the duration.
Revival - Using the handle end of his club, Dagda will heal a person as far as 300m for the equivalent of B+ rank Spell Damage. For plot purposes it will also revive dead NPCs and, if OOC permission is given, anything player related. Can be used one per post if chosen over Killing Blow.
Killing Blow - Dagda will use his club to strike an enemy, damaging a target for B+ rank Spell Damage. This is a Single Target ability that is normally melee range, but using his strength he can throw it as far as 300m at a speed of 300 m/s. This can be done once per post if chosen over Revival.
- Vishnu, God Avatar of Preservation:
Name: Vishnu, God Avatar of Preservation
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid. He is an intelligent and patient spirit that is curious in many things. Like Amaterasu, he can be easily amused and actually does enjoy trolling people if given the opportunity. So long as it isn't ridiculously distasteful. Does get irritated easily even thought he hides it quite well.- Appearence:
- Active - Dashavatara:
Category: Offensive
Type: Multi-Target, Immobilization, Buff
Damage: 90
Range: 225m
Speed: 165 m/s
Duration: 8 Posts
Downside:
Description:
This ability allows Vishnu to transform himself into any of his avatars of legend. The appearance change is for plot and cosmetic purposes of the spell. For the more combat oriented effects, the power of an avatar form is great and will affect even his melee strikes. His attacks now do 75% of B+ Spell Damage per hit for the remainder of the duration. This can also be released as a ranged form where the avatar energy will go as far as 225m at a speed of 165 m/s. The power behind the attacks has a chance to also stun targets that are hit, acting as immobilization. This lasts for a single post, and can only occur every other post for targets that were already affected by the effect and are hit again. As a final effect, the avatar grants a benefit to a max of 8 allies within range, boosting their Spell Damage and Strength by 45% each for the remainder of the duration. This buff does not stack.
- Active - Trimurti:
Category: Offensive
Type: Single Target, Buff, Piercing
Damage: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack towards a single target that goes as far as 300m at a speed of 300 m/s. After the attack is complete, Shiva and Brahma disappear until the next time they are called to perform this attack, which can be once per post. Additionally, Brahma and Shiva each provide a buff to the one that controls Vishnu, increasing Samira's Spell Damage and Spell Durability by 45% for the remainder of the duration. The damage part of this ability is capable of piercing through armor and magical defenses in order to do 50% of the intended damage.
- Zeus, God Avatar of the Sky:
Name: Zeus, God Avatar of the Sky
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.- Appearence:
- Active - Lightning Bolts:
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full A+ rank Spell Damage to a single target once per post throughout his duration. Range of 450m at a speed of 450 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive additional jolts that deplete 5% MP and 5% of HP once per post for the remainder of the duration. A second harmless bolt of lightning is also thrown towards his summoner upon activation, increasing her Spell Damage by 100% for the remainder of the duration.
- Active - Stormlord:
Category: Offensive
Type: Multi-Target, Immobilization, Single Target, Piercing
Damage: 113, 150
Range: 338m, 450m
Speed: 250 m/s, 450 m/s
Duration: 9 Posts
Downside:
Description:
A massive storm is created that lasts throughout the rest of the duration or until he ends it himself. The damaging component of the storm is a massive artillery of lightning strikes that appear and strike multiple targets, or the same target multiple times, within a 338m range of himself at a speed of 250 m/s. Each strike is capable of damaging for 75% of A+ Spell Damage. Those hit by the attack are also paralyzed for a single post. This ability can be used once per post, but the paralysis can only happen every other post to those that were already affected. Once per post and with the sacrifice of the multi-target components of this ability, Zeus can instead choose to combine the power of the storm into one devastating bolt of lightning instead. When unleashed, this bolt will do full A+ Spell Damage to a single target within 450m at a speed of 450 m/s. Regardless of which damage type is used, this ability will also pierce through armor and defensive spells in order to do 50% of its intended damage.
- Odin, God Avatar of Battle:
Name: Odin, God Avatar of Battle
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110
Speed: 110 m/s
Duration: 9 Posts
Description:
Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.- Appearence:
- Active - Souls of the Valkyrie:
Category: Supportive
Type: Burst, Buff, Teleport, Negation
Healing: 150
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Downside:
Description:
When activated, spirits that resemble valkyrie appear as they are called on and hover in a large circle instead of entering battle for themselves. Together, they act as support and are able to heal all allies within a 110m range of Odin for the equivalent of full A+ Spell Damage. For plot purposes this will also cause those that have fallen to rise again. For the plot effect to work on other players and anything they may own this requires OOC permission. A buff that lasts for the remainder of this ability's duration will also be granted to those that were healed, increasing their Spell Damage and Spell Durability by 50% each. Once per post, the valkyrie spirits are capable of selecting an ally and transporting them to another location within this spell's range for safety or any other reason they deem relevant. If affecting other players and whatever they own this requires OOC permission. Lastly they can negate a spell that is within range and is A+ rank or lower once per post. This requires the same MP be taken from Samira that was used to create the negated spell.
- Active - Souls of the Warrior:
Category: Offensive
Type: Multi-Target, Buff, Piercing, HP Drain
Damage: 113
Range: 338m
Speed: 250 m/s
Duration: 9 Posts
Downside:
Description:
When activated, warrior spirits will appear and grant each ally (max of 8 targets) within a 110m range and Odin himself their strength and battle confidence. Strength is increased by 100% for the remainder of the duration and does not stack through multiple posts. These souls of celestial warriors will spread out and damage targets for 75% of A+ Spell Damage with each strike that they do, and will pierce through armor and magical defenses to do 50% of the intended damage. Attacks made by these battle hardened warriors will also leave a negative effect on those they hit that drains 5% of a target's HP once per post for the remainder of the duration.
- Ma'at, Goddess Avatar of Order:
Name: Ma'at, Goddess Avatar of Order
Rank: S+
Type: Bronze Key
Damage: 52
Summon HP: 375
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Description:
The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.- Appearence:
- Active - Defensive Order:
Category: Defensive
Type: Burst, Immobilization, Debuff, Negation
Durability: 562
Range: 150m
Speed: 150 m/s
Duration: 6 Posts
Downside: Sacrifices 50% Duration for 25% more Durability
Description:
When activated, Ma'at will create a transparent energy barrier around herself that spreads as far as 150m at 150 m/s. This absorbs the damage that may be inflicted on herself, Samira, and other spirits even if it appears that they have been struck. In other words, it protects them all from damage up to 3x S+ rank Spell Damage. This is not for each of them and is a singular barrier that provides protection so long as they remain within its boundaries. Enemies can cross into the barrier's boundaries, but upon doing so a shockwave will emit from Ma'at that extends through the entire circular barrier at the same speed, and if it reaches the enemy they will be stunned and immobilized for a single post, as well as have their Spell Damage, Spell Durability, and Spell Healing reduced by 35% for the remainder of the duration. The barrier's strength resets every post during this ability's duration, and the immobilization shockwave can also happen every post to affect new targets. However, those that have already been affected can only be stunned every other post. Lastly, Ma'at can choose to power up her barrier by taking energy from Samira in order to negate a single spell that has entered its boundaries once per post. The cost to do this must match the same that was used to create the negated spell, and it must be of S+ rank or lower.
- Active - Spawn of Ammut:
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Debuff
Damage: 225
Range: 600m
Speed: 600 m/s
Duration: 6 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 600m at a speed of 600 m/s. If the target gets hit they will be damaged for full S+ rank Spell Damage. Being hit by the spawn will leave a lingering effect from the real Ammut. For the remainder of the duration the hearts, both physical and magical, will be judged as an enemy and thus they will be drained of 5% of MP and 5% of HP every post. A debuff will also be applied for the remainder of the duration that decreases the power of Spell Durability, Spell Damage, and Spell Healing by 35%.
- Apophis, God Avatar of Chaos:
Name: Apophis, God Avatar of Chaos
Rank: H+
Type: Crystal Key
Damage: 82
Summon HP: 600
Range: 500m
Speed: 400 m/s
Duration: 25 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit aside from the Zodiac spirit she wields, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.- Appearence:
- Active - Void Shroud:
Category: Defensive
Type: Burst, Buff, Teleport, Negation
Durability: 945
Range: 500m
Speed: 400 m/s
Duration: 12 Posts
Downside: Sacrifices Effect for 25% more Durability. Sacrifices 50% Duration for 25% more Durability.
Description:
Upon activating this ability, dark colored particles surround this spirit and then extend to a 500m range to protect those this spirit considers as an ally. Firstly it acts as a sort of barrier that absorbs up to 3x H+ rank Spell Damage. This barrier recovers its energy and power every post throughout this ability's duration regardless of whether or not it has been destroyed. Enemies can walk into the protection particle zone, but they will not benefit from the damage absorption. Spell Damage for Samira and allies within range is also increased by 115% for the remainder of the duration. Apophis can also disappear once per post throughout the duration, turning into particles that fade into nothingness and then reappear in full form elsewhere within the shroud's range, acting as a teleport. Lastly, once per post when an enemy spell is used within the zone or if it travels through, the shroud particles erase it, negating it completely. The spell that is negated can be chosen at will. This effect also requires the same amount of MP be taken from Samira that was used to cast the negated spell, and can only be used to negate spells that are H+ rank or lower.
For plot purposes he can also erase any trace of his existence as a form of invisibility. This does not work in combat.
- Active - Obliteration:
Category: Offensive
Type: AoE, Single Target, Debuff, MP Drain, HP Drain, Piercing
Damage: 131, 262
Range: 600m, 800m
Speed: 500 m/s, 800 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% increased Damage
Description:
Apophis gathers his energy and then unleashes it as a massive wave of dark energy that obliterates everything in its path for cosmetic and plot purposes. Anything belonging to other players requires OOC permission before being destroyed. For the combat effect, those within a 600m range will be damaged for 50% of H+ Spell Damage. This can be used every post of the ability's duration. This wave can also be focused into a Single Target attack at the sacrifice of its AoE damage for that post. Apophis will gather his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 800m at 800 m/s when unleashed. Upon meeting its target, the sphere explodes, dealing H+ Spell Damage towards it. No matter which damage type is used, targets hit by it will experience the same effects. They will receive a debuff to their Spell Damage by 115%, as well as a 5% MP and HP drain every post. The negative effects last until this ability's duration has expired unless removed. This ability can also pierce armor and magical defenses in order to do 50% of its intended damage.
- Active - Chains of the Void:
Category: Offensive
Type: Multi-Target, Immobilization, Debuff, Negation, Piercing
Damage: 197
Range: 700m
Speed: 600 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% increased Damage
Description:
Snake-like moving chains made out of dark energy will travel as far as 700m at 600 m/s and attempt to wrap around several targets, trapping them and making them unable to move for 1 post. The energy chains will remain to trap any new enemies that enter the battlefield, although those that have already been trapped can only be so again every other post. Enemies will also be damaged for 75% of H+ Spell Damage per hit if they are struck by the chains, and they will also receive a debuff to their Spell Durability and Spell Healing by 57% each that lasts through the remainder of this ability's duration. A chain can be used to intercept and destroy a single enemy spell once per post if the MP that was used to create that spell is used to amplify its power. However, this can only be done to H+ rank spells or lower. Can be used every post of this ability's duration. Lastly, the power of the chains bypass the armor and magical defenses of others, piercing through them to do 50% of the intended damage.
- Ascendant Abilities:
- X:
Gold Rush:
Description:
Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability:
The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage:
Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
- Y:
Master of the Other World:
Description:
In all magic there are prodigies and masters, those who from an early age are destined to be a natural talent in a particular magic or skill. For the Master of the Other World, this mastery comes in the form of summoning; they seem to see lines where others would not and are able to make contracts with their summons of choice which are lasting, and more binding than those made by a normal wizard. When these masters choose to show their power, they seem to be able to better control, and better understand their summons. For some, this is due to a deeper understanding, and even friendship, for others it is their will which allows them to overpower that of the summons.
Ability:
The user gains the ability to actively maintain one additional Summon spell on top of the active Summon slots they already have. If the user does not possess a magic that is at least of an Auxiliary Summoning type, the active summon cap is raised from one slot to two slots instead.
Usage:
Passive
- Z:
Truth:
Description:
There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability:
Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower. Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true, it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.
Usage:
3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
- Unique Abilities:
Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. A small invisible energy barrier exists around her that will activate whenever she is about to take damage, or at any time she deems appropriate. This is capable of absorbing up to 2x S rank Spell Damage, and will last 10 posts with its durability refreshing back to max every post. Furthermore, the divine energy that makes up Samira's shields and barriers in the spells and abilities of her magic, lineage, and equipment is of a stronger sort that protects them from shield piercing spells and abilities. This applies a counter effect to them that reduces the effectiveness of piercing spells and abilities by 50%.
Avatar Ascension - Active. - This ability allows for Samira to call on and fuse with one of her spirits for a duration of 10 posts. This not only grants her the Actives and Passives of the summon, but it also increases her Spell Damage by 70% for the remainder of the duration. Only one summon can be used in this way at a time, and it cannot be summoned separately while in this state. Additionally, this ability only works on S rank summons or lower. For plot only, this can be used on any spirit. Naturally, this also counts towards the active summon cap, and the MP cost of the spirit must also be paid as if summoning it normally.
Spirit Particles - Passive. Whenever a spirit is dismissed prematurely or destroyed, rather than return to the celestial realm completely part of the spirit will remain as moving energy particles that will damage those that come within user rank burst Range at user rank burst Speed for full Spell Damage of the spirit's rank. All values cap at S rank, which means a H or H+ spirit will only do S rank damage when in this form. The damage can happen once per post for a duration of 10 posts. This ability also affects the summoning particles. Some of these particles attach themselves to Samira and fellow spirits, increasing their Spell Damage by 60%.
- Signature Spells:
- Portunus, God Avatar of Keys:
Name: Portunus, God Avatar of Keys
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
This spirit when summoned is barely noticeable. He lacks the flashy entrance of the others and instead of a large fighting form he takes on the simple appearance of a small key. He materializes on Samira's keyring and remains there until his ability is used. For plot purposes he can be used as a world master key and unlock nearly everything except for player created locks and such. That requires OOC permission.- Active - Circle of Keys:
Category: Offensive
Type: Single Target, Buff
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Portunus will leave the keyring and command all other keys attached to leave as well. They then form a circle with Portunus at the center and from there the other keys release their energy to combine at the center point. Portunus then fires a beam of the combined celestial energy towards a single target that does S rank Spell Damage. This can be done once per post. 400m range, 400 m/s speed. Additionally, a small amount of the combined power of the keys transfers to Samira, increasing her Spell Damage by 70% for the remainder of the duration.
- Anhur, God Avatar of War:
Name: Anhur, God Avatar of War
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Anhur is different from the other spirits and can exist just fine outside the normal laws and traditions of his fellow god avatar spirits. However, his spirit is still attached to a key that has a while back been claimed by Samira during the search for him. Regardless of his "companion" form, the key can be used to access the spirit power that had been left behind within the key ages ago.- Appearence:
- Active - Guardian of War:
Category: Defensive
Type: Single Target, Negation
Durability: 360
Range: Self
Speed: Self
Duration: 10 Posts
Downside: Sacrifices Range and Speed for 50% more Durability
Description:
This ability allows the spirit of Anhur to become much more durable and resistant to damage, becoming much like unbreakable stone that is similarly found in the Guardian Form of his real body. For the remainder of the duration, this stone can withstand up to 2x S rank Spell Damage, with the durability resetting every post. He is also able to negate a spell or ability that gets within his melee range, though this can only be done once per post, be used against S rank spells or lower, and requires the same amount of MP be taken from Samira as was used to create the negated spell.
- Passives:
Spirit Bond - Samira's Spell Damage is increased by 50% - Replaces B Rank Spell Slot
Isis' Boon - Samira's MP pool is increased by 50% - Replaces B Rank Spell Slot
Magic Flow - Samira's spells cost 50% less MP. She also regens 5% MP every post. - Replaces a S Rank Signature Spell
Celestial Defense - Samira has a 50% Resistance towards Physical Damage and 5% more MP - Replaces A Rank Signature Spell from Lineage
- Plot Spirits:
- These are spirits that were originally in the magic but were removed due to mainly being for plot and fun. They serve no combat purposes nor will they participate.
- Jing Wei:
- Cupid:
- Aphrodite:
- Awilix:
- Bacchus:
- Apollo:
- Nox:
- Janus: