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    Celestial Avatar

    Samira Nassar
    Samira Nassar
     
     

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    Lineage : Summoner of Divinities
    Position : God of Humility
    Posts : 858
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
    Dungeon Tokens : 0
    Age : 21
    Experience : 5,296,996.25

    Character Sheet
    First Magic: Celestial Avatar Summoning
    Second Magic: Celestial Avatar
    Third Magic: Avatar Aspect

    Celestial Avatar Empty Celestial Avatar

    Post by Samira Nassar on 10th March 2018, 2:14 pm

    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Ancient (Primary - +30% to Spell Defense), Summoning (Can have up to 2 Summons out)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A very ancient and lost magic as some would call it, and in her family most definitely so since very few other Nassar members have had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all, as well as covering the lack of defense of her other magic types.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%. Additionally, she has become much harder to stop by magical means due to their added power. This gives her a 50% counter effect to immobilization spells and abilities.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is Debuff effects being 50% less effective when used on her. The overlay also helps restore her life energy by giving her a passive 5% HP regen every post.

    • Celestial Overload - The energy that was unlocked with this magic has fused with her summoning magic in order to make the spirits connected with it more powerful. Their own magic has been altered and when bringing them to the normal world the extra power erupts. Whenever they or their power is summoned, the flashy materialization sends out a wave of powerful celestial energy. This energy has the burst range and speed that matches the rank of the spirit, and does full damage that also matches the rank of the spirit. This is limited to once per post, and a spirit that is H or above follows the S rank numbers instead of H or H+. Additionally, with this power their bodies are more durable than most others. Their HP is increased by 30%.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Burst, Defensive, Buff
    Durability: 240
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Samira will use this ability to call upon a transparent celestial barrier that extends to a 100m range to protect herself and any of her spirits within this range that absorbs damage up to the amount of 2x S rank Spell Damage. The barrier's durability resets every post. The power of Samira's Defensive spells and abilities is also increased by 70% for the remainder of the duration.
    Spiritual Link:
    Signature Spell Name: Spiritual Link
    Rank: S
    Type: Multi-Target, Defensive, Teleport
    Durability: 180
    Range: 300m, 100m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Much like Spirit Barrier but allows for a longer range and gives each of Samira's spirits, herself, and other allies within range a protective barrier. The amount of damage they each can take is up to 2x of 75% of S rank Spell Damage, basically S rank multi-target damage values times 2. Current max amount of shields created is 10, which will reset their durability every post even when broken. Additionally, Samira can once per post switch places with those that have been affected by the barrier component throughout the duration, but this is limited to a 100m range. It is commonly more used to switch places with her spirits, but if using the teleport effect on a player character it requires OOC permission.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Single Target, Damage, Knock Back
    Damage: 120
    Range: 400m
    Speed: 400 m/s
    Duration: 1
    Downside:

    Description:
    Samira's spirits all empower her, infusing her body with their might for the duration. This releases a massive dose of energy when she strikes an opponent, inflicting S rank Spell Damage on impact and knocking them back until they reach the max distance of this spell. This can only be done once per post. This energy can also be released as a ranged version instead to hit a single target as far as 400m away at 400 m/s.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Spell Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Ancestral Experience - Samira's MP is increased by 55% - Replaces A Rank Signature from Lineage
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S
    B:

    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Burst, Defensive, Healing
    Durability: 160
    Healing: 80
    Range: 50m
    Speed: 50 m/s
    Duration: 6
    Downside:

    Description:
    Once activated, a luminescent barrier covers a 50m range around Samira and any spirits within this same range. This restoring light protects and absorbs damage up to 2x B rank Spell Damage and heals for the equivalent of B rank Spell Damage every post. The durability resets every post.
    A:

    Fade:

    A-Rank Spell Name: Fade
    Rank: A
    Type: Single Target, Healing, Buff
    Healing: 150
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Healing.

    Description:
    A simple support spell that has Samira's body shift halfway into the spirit reality. This halfway state enables her to take the energy from the other realm in order to heal herself for the equivalent of A rank Spell Damage once per post for the duration of this spell. Her Spell Damage is also increased by 65% for the remainder of this spell.

    For Plot, it allows her to go through normal walls and other obstacles while also making it to where people go right through her even with their physical attacks. This is for cosmetic purposes of the spell, meaning Samira will still take the damage that she is meant to take from the attacks. Going through walls and obstacles magically created or belong to another player requires OOC permission.
    Reactive Barrier:

    A-Rank Spell Name: Reactive Barrier
    Rank: A
    Type: Single Target, Defensive, Healing, Buff
    Durability: 300
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Durability

    Description:
    When activated, whenever Samira is about to be hit physically or magically a thin barrier that absorbs up to 2x A Rank Spell Damage will surround her as protection. She is also healed for the equivalent of full A Rank Spell Damage when the barrier forms. Both effects can happen once every post throughout the duration. The power of her Defensive Spells and abilities is also increased by 65% for the remainder of the duration.
    Spirit Shrine:

    A-Rank Spell Name: Spirit Shrine
    Rank: A
    Type: AoE, Healing, Buff, Immobilization, Drain
    Healing: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the Spell Damage of Samira and spirits by 65% for the duration, and heals them for 50% of the equivalent of A rank Spell Damage every post of its duration so long as they are within 150m of it. For it's final effect, enemies that enter its 150m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post, as well as robbing them of 5% of their MP. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. The drain is also a lingering curse that will continue every post throughout the duration unless removed.
    Spirit Reflect:

    A-Rank Spell Name: Spirit Reflect
    Rank: A
    Type: Multi-Target, Damage, Buff, Knock Back
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7
    Downside:

    Description:
    When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 65% for the remainder of the duration. This ability also creates a special pale blue but see through overlay on the magically created shields. A small shockwave of celestial energy is released whenever it is hit by attacks, going in the direction of the attack and knocking back whatever is in the way as it travels for 225m as well as doing 75% of A rank Spell Damage. The speed of the shockwave is 165 m/s.
    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: AoE, Damage, Immobilization, Drain
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank Spell Damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As final effects, the partial banishment into this strange realm will result in affected targets being drained of 5% of their MP and HP per post for the remainder of the duration unless removed, in which case the effects can be applied again every time they are damaged by this spell. For plot purposes only, targets can be banished into the realm fully. This requires OOC permission for anything player related, however.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Burst, Defensive, Buff, Negation
    Durability: 300
    Range: 75m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    Using this ability a shield made of starry light will surround Samira and spirits in a 75m range. These stars will absorb up to 3x A rank Spell Damage before dissipating. This barrier will keep refreshing on its own every post throughout the duration even if destroyed. Also increases Defensive Spell power by 65% for the full duration. If an incoming spell is of A rank or lower, Samira can choose to enhance the shield to absorb the enemy spell, thereby negating it. This requires the same amount of MP that was used to create the negated spell and this effect can only be done once per post.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: AoE, Damage, Drain, Buff
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    When this spell is activated a tall obelisk shoots up from the ground and will remain there throughout its duration. Every post throughout its duration it will fire an energy beam that circles the area around itself as far as 150m at 75 m/s. This energy beam will cause the area in the circle to then explode, damaging all of those within for 50% of A rank Spell Damage. The Obelisk also emits particle rings near its base that expand to its max range, draining 5% of MP and 5% of HP every post from enemies inside the circle. The presence of the obelisk also buffs Samira's Spell Damage by 65% for the remainder of the duration.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Single Target, Healing, Buff, Negation
    Healing: 150
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Healing

    Description:
    A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank Spell Damage. Her Spell Damage is also increased by 65% for the remainder of the duration, and every post the hieroglyph can negate a spell that gets within melee range as long as it is A rank or lower and the same MP that was used to create the enemy spell is taken from Samira.
    S:

    Spirit Soul:

    S-Rank Spell Name: Spirit Soul
    Rank: S
    Type: Multi-Target, Damage, Buff, Single Target
    Damage: NA
    Range: 300m
    Speed: 225 m/s
    Duration: 10
    Downside:

    Description:
    Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. The fusion allows Samira's strikes to be more powerful than before with each hit doing 75% of S rank Spell Damage. Even if her melee attacks hit nothing, energy is released in the same direction that goes as far as 300m at a speed of 225 m/s to do the same amount of damage. Furthermore, her Spell Damage is increased by 70% for the rest of the duration. This spell can also be altered into a Single Target version. The spirit fused with her is released for a single post and goes after a single target as far as 400m at a speed of 400 m/s. This does S rank Spell Damage upon impact. Due to the spirit leaving her body when using the single target variation, Samira cannot use the multi-target version on the same post and vice versa.
    Celestial Ground:

    S-Rank Spell Name: Celestial Ground
    Rank: S
    Type: AoE, Damage, Buff, Drain, Teleport
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 200m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 200m range but with each movement the effects leave the old location to impact the new. The Spell Damage of Samira and her spirits are increased by 70%, and for every post that an enemy enters the affected area they will be damaged by 50% of S rank Spell Damage. Additionally, 5% of MP will also be drained from enemies every post that they are within the grounds. These grounds also allow Samira to become energy herself and instantly be at another location entirely. However, this effect is only limited to a 100m range instead of this spell's full range and it can only be done once per post.
    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Multi-Target
    Damage: 52
    Summon HP: 250
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrifices Range and Speed for 50% more Damage

    Description:

    When activated, this calls upon the powers of an ancient and unnamed spirit that is connected with Samira's ancestry but lacks any sort of key to be used traditionally. It appears as a translucent and mystical aura that takes the shape of a humanoid but the features are unclear. It is attached to Samira's own form, covering her while also giving her its power. To be clear, it is a summon and therefore does count towards the summon cap even if it does not actually move on its own and is a part of her body. In order to perform its basic attacks when enemies get within melee range, it uses energy tendrils that separate from its energy form and are much weaker than the ones it uses for its Active abilities.

    Active - Deity's Protection:

    Type: Multi-Target, Defense, Buff
    Durability: 337
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside: Sacrifices Effect for 25% more Durability

    Description:
    Thin segments of celestial energy will extend from this unknown deity's aura and attach themselves to 10 other allies within 300m at 225 m/s, Samira and her other spirits included if it so chooses, where a small transparent and particle swirled barrier then envelops them. The amount of damage each small barrier can take is up to 3x of 75% of S rank Spell Damage, basically S rank Multi-Target damage values times 3. This durability refreshes every post for the rest of the duration. Those that are protected will also have their Spell Damage increased by 70% for the remainder of the duration as the attached energy segment fuels them with additional power. For clarity, even though Samira's spirits can also be protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are protected by this spell.
    Active - Spirit Release:

    Type: Multi-Target, Damage, Piercing, Buff
    Damage: 90
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    When used, the unknown spirit's energy aura will split into thin segments that will lash out at several enemies in a 300m range at a 225 m/s speed. Each strike from these segments will cause 75% of S rank Spell Damage, and is capable of piercing through armor and magical defenses in order to do 50% of the intended damage. This also increases Samira's Spell Damage by 70% for the remainder of the duration.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: AoE, Damage, Buff, Single Target, Piercing
    Damage: 60, 120
    Range: 200m, 400m
    Speed: 100 m/s, 400 m/s
    Duration: 10
    Downside:

    Description:
    When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the Physical and Spell Damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank Spell Damage once before disappearing. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap. Additionally, once per post the AoE damage portion of this spell can be sacrificed to instead allow the gate itself to attack. The gate will release a massive blast of energy towards a single target as far away as 400m at 400 m/s to do full S rank Spell Damage on impact. As a final effect, the gate empowers the unsummoned spirits that are used for the AoE damage part of this spell as well as itself. Their attacks will pierce through armor and Defensive abilities in order to do 50% of the intended damage.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Burst, Defensive, Reflection, Buff
    Durability: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank Spell Damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls. Once per post, an enemy spell made against the dome will be reflected back at their caster if the MP that was used to cast that spell is spent twice and is of S rank or lower. Samira and her spirits are still able to use their own spells and abilities from inside the dome. The dome itself can also be refreshed every post and even move if Samira changes locations between posts. Samira's Defensive power is also increased by 70% for the rest of the duration.
    Inner Aegis:

    S-Rank Spell Name: Inner Aegis
    Rank: S
    Type: Burst, Defensive, Buff, Negation
    Durability: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    Upon activation, Samira's magic energy shifts and becomes more defense oriented, enabling her to further guard herself and spirits from powerful attacks and phenomenon that would otherwise obliterate anyone else. Her defensive spells and abilities from her magic and equipment are increased by 70%. More importantly, her magic energy radiates a defensive aura that is capable of stopping attacks and enemy spells from reaching herself and spirits within a 100m range. This can block up to the amount of 3x S rank Spell Damage, and it resets every post regardless if it was destroyed or not. Furthermore, this spell allows Samira to completely neutralize a spell or ability whenever it makes contact with this aura barrier so long as she expends the same amount of MP as it cost the enemy to use the spell. This prevents herself or a spirit from taking the intended damage or suffering the effects since it is technically nullified. Only works on spells and abilities that are S Rank and below, and is once per post.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Burst, Defensive, Damage, Knock Back, Buff
    Durability: 280
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Downside:

    Description:
    When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 2x H rank Spell Damage every post of its duration, and will attack enemies every post that come within 300m for full H rank Spell Damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s. Lastly, Samira's own power is increased with the presence of this deity. Her Defensive spells and abilities are increased by 75% for the remainder of the duration.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    1 S+
    2 H+ (1 from Lineage)
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Single Target, Defensive, Buff, Negation
    Durability: 540
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrifices Range and Speed for 50% Durability

    Description:
    Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post one will materialize in a weaker form to take the damage of enemy attacks for themselves instead of Samira. The amount of damage they can block each time is up to 3x B+ rank Spell Damage. They are unable to attack, however. Additionally they grant Samira additional power by increasing her Spell Damage by 50% and the power of her Defensive abilities by 40% for the remainder of the duration. While in this form, they are also able to negate a single spell that makes contact with them provided that it is B+ rank or lower, and the same amount of MP is taken from Samira that was used to create the negated spell.
    Divine Mending:
    Advanced Spell Name: Divine Mending
    Rank: B+
    Type: Burst, Healing, Defensive, Buff
    Healing: 120
    Durability: 240
    Range: 75m
    Speed: 75 m/s
    Duration: 8
    Downside:

    Description:
    A celestial portal opens and from it spirits comprised of golden energy comes through it to not attack enemies, but to provide minor support for Samira and her spirits. The golden spirit particles combine together as soon as they come through it and create a shockwave of bright and warm light that heals Samira and spirits for the equivalent of B+ rank Spell Damage every post. Along with the healing, this energy will swirl around them and absorb damage up to the amount of 2x B+ rank Spell Damage. This energy's durability resets each time the healing shockwave occurs and they are in range of it. Also, the power of Samira's Defensive spells and abilities is increased by 90% for the remainder of the duration.
    A+:

    Energy Clones:
    Advanced Spell Name: Energy Clones
    Rank: A+
    Type: Multi-Target, Damage, Buff, Piercing, Drain
    Damage: 113
    Range: 338m
    Speed: 250 m/s
    Duration: 9
    Downside:

    Description:
    When this spell is activated, clones of Samira and her spirits made entirely of celestial energy are created. These clones do not have access to the original's abilities, but they are capable of doing 75% of S rank Spell Damage with each of their strikes. When not attacking in melee range, this can be altered into a ranged version that goes as far as 338m at a speed of 250 m/s. The Spell Damage of Samira and spirits is increased by 100% for the remainder of this spell's duration. These clones can also pierce through armor and magical defenses in order to do 50% of the intended damage, as well as remove 5% MP once per post if their strikes make impact.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: AoE, Damage, Drain, Immobilization, Buff
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Downside:

    Description:
    A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ Spell Damage for every post that they remain inside. They will also be drained of 5% MP and 5% HP each post, as well as be immobilized every other post from the force and pressure of the energy. The drain effects remain for the rest of the duration unless removed. Lastly, Samira's Spell Damage is increased by 100% for the remainder of the duration.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Multi-Target, Damage, Buff, Drain
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Downside:

    Description:
    Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank Spell Damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that it increases the Spell Damage of Samira and spirits by 105% for the rest of its duration just by existing. For enemies, its hits will leave negative effects upon them that will sap away 5% of MP and HP every post throughout the duration unless removed.
    H+:

    Celestial Cataclysm:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: AoE, Damage, Blind, Buff, Single Target, Piercing, Multiplication
    Damage: 105, 210
    Range: 600m, 800m
    Speed: 400 m/s, 800 m/s
    Duration: 25
    Downside:

    Description:
    The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their Spell Damage by 115% for the remainder of the duration. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post. The AoE attack can also be altered to instead work as a Single Target variation for that post. This even more powerful burst of energy shoots down on a single target within 800m of Samira at 800 m/s and does full H+ Spell Damage upon impact. Both of the attack types are capable of piercing through armor and magical defenses in order to do 50% of the intended damage. Lastly, if Samira pays the same amount of MP again as she did for the original activation, a second cataclysm can be created. This can only be done if another copy effect has not already been used in that same post, and this can only be done once through this particular spell. The second cataclysm has the same properties as the original.
    Celestial Avatar:
    Advanced Spell Name: Celestial Avatar
    Rank: H+
    Type: Multi-Target, Defensive, Damage/Healing, Buff, Negation, Copy
    Durability: 474
    Damage: 237
    Range: 350m
    Speed: 300 m/s
    Duration: 25
    Downside: 10% HP drain every post this is active for 50% increase on buff. 50% Less Range and Speed for 50% more Damage. 100% more MP cost for 50% more Durability.

    Description:
    This ability is one only a very select few in Samira's bloodline has ever unlocked. It is one of her more powerful spells and, much like her guardian spirits, makes herself a guardian as well momentarily, but because of the power it does have its consequences and limitations. When activated the power behind the spell alters Samira's appearance to the point that her entire form turns a dark blue, almost black, with lighter blue and even white to mark the actual detailed features and outlines such as the eyes. White twinkling stars are also scattered around her body to make a look as if someone were staring at a human shaped night sky rather than an actual person. Strong celestial power is channeled through the duration, increasing different aspects of her own abilities and making her not only a weapon against those that deserve it in her own view of justice, but also as a protector and ally for those she fights for or alongside of.

    Firstly the energy acts as a support type of spell where her spirits, herself, and surrounding allies in range gain a shield made of white and black swirls of energy and stars that protects them from damage in the amount of 2x 75% of H+ rank Spell Damage, basically 75% of H+ Spell Damage times 2. The durability of the shields reset every post for the duration, and the healing portion also occurs every post for the same amount of time. A small portion of the power is also transferred to those that are protected and linked to her by the spell. Her own, and that of her allies, have Spell Damage, the power of Defensive Spells and abilities, as well as Healing power increased by 57% for the remainder of the duration. The max amount of targets that can be protected, healed, and buffed with this spell is 20. For clarity, even though Samira's spirits are also protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are affected by this spell.

    The channeled power also makes it to where her normal strikes do 75% of H+ rank Spell Damage, with the energy being able to turn into a ranged version in explosive white and black colored energy that originates from the several star points on her body. The released energy beams scatter in all directions and have a chance of hitting targets as far as 350m away at 300 m/s. This spell's power also allows Samira to completely overpower and annihilate an incoming spell within the stated range so long as it is of H+ rank or lower and the cost of the negated spell is taken from her MP pool. For the same cost as was used to create the spell, and as long as it is of H+ rank or lower, Samira can also make a copy of a spell that was used by either herself or the enemy. For cosmetic purposes, the copied spell reflects the appearance of this spell and will take on a dark blue mixed with lighter shades while also having the sparkling celestial particles. The actual mechanics and values of the copied spell remain the same. Both the Negation and Copy effects are once per post throughout the duration. Other Copy/Multiplication rules apply.

    Edit Notes: 05-08-19:

    TLDR: I changed pretty much everything.

    -Changed the Magic Type to include Ancient
    -In UA, Spirit Avatar, added in a counter effect
    -In UA, Spirit Overlay, removed the part where she could turn debuffs into buffs. Added HP regen as a replacement
    -In UA, Spirit Fusion, I didn't edit it but I would like it to be looked over since it is quite old and may not be within the rules anymore
    -Edited Signature Spell, Spirit Barrier
    -Changed Signature Spell, Spirit Switch, to Spiritual Link
    -Edited Signature Spell, Celestial Impact
    -Added an additional Passive. Replaces the A rank signature granted from Lineage

    -Changed B Rank Spell, Recovery Barrier, to Burst from Single Target.
    -Edited A Rank Spell, Fade
    -Added a Buff to A Rank Spell, Reactive Barrier.
    -Edited A Rank Spell, Spirit Shrine
    -Edited A Rank Spell, Spirit Reflect
    -Edited A Rank Spell, Banish
    -Edited A Rank Spell, Celestial Shield
    -Edited A Rank Spell, Obelisk
    -Edited A Rank Spell, Hieroglyph
    -Edited S Rank Spell, Spirit Soul
    -Edited S Rank Spell, Celestial Ground
    -Edited S Rank Spell, Invocation
    -Edited S Rank Spell, Gate of the Avatar
    -Added a buff effect to S Rank Spell, Celestial Dome
    -Edited S Rank Spell, Inner Aegis
    -Added a Buff to H rank Spell, Evocation. The rest remains the same.

    -Edited B+ Rank Spell, Eyes of the Watchful
    -Replaced B+ Rank Spell, Divine Judgment, with B+ Spell, Divine Mending
    -Edited A+ Rank Spell, Energy Clones
    -Edited A+ Rank Spell, Celestial Storm
    -Edited S+ Rank Spell, Gate of the Gods
    -Edited H+ Spell, Celestial Cataclysm
    -Added H+ Spell, Celestial Avatar, granted from Lineage

    Old Edit Notes:

    Edit Notes: 1-12-19:

    -Increased barrier absorption amount in Signature Spell, Spirit Barrier, to 2x S Rank. Up from 1x S Rank
    -Added an effect to Signature spell, Celestial Impact, since found out sigs can have both damage and an effect

    -Removed Storm's Wind
    -Moved Fade to A Rank and added a heal to it
    -Moved Reactive Barrier to A Rank and changed the numbers to match. Also changed its secondary effect to be a heal instead of a buff
    -Moved Spirit Shrine to A Rank and changed the numbers to match. Also added that it re-appears on the next post if destroyed.
    -Moved Spirit Reflect to A Rank and changed the numbers to match
    -Added additional effect to A Rank spell, Celestial Shield
    -Edited A Rank spell, Hieroglyph, to do a full heal instead of 50%
    -Moved Spirit Soul to S Rank and adjusted the numbers to match.
    -Moved Celestial Ground to S Rank and changed the numbers to match. Also added another effect.
    -Edited S Rank Spell, Celestial Dome, and so needs full re-grading
    -Added S Rank Spell, Inner Aegis
    -Increased absorption amount in H Rank Spell, Evocation, to 2x H Rank. Up from 1x H Rank.

    -Increased the absorption amount in Advanced B Rank Spell, Eyes of the Watchful, to 3x B+ Rank. Up from 1x B+ Rank.
    -Re-worked B+ Spell, Divine Judgement, into an AoE
    -Edited A Rank Advanced Spell, Energy Clone, so that the clone reforms on the next post if destroyed prematurely


    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm


    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    Last edited by Samira Nassar on 17th July 2019, 11:57 pm; edited 255 times in total
    Fluffy
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    Celestial Avatar Empty Re: Celestial Avatar

    Post by Fluffy on 21st March 2018, 5:51 pm

    Approved
    Spoiler:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. Being able to wield this magic combined with her primary makes her a much stronger force. She is no longer just a normal person that can summon the god spirit incarnations to her aid. They have been mastered, and now their power extends to her, making her much like them; a celestial avatar and guardian.

    The spells and abilities of this secondary goes hand in hand with her primary magic of summoning her spirit allies. Buffs are provided for herself and the spirits, and she is able to use their powers in ways she hasn't been able to before unlocking this magic. Many of the spells themselves focus on control and have AoE effects in regards to damage while others are more defensive for more problematic scenarios. Melee style mages will have the most difficulty when up against this magic while those that specialize in range will find it much easier to handle.

    Strengths:

    -The spells have abilities that can help Samira take control of a battle due to their effects
    -Most of the spells also have damaging effects to go with their more crowd control oriented effects
    -Has buffs for herself and spirits

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter
    -Doesn't offer much aid to allies
    -No healing
    -None of the spells have an elemental advantage

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits has reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. Her magic damage is increased by 60%. Additionally, she no longer has to actually vocally call on them. So long as her mental connection with them is clear, they can appear just by her thinking of them so long as she has the proper MP amount for them to enter the mortal plane of existence.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. Due to this, any buffs applied to her by them does not decrease based on ranking. This also includes any buffs that may be present on armor, items, and weapons so long as she has them equipped and is in possession of them. This does not apply to buffs given by others since the magic overlay does not recognize the magic and will not fuse correctly.

    • Star Weapon - As the name suggests, this ability is similar to that of star dress. Rather than be summoned, a spirit will be used as if it were a requip, although the same amount of MP must be used as if it were summoned normally. The base damage it does and its durability matches that of the requip damage/durability of the spirit's rank. The active and passive of the spirit is also usable and follows the durations and cooldowns of the spirit that's listed in the primary magic. If there are multiple actives, the correct amount of MP must be spent in order to use the extra ones. Due to the summons being in this form instead of their normal one, this does not count towards the maximum number of summons on the field. However, the spirit will go on cooldown and be unusable after the duration ends, or if they receive enough damage to be destroyed. Only one star weapon can be used at a time.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Duration: 3
    Cooldown: 4
    Type: Supportive
    Description: A simple support spell that protects Samira from physical attacks. Her body will shift halfway into the spirit reality, causing all normal melee attacks to go right through her. Magical damage will still cause her harm, however. As an additional effect, she can go through objects and walls.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -Magic will still do full damage
    -The physical protection makes it to where even allies cannot touch her, therefore they too would go through her. She cannot physically save someone during this spell nor could they physically save her.
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. Their magic damage is increased by 60%, and when they move the energy leaves a trail that damages for 25% of C rank damage for every post that an enemy enters it. Cap on the damage is 1.5x C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Leaves a trail that can damage enemies

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the energy trail
    -Debuffing is possible and wastes the main part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Duration: 6
    Cooldown: 7
    Type: Supportive, Offensive
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 75 m/s for 50% of B rank spell damage. The cap a single target can take is 2.5x B rank damage. Think of this ability as a flavored AoE DoT effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap nor do they go on cooldown.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 112.5 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. Their bodies become darkened and slightly transparent, and the visual effect remains even after the stun wears off due to another effect of the spell lingering. A DoT is left on enemies from the banishment, causing them another 50% of A rank damage per post for four posts. Damage is capped at 2.5x A Rank damage, and the effect can be removed entirely by cleansing abilities of equal or higher rank.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage during the initial impact
    -Leaves a DoT effect after the stun for more damage

    Weaknesses:

    -Stun only lasts for 1 post
    -DoT effect can be cleansed
    -Those of higher rank will not be stunned at all
    -Ranged opponents may be too far and can more easily evade the spell
    -Shields and barriers of equal or higher rank can block out the spell entirely
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Duration: 10
    Cooldown: 11
    Type: Supportive, Offensive
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will take 25% of S rank damage.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 150 m/s. The attack does 50% of S rank damage to all within range while also knocking those of equal or lesser rank back until they reach the max distance of this spell. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 50% of S rank damage will be done until the damage caps out at 2.5x S rank damage. Duration of 5 posts and once per "summon" use.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies
    -Active does quite a bit of damage if left to build up

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT effect from it will not be applied to the target
    -Active can only be used once per "summon"


    _____________________________________________________________________________________

     Nyx LuxEquipmentPrimarySecondaryTetariy
    Celestial Avatar Nyxsig
    ★  You Created Me, Something I Would Have Never Seen.  ★
    Lester Drynedi
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    Celestial Avatar Empty Re: Celestial Avatar

    Post by Lester Drynedi on 2nd April 2018, 1:18 am

    ;;:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. Being able to wield this magic combined with her primary makes her a much stronger force. She is no longer just a normal person that can summon the god spirit incarnations to her aid. They have been mastered, and now their power extends to her, making her much like them; a celestial avatar and guardian.

    The spells and abilities of this secondary goes hand in hand with her primary magic of summoning her spirit allies. Buffs are provided for herself and the spirits, and she is able to use their powers in ways she hasn't been able to before unlocking this magic. Many of the spells themselves focus on control and have AoE effects in regards to damage while others are more defensive for more problematic scenarios. Melee style mages will have the most difficulty when up against this magic while those that specialize in range will find it much easier to handle.

    Strengths:

    -The spells have abilities that can help Samira take control of a battle due to their effects
    -Most of the spells also have damaging effects to go with their more crowd control oriented effects
    -Has buffs for herself and spirits

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter
    -Doesn't offer much aid to allies
    -No healing
    -None of the spells have an elemental advantage

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits has reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. Her magic damage is increased by 60%. Additionally, she no longer has to actually vocally call on them. So long as her mental connection with them is clear, they can appear just by her thinking of them so long as she has the proper MP amount for them to enter the mortal plane of existence.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. Due to this, any buffs applied to her by them does not decrease based on ranking. This also includes any buffs that may be present on armor, items, and weapons so long as she has them equipped and is in possession of them. This does not apply to buffs given by others since the magic overlay does not recognize the magic and will not fuse correctly.

    • Star Weapon - As the name suggests, this ability is similar to that of star dress. Rather than be summoned, a spirit will be used as if it were a requip, although the same amount of MP must be used as if it were summoned normally. The base damage it does and its durability matches that of the requip damage/durability of the spirit's rank. The active and passive of the spirit is also usable and follows the durations and cooldowns of the spirit that's listed in the primary magic. If there are multiple actives, the correct amount of MP must be spent in order to use the extra ones. Due to the summons being in this form instead of their normal one, this does not count towards the maximum number of summons on the field. However, the spirit will go on cooldown and be unusable after the duration ends, or if they receive enough damage to be destroyed. Only one star weapon can be used at a time.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Duration: 3
    Cooldown: 4
    Type: Supportive
    Description: A simple support spell that protects Samira from physical attacks. Her body will shift halfway into the spirit reality, causing all normal melee attacks to go right through her. Magical damage will still cause her harm, however. As an additional effect, she can go through objects and walls.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -Magic will still do full damage
    -The physical protection makes it to where even allies cannot touch her, therefore they too would go through her. She cannot physically save someone during this spell nor could they physically save her.
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. Their magic damage is increased by 60%, and when they move the energy leaves a trail that damages for 25% of C rank damage for every post that an enemy enters it. Cap on the damage is 1.5x C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Leaves a trail that can damage enemies

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the energy trail
    -Debuffing is possible and wastes the main part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Duration: 6
    Cooldown: 7
    Type: Supportive, Offensive
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 75 m/s for 50% of B rank spell damage. The cap a single target can take is 2.5x B rank damage. Think of this ability as a flavored AoE DoT effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap nor do they go on cooldown.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 112.5 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. Their bodies become darkened and slightly transparent, and the visual effect remains even after the stun wears off due to another effect of the spell lingering. A DoT is left on enemies from the banishment, causing them another 50% of A rank damage per post for four posts. Damage is capped at 2.5x A Rank damage, and the effect can be removed entirely by cleansing abilities of equal or higher rank.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage during the initial impact
    -Leaves a DoT effect after the stun for more damage

    Weaknesses:

    -Stun only lasts for 1 post
    -DoT effect can be cleansed
    -Those of higher rank will not be stunned at all
    -Ranged opponents may be too far and can more easily evade the spell
    -Shields and barriers of equal or higher rank can block out the spell entirely
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Duration: 10
    Cooldown: 11
    Type: Supportive, Offensive
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will take 25% of S rank damage.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 150 m/s. The attack does 50% of S rank damage to all within range while also knocking those of equal or lesser rank back until they reach the max distance of this spell. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 50% of S rank damage will be done until the damage caps out at 2.5x S rank damage. Duration of 5 posts and once per "summon" use.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies
    -Active does quite a bit of damage if left to build up

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT effect from it will not be applied to the target
    -Active can only be used once per "summon"
    ❀Moved and unlocked at users request


    _____________________________________________________________________________________

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    Guest

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Guest on 4th April 2018, 10:32 am

    Spoiler:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. Being able to wield this magic combined with her primary makes her a much stronger force. She is no longer just a normal person that can summon the god spirit incarnations to her aid. They have been mastered, and now their power extends to her, making her much like them; a celestial avatar and guardian.

    The spells and abilities of this secondary goes hand in hand with her primary magic of summoning her spirit allies. Buffs are provided for herself and the spirits, and she is able to use their powers in ways she hasn't been able to before unlocking this magic. Many of the spells themselves focus on control and have AoE effects in regards to damage while others are more defensive for more problematic scenarios. Melee style mages will have the most difficulty when up against this magic while those that specialize in range will find it much easier to handle.

    Strengths:

    -The spells have abilities that can help Samira take control of a battle due to their effects
    -Most of the spells also have damaging effects to go with their more crowd control oriented effects
    -Has buffs for herself and spirits

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter
    -Doesn't offer much aid to allies
    -No healing
    -None of the spells have an elemental advantage

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits has reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. Her magic damage is increased by 60%. Additionally, she no longer has to actually vocally call on them. So long as her mental connection with them is clear, they can appear just by her thinking of them so long as she has the proper MP amount for them to enter the mortal plane of existence.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. Due to this, any buffs applied to her by them does not decrease based on ranking. This also includes any buffs that may be present on armor, items, and weapons so long as she has them equipped and is in possession of them. This does not apply to buffs given by others since the magic overlay does not recognize the magic and will not fuse correctly.

    • Star Weapon - As the name suggests, this ability is similar to that of star dress. Rather than be summoned, a spirit will be used as if it were a requip, although the same amount of MP must be used as if it were summoned normally. The base damage it does and its durability matches that of the requip damage/durability of the spirit's rank. The active and passive of the spirit is also usable and follows the durations and cooldowns of the spirit that's listed in the primary magic. If there are multiple actives, the correct amount of MP must be spent in order to use the extra ones. Due to the summons being in this form instead of their normal one, this does not count towards the maximum number of summons on the field. However, the spirit will go on cooldown and be unusable after the duration ends, or if they receive enough damage to be destroyed. Only one star weapon can be used at a time.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Duration: 3
    Cooldown: 4
    Type: Supportive
    Description: A simple support spell that protects Samira from physical attacks. Her body will shift halfway into the spirit reality, causing all normal melee attacks to go right through her. Magical damage will still cause her harm, however. As an additional effect, she can go through objects and walls.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -Magic will still do full damage
    -The physical protection makes it to where even allies cannot touch her, therefore they too would go through her. She cannot physically save someone during this spell nor could they physically save her.
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. Their magic damage is increased by 60%, and when they move the energy leaves a trail that damages for 25% of C rank damage for every post that an enemy enters it. Cap on the damage is 1.5x C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Leaves a trail that can damage enemies

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the energy trail
    -Debuffing is possible and wastes the main part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Duration: 6
    Cooldown: 7
    Type: Supportive, Offensive
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 50 m/s for 50% of B rank spell damage. The cap a single target can take is 2.5x B rank damage. Think of this ability as a flavored AoE DoT effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap nor do they go on cooldown.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. Their bodies become darkened and slightly transparent, and the visual effect remains even after the stun wears off due to another effect of the spell lingering. A DoT is left on enemies from the banishment, causing them another 50% of A rank damage per post for four posts. Damage is capped at 2.5x A Rank damage, and the effect can be removed entirely by cleansing abilities of equal or higher rank.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage during the initial impact
    -Leaves a DoT effect after the stun for more damage

    Weaknesses:

    -Stun only lasts for 1 post
    -DoT effect can be cleansed
    -Ranged opponents may be too far and can more easily evade the spell
    -Shields and barriers of equal or higher rank can block out the spell entirely
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Duration: 10
    Cooldown: 11
    Type: Supportive, Offensive
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will take 25% of S rank damage.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking those of equal or lesser rank back until they reach the max distance of this spell. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 50% of S rank damage will be done until the damage caps out at 2.5x S rank damage. Duration of 5 posts and once per "summon" use.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies
    -Active does quite a bit of damage if left to build up

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT effect from it will not be applied to the target
    -Active can only be used once per "summon"

    Celestial Avatar 9EB27lh
    kittykool75
    kittykool75

    Player 
    Posts : 1219
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    Character Sheet
    First Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Second Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by kittykool75 on 14th June 2018, 10:27 am

    Spoiler:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. Being able to wield this magic combined with her primary makes her a much stronger force. She is no longer just a normal person that can summon the god spirit incarnations to her aid. They have been mastered, and now their power extends to her, making her much like them; a celestial avatar and guardian.

    The spells and abilities of this secondary goes hand in hand with her primary magic of summoning her spirit allies. Buffs are provided for herself and the spirits, and she is able to use their powers in ways she hasn't been able to before unlocking this magic. Many of the spells themselves focus on control and have AoE effects in regards to damage while others are more defensive for more problematic scenarios. Melee style mages will have the most difficulty when up against this magic while those that specialize in range will find it much easier to handle.

    Strengths:

    -The spells have abilities that can help Samira take control of a battle due to their effects
    -Most of the spells also have damaging effects to go with their more crowd control oriented effects
    -Has buffs for herself and spirits

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter
    -Doesn't offer much aid to allies
    -No healing
    -None of the spells have an elemental advantage

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits has reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. Her magic damage is increased by 60%. Additionally, she no longer has to actually vocally call on them. So long as her mental connection with them is clear, they can appear just by her thinking of them so long as she has the proper MP amount for them to enter the mortal plane of existence.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. Due to this, any buffs applied to her by them does not decrease based on ranking. This also includes any buffs that may be present on armor, items, and weapons so long as she has them equipped and is in possession of them. This does not apply to buffs given by others since the magic overlay does not recognize the magic and will not fuse correctly.

    • Star Weapon - As the name suggests, this ability is similar to that of star dress. Rather than be summoned, a spirit will be used as if it were a requip, although the same amount of MP must be used as if it were summoned normally. The base damage it does and its durability matches that of the requip damage/durability of the spirit's rank. The active and passive of the spirit is also usable and follows the durations and cooldowns of the spirit that's listed in the primary magic. If there are multiple actives, the correct amount of MP must be spent in order to use the extra ones. Due to the summons being in this form instead of their normal one, this does not count towards the maximum number of summons on the field. However, the spirit will go on cooldown and be unusable after the duration ends, or if they receive enough damage to be destroyed. Only one star weapon can be used at a time.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Duration: 3
    Cooldown: 4
    Type: Supportive
    Description: A simple support spell that protects Samira from physical attacks. Her body will shift halfway into the spirit reality, causing all normal melee attacks to go right through her. Magical damage will still cause her harm, however. As an additional effect, she can go through objects and walls.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -Magic will still do full damage
    -The physical protection makes it to where even allies cannot touch her, therefore they too would go through her. She cannot physically save someone during this spell nor could they physically save her.
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. Their magic damage is increased by 60%, and when they move the energy leaves a trail that damages for 25% of C rank damage for every post that an enemy enters it. Cap on the damage is 1.5x C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Leaves a trail that can damage enemies

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the energy trail
    -Debuffing is possible and wastes the main part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Duration: 6
    Cooldown: 7
    Type: Supportive, Offensive
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 50 m/s for 50% of B rank spell damage. The cap a single target can take is 2.5x B rank damage. Think of this ability as a flavored AoE DoT effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap nor do they go on cooldown.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. Their bodies become darkened and slightly transparent, and the visual effect remains even after the stun wears off due to another effect of the spell lingering. A DoT is left on enemies from the banishment, causing them another 50% of A rank damage per post for four posts. Damage is capped at 2.5x A Rank damage, and the effect can be removed entirely by cleansing abilities of equal or higher rank.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage during the initial impact
    -Leaves a DoT effect after the stun for more damage

    Weaknesses:

    -Stun only lasts for 1 post
    -DoT effect can be cleansed
    -Ranged opponents may be too far and can more easily evade the spell
    -Shields and barriers of equal or higher rank can block out the spell entirely
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Duration: 10
    Cooldown: 11
    Type: Supportive, Offensive
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will take 25% of S rank damage.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking those of equal or lesser rank back until they reach the max distance of this spell. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 50% of S rank damage will be done until the damage caps out at 2.5x S rank damage. Duration of 5 posts and once per "summon" use.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies
    -Active does quite a bit of damage if left to build up

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT effect from it will not be applied to the target
    -Active can only be used once per "summon"

    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
    "


    Celestial Avatar 1LMjHkp
    Directory
    Golden Lacrima until 4/16/2019

    Jarnbjorn
    Jarnbjorn
    Demon King
    Demon King

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    Lineage : Power Of Apocalypse
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    Character Sheet
    First Magic: Flame Demon Slayer
    Second Magic: NetherFlame Demon Slayer
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Jarnbjorn on 16th July 2018, 2:23 pm

    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Magic Type: Solitary Lost Magic
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. Being able to wield this magic combined with her primary makes her a much stronger force. She is no longer just a normal person that can summon the god spirit incarnations to her aid. They have been mastered, and now their power extends to her, making her much like them; a celestial avatar and guardian.

    The spells and abilities of this secondary goes hand in hand with her primary magic of summoning her spirit allies. Buffs are provided for herself and the spirits, and she is able to use their powers in ways she hasn't been able to before unlocking this magic. Many of the spells themselves focus on control and have AoE effects in regards to damage while others are more defensive for more problematic scenarios. Melee style mages will have the most difficulty when up against this magic while those that specialize in range will find it much easier to handle.

    Strengths:

    -The spells have abilities that can help Samira take control of a battle due to their effects
    -Most of the spells also have damaging effects to go with their more crowd control oriented effects
    -Has buffs for herself and spirits

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter
    -Doesn't offer much aid to allies
    -No healing
    -None of the spells have an elemental advantage

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, and their magical abilities do not harm her.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira the energy from the overlay will absorb part of its effects. The result is debuffs being 50% less effective when used on her. If she pays the same amount of MP that was used to create the debuff, she can energize the overlay to remove the debuff entirely.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Duration: 3
    Cooldown: 4
    Type: Supportive
    Description: A simple support spell that protects Samira from physical attacks. Her body will shift halfway into the spirit reality, causing all normal melee attacks to go right through her. Magical damage will still cause her harm, however. As an additional effect, she can go through objects and walls.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -Magic will still do full damage
    -The physical protection makes it to where even allies cannot touch her, therefore they too would go through her. She cannot physically save someone during this spell nor could they physically save her.
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive, AoE
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 60m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 60m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits is increased by 55%, and for every post that an enemy enters the affected area they will be damage by 50% of C rank spell damage. Cap of 2.5x C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Can damage those that walk on the affected ground

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the affected area or flying
    -Debuffing is possible and wastes part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Duration: 6
    Cooldown: 7
    Type: Supportive, Offensive, AoE
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 30%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 50 m/s for 50% of B rank spell damage. The cap a single target can take is 2.5x B rank damage. Think of this ability as a flavored AoE DoT effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap nor do they go on cooldown.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive, AoE
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. Their bodies become darkened and slightly transparent, and the visual effect remains even after the stun wears off due to another effect of the spell lingering. A DoT is left on enemies from the banishment, causing them another 50% of A rank damage per post for four posts. Damage is capped at 2.5x A Rank damage, and the effect can be removed entirely by cleansing abilities of equal or higher rank.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage during the initial impact
    -Leaves a DoT effect after the stun for more damage

    Weaknesses:

    -Stun only lasts for 1 post
    -DoT effect can be cleansed
    -Ranged opponents may be too far and can more easily evade the spell
    -Shields and barriers of equal or higher rank can block out the spell entirely
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Duration: 10
    Cooldown: 11
    Type: Supportive, Offensive, AoE
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will take 50% of S rank spell damage. Cap of 2.5x S rank spell damage.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking those of equal or lesser rank back until they reach the max distance of this spell. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 50% of S rank damage will be done until the damage caps out at 2.5x S rank damage. Duration of 5 posts and once per "summon" use.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies and does damage
    -Active does quite a bit of damage if left to build up

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT effect from it will not be applied to the target
    -Active can only be used once per "summon"
    Advanced Spell:

    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Duration: 12
    Cooldown: 13
    Type: Offensive, Multi-Target
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.

    Strengths:

    -Can hit multiple targets multiple times
    -Places a debuff on those hit

    Weaknesses:

    -Enemies are free to dodge the attacks of the gate or use barriers to absorb the damage
    -Doesn't cover an entire area like an AoE
    -Debuff can be removed by spells and abilities of equal or higher rank
    -The gate does not move so if the battle location changes it will not follow

    Edit Notes:

    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods
    Celestial Avatar Approv16


    _____________________________________________________________________________________

    Celestial Avatar FKH1Mbs
    Fluffy
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    First Magic: Flames Of The Underworld
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Fluffy on 17th September 2018, 11:30 am

    Unlocked and moved at user request.

    Spoiler:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Magic Type: Solitary Lost Magic
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. Being able to wield this magic combined with her primary makes her a much stronger force. She is no longer just a normal person that can summon the god spirit incarnations to her aid. They have been mastered, and now their power extends to her, making her much like them; a celestial avatar and guardian.

    The spells and abilities of this secondary goes hand in hand with her primary magic of summoning her spirit allies. Buffs are provided for herself and the spirits, and she is able to use their powers in ways she hasn't been able to before unlocking this magic. Many of the spells themselves focus on control and have AoE effects in regards to damage while others are more defensive for more problematic scenarios. Melee style mages will have the most difficulty when up against this magic while those that specialize in range will find it much easier to handle.

    Strengths:

    -The spells have abilities that can help Samira take control of a battle due to their effects
    -Most of the spells also have damaging effects to go with their more crowd control oriented effects
    -Has buffs for herself and spirits

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter
    -Doesn't offer much aid to allies
    -No healing
    -None of the spells have an elemental advantage

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, and their magical abilities do not harm her.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira the energy from the overlay will absorb part of its effects. The result is debuffs being 50% less effective when used on her. If she pays the same amount of MP that was used to create the debuff, she can energize the overlay to remove the debuff entirely.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Duration: 3
    Cooldown: 4
    Type: Supportive
    Description: A simple support spell that protects Samira from physical attacks. Her body will shift halfway into the spirit reality, causing all normal melee attacks to go right through her. Magical damage will still cause her harm, however. As an additional effect, she can go through objects and walls.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -Magic will still do full damage
    -The physical protection makes it to where even allies cannot touch her, therefore they too would go through her. She cannot physically save someone during this spell nor could they physically save her.
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive, AoE
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 60m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 60m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits is increased by 55%, and for every post that an enemy enters the affected area they will be damage by 50% of C rank spell damage. Cap of 2.5x C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Can damage those that walk on the affected ground

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the affected area or flying
    -Debuffing is possible and wastes part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Duration: 6
    Cooldown: 7
    Type: Supportive, Offensive, AoE
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 30%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 50 m/s for 50% of B rank spell damage. The cap a single target can take is 2.5x B rank damage. Think of this ability as a flavored AoE DoT effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap nor do they go on cooldown.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Duration: 5
    Cooldown: 6
    Type: Supportive, Offensive, AoE
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. Their bodies become darkened and slightly transparent, and the visual effect remains even after the stun wears off due to another effect of the spell lingering. A DoT is left on enemies from the banishment, causing them another 50% of A rank damage per post for four posts. Damage is capped at 2.5x A Rank damage, and the effect can be removed entirely by cleansing abilities of equal or higher rank.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage during the initial impact
    -Leaves a DoT effect after the stun for more damage

    Weaknesses:

    -Stun only lasts for 1 post
    -DoT effect can be cleansed
    -Ranged opponents may be too far and can more easily evade the spell
    -Shields and barriers of equal or higher rank can block out the spell entirely
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Duration: 10
    Cooldown: 11
    Type: Supportive, Offensive, AoE
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will take 50% of S rank spell damage. Cap of 2.5x S rank spell damage.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking those of equal or lesser rank back until they reach the max distance of this spell. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 50% of S rank damage will be done until the damage caps out at 2.5x S rank damage. Duration of 5 posts and once per "summon" use.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies and does damage
    -Active does quite a bit of damage if left to build up

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT effect from it will not be applied to the target
    -Active can only be used once per "summon"
    Advanced Spell:

    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Duration: 12
    Cooldown: 13
    Type: Offensive, Multi-Target
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.

    Strengths:

    -Can hit multiple targets multiple times
    -Places a debuff on those hit

    Weaknesses:

    -Enemies are free to dodge the attacks of the gate or use barriers to absorb the damage
    -Doesn't cover an entire area like an AoE
    -Debuff can be removed by spells and abilities of equal or higher rank
    -The gate does not move so if the battle location changes it will not follow

    Edit Notes:

    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    _____________________________________________________________________________________

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    Celestial Avatar Nyxsig
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    Celestial Avatar Empty Re: Celestial Avatar

    Post by Guest on 19th October 2018, 10:53 am

    Spoiler:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Magic Type: Solitary Lost Magic
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since no other Nassar has had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun then, while also having good defenses to prevent the user and spirits from getting harmed.

    Strengths:

    -Has buffs for herself and spirits
    -Has many defensive spells
    -Can affect all magic types (ex. curses, blessings, etc etc), not just those based on ethernano

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter and the damage is smaller
    -Doesn't offer much aid to other allies when it comes to buffs and defenses
    -None of the spells have an elemental advantage by default

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Default Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Type: Supportive
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 3
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -It is not a full immunity. She takes some damage even if the attacks go through her
    -Does no damage
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Type: Supportive, Offensive, AoE
    Damage: 30
    Range: 60m
    Speed: 30 m/s
    Duration: 5
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 60m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 60m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 55%, and for every post that an enemy enters the affected area they will be damaged by 50% of C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Can damage those that walk on the affected ground

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the affected area or flying
    -Debuffing is possible and wastes part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Type: Supportive, Offensive, AoE
    Damage: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 30%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 50 m/s for 50% of B rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage
    -Drains MP

    Weaknesses:

    -Stun only lasts for 1 post
    -Debuff and the stun can be removed
    -Ranged opponents may be too far and can more easily evade the spell
    -Strong shields and barriers may block the spell entirely as well as its effects
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies
    -Active does damage and debuffs

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT and debuff effect from it will not be applied to the target
    Advanced Spell:

    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.

    Strengths:

    -Can hit multiple targets multiple times
    -Places a debuff on those hit

    Weaknesses:

    -Enemies are free to dodge the attacks of the gate or use barriers to absorb the damage
    -Doesn't cover an entire area like an AoE
    -Debuff can be removed by spells and abilities of equal or higher rank
    -The gate does not move so if the battle location changes it will not follow
    Purchased Spells:

    Proof of Purchase
    D-Rank Spell Name: Avatar's Defense 1
    Rank: D
    Duration: Passive
    Type: Passive
    Description: Increases Defensive Spell power by 40%

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

    Proof of Purchase
    D-Rank Spell Name: Avatar's Defense 2
    Rank: D
    Duration: Passive
    Type: Passive
    Description: Increases Defensive Spell power by 40%

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

    Proof of Purchase
    C-Rank Spell Name: Reactive Barrier
    Rank: C
    Type: Defensive, Supportive
    Absorption: 60
    Range: Self
    Speed: Self
    Duration: 5
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 1x C Rank spell damage will surround her. This can happen once every post throughout the duration. Also increases Defensive Spell power by 55% for the full duration.

    Strengths:

    -Adds a barrier after Samira has been attacked in order to protect her from additional damage
    -Increases the strength of barriers and shields

    Weaknesses:

    -Requires her to get hit before the barrier is created
    -Does nothing to enemies except maybe annoy them
    -The buff can be removed

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

    Proof of Purchase
    C-Rank Spell Name: Spirit Reflect
    Rank: C
    Type: Defensive, Offensive, Burst
    Damage: 60
    Range: 30m
    Speed: 30 m/s
    Duration: 5
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 55%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 30m as well as doing full C rank damage once per post throughout the duration.

    Strengths:

    -Provides a buff to defensive spells
    -Releases a shockwave when shields/barriers are hit with attacks

    Weaknesses:

    -Only buffs defensive spells
    -Shockwave only really affects those in close range

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

    Proof of Purchase
    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.

    Strengths:

    -Creates a barrier for either Samira or a nearby spirit
    -Provides a small amount of healing

    Weaknesses:

    -Only protects the front
    -Only protects one target
    -Does not work on other allies

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

    Proof of Purchase
    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage once per post. The shield is also protected from shield piercing spells and abilities to an extent. Whenever the shield is bypassed by an ability instead of being destroyed the attacks made will only be 50% effective.

    Strengths:

    -Protects a nearby summon or herself from damage
    -Enemy damage is lowered when trying to bypass the shield

    Weaknesses:

    -Can only shield one spirit summon or herself
    -Does no damage or places debuffs to those that attack or break the barrier
    -Cannot be used on other allies

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

    Proof of Purchase
    S-Rank Spell Name: Avatar's Defense
    Rank: S
    Duration: Passive
    Type: Passive
    Description: Increases Defensive Spell power by 60%

    Edit Notes:
    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells

    Old:
    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods

    Celestial Avatar RxCMB8Q
    Lester Drynedi
    Lester Drynedi
     
     

    Player 
    Posts : 1584
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    Dungeon Tokens : 1
    Age : 17

    Character Sheet
    First Magic:
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Lester Drynedi on 24th October 2018, 12:45 am


    Unlocked and Moved at users request!~


    ❀:
    @Samira Nassar wrote:Username: Samira Nassar
    Secondary Magic Name: Celestial Avatar
    Magic Type: Solitary Lost Magic
    Evidence of Accomplishment: Purchased
    Description: - Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since no other Nassar has had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun then, while also having good defenses to prevent the user and spirits from getting harmed.

    Strengths:

    -Has buffs for herself and spirits
    -Has many defensive spells
    -Can affect all magic types (ex. curses, blessings, etc etc), not just those based on ethernano

    Weaknesses:

    -Most spells are AoE or burst so the ranges are shorter and the damage is smaller
    -Doesn't offer much aid to other allies when it comes to buffs and defenses
    -None of the spells have an elemental advantage by default

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signature:

    Signature Spell Name: Spirit Barrier
    Rank: S
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.

    Strengths:

    -Provides protection

    Weaknesses:

    -Does no damage
    -It's only big enough to protect herself and no one else
    Default Spells:

    D:

    D-Rank Spell Name: Fade
    Rank: D
    Type: Supportive
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 3
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap.

    Strengths:

    -Normal physical attacks go through her
    -Can go through solid objects and walls

    Weaknesses:

    -It is not a full immunity. She takes some damage even if the attacks go through her
    -Does no damage
    C:

    C-Rank Spell Name: Celestial Ground
    Rank: C
    Type: Supportive, Offensive, AoE
    Damage: 30
    Range: 60m
    Speed: 30 m/s
    Duration: 5
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 60m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 60m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 55%, and for every post that an enemy enters the affected area they will be damaged by 50% of C rank spell damage.

    Strengths:

    -Buffs magic damage of Samira and her spirits
    -Can damage those that walk on the affected ground

    Weaknesses:

    -The damage the trail leaves is small and can be blocked by barriers and shields
    -Enemies can avoid the damage entirely by avoiding the affected area or flying
    -Debuffing is possible and wastes part of the spell
    B:

    B-Rank Spell Name: Gate of the Avatar
    Rank: B
    Type: Supportive, Offensive, AoE
    Damage: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 30%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 100m of the gate at a speed of 50 m/s for 50% of B rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.

    Strengths:

    -Buffs Samira and her spirits
    -Provides a way for un-summoned spirits to do damage every post

    Weaknesses:

    -The buff does not work on her other allies
    -The damage can be dodged or blocked
    -Even though the summons appear through the gateway, they do not have their normal benefits or power
    -Spirits from the gateway of this spell disappear as soon as they attack once no matter if it lands or misses
    A:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.

    Strengths:

    -Keeps a target stunned for 1 post
    -Has AoE damage
    -Drains MP

    Weaknesses:

    -Stun only lasts for 1 post
    -Debuff and the stun can be removed
    -Ranged opponents may be too far and can more easily evade the spell
    -Strong shields and barriers may block the spell entirely as well as its effects
    S:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.

    Strengths:

    -Gives Samira an active and passive as long as the ability is in effect as if she were a summon
    -Passive debuffs enemies
    -Active does damage and debuffs

    Weaknesses:

    -Counts towards the maximum number of summons on the field
    -The damage of the active is slower and takes time to build up
    -The DoT of the active can be cleansed and removed by spells of equal or higher ranks
    -If the main impact of the attack was blocked or absorbed, the DoT and debuff effect from it will not be applied to the target
    Advanced Spell:

    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.

    Strengths:

    -Can hit multiple targets multiple times
    -Places a debuff on those hit

    Weaknesses:

    -Enemies are free to dodge the attacks of the gate or use barriers to absorb the damage
    -Doesn't cover an entire area like an AoE
    -Debuff can be removed by spells and abilities of equal or higher rank
    -The gate does not move so if the battle location changes it will not follow
    Purchased Spells:

    Proof of Purchase
    D-Rank Spell Name: Avatar's Defense 1
    Rank: D
    Duration: Passive
    Type: Passive
    Description: Increases Defensive Spell power by 40%

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

    Proof of Purchase
    D-Rank Spell Name: Avatar's Defense 2
    Rank: D
    Duration: Passive
    Type: Passive
    Description: Increases Defensive Spell power by 40%

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

    Proof of Purchase
    C-Rank Spell Name: Reactive Barrier
    Rank: C
    Type: Defensive, Supportive
    Absorption: 60
    Range: Self
    Speed: Self
    Duration: 5
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 1x C Rank spell damage will surround her. This can happen once every post throughout the duration. Also increases Defensive Spell power by 55% for the full duration.

    Strengths:

    -Adds a barrier after Samira has been attacked in order to protect her from additional damage
    -Increases the strength of barriers and shields

    Weaknesses:

    -Requires her to get hit before the barrier is created
    -Does nothing to enemies except maybe annoy them
    -The buff can be removed

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

    Proof of Purchase
    C-Rank Spell Name: Spirit Reflect
    Rank: C
    Type: Defensive, Offensive, Burst
    Damage: 60
    Range: 30m
    Speed: 30 m/s
    Duration: 5
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 55%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 30m as well as doing full C rank damage once per post throughout the duration.

    Strengths:

    -Provides a buff to defensive spells
    -Releases a shockwave when shields/barriers are hit with attacks

    Weaknesses:

    -Only buffs defensive spells
    -Shockwave only really affects those in close range

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

    Proof of Purchase
    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.

    Strengths:

    -Creates a barrier for either Samira or a nearby spirit
    -Provides a small amount of healing

    Weaknesses:

    -Only protects the front
    -Only protects one target
    -Does not work on other allies

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

    Proof of Purchase
    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage once per post. The shield is also protected from shield piercing spells and abilities to an extent. Whenever the shield is bypassed by an ability instead of being destroyed the attacks made will only be 50% effective.

    Strengths:

    -Protects a nearby summon or herself from damage
    -Enemy damage is lowered when trying to bypass the shield

    Weaknesses:

    -Can only shield one spirit summon or herself
    -Does no damage or places debuffs to those that attack or break the barrier
    -Cannot be used on other allies

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

    Proof of Purchase
    S-Rank Spell Name: Avatar's Defense
    Rank: S
    Duration: Passive
    Type: Passive
    Description: Increases Defensive Spell power by 60%

    Edit Notes:
    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells

    Old:
    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    _____________________________________________________________________________________

    Ahote
    Ahote

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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Ahote on 15th November 2018, 9:05 pm

    Hello! I'm Ahote and I'll be grading your magic! All edits will be in this color. Bump when edited!

    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Solitary Lost Magic (+3 posts to spell Durations, +25% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since no other Nassar has had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun then, while also having good defenses to prevent the user and spirits from getting harmed.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff. Include an amount of HP this veil can sustain before no longer being effective. However, because once your shield breaks and there's no way to tell how long you must wait before using it again, please provide a cooldown in which you think is appropriate for the UA.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Supportive, Burst
    Absorption: 120
    Range: Self
    Speed: Self
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.
    Spirit Switch:
    Signature Spell Name: Spirit Switch
    Rank: S
    Type: Supportive, Burst
    Damage: N/A
    Range: 100m
    Speed: 100 m/s
    Duration: Instant
    Cooldown: Once per Post
    Description: Samira is able to switch places with one of her summons so long as they are within 100m.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Offensive, Single Target
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: Instant
    Cooldown: Once per Post
    Description: Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Magic Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    1 D
    3 C
    8 B (5 of them Passives)
    5 A
    3 S
    D:

    Fade:

    D-Rank Spell Name: Fade
    Rank: D
    Type: Supportive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 3
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap.
    C:

    Reactive Barrier:

    C-Rank Spell Name: Reactive Barrier
    Rank: C
    Type: Defensive, Supportive, Burst
    Absorption: 60
    Range: Self
    Speed: Self
    Duration: 5
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 1x C Rank spell damage will surround her. This can happen once every post throughout the duration. Also increases Defensive Spell power by 55% for the full duration.
    Spirit Reflect:

    C-Rank Spell Name: Spirit Reflect
    Rank: C
    Type: Defensive, Offensive, Burst
    Damage: 60
    Range: 30m
    Speed: 30 m/s
    Duration: 5
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 55%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 30m as well as doing full C rank damage once per post throughout the duration.
    Storm's Wind:

    C-Rank Spell Name: Storm's Wind
    Rank: C
    Type: Supportive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 5
    Description: Samira calls upon the power of her wind spirits for aid and gets a speed boost by 55% for the duration of this spell. The spell also has a small but powerful gust of wind around her that will push enemies back 30m should they get close.
    B:

    Celestial Ground:

    B-Rank Spell Name: Celestial Ground
    Rank: B
    Type: Supportive, Offensive, AoE
    Damage: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 100m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 100m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 60%, and for every post that an enemy enters the affected area they will be damaged by 50% of B rank spell damage.
    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target Although the properties of this spell can only affect one target at a time, it still classifies as a multi-target spell because it can switch target. Please adjust the following stats as needed.
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.
    Spirit Shrine:

    B-Rank Spell Name: Spirit Shrine
    Rank: B
    Type: Supportive, AoE
    HP: 150
    Healing: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the magic damage of Samira and spirits by 60%, and heals them for 50% of the equivalent of B rank damage every post of its duration so long as they are within 100m of it. For it's final effect, enemies that enter its 100m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. Lasts for its full duration or until destroyed. Has the same HP as a summon of its rank (150 HP).
    A:

    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage once per post. The shield is also protected from shield piercing spells and abilities to an extent. Whenever the shield is bypassed by an ability instead of being destroyed the attacks made will only be 50% effective.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: Offensive, Single Target
    HP: 200
    Damage: 80
    Range: 300m, 75
    Speed: 300 m/s
    Duration: 7
    Description: When this spell is activated a tall obelisk shoots up from the ground. It will remain there for its full duration unless destroyed, having the durability of 200 HP (the same as a summon). Every post throughout its duration it will select a target as far as 300m and fire an energy beam at 300 m/s towards them to do full A rank damage. The Obelisk also emits an aura effect around it that drains 5% of MP every post from those within 75m of it.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Supportive, Single Target
    Healing: 50
    Range: Self
    Speed: Self
    Duration: 7
    Description: A glowing hieroglyph appears on Samira's forehead and applies extra benefits. If this is referring to primary, solitary, and auxiliary benefits, specify which and how the effect the character. If this is a general statement for description's sake, ignore this edit.Every post throughout its duration she will be healed for 50% of the equivalent of A rank damage, capping at 2.5x A rank, and her magic damage is increased by 65%.
    Spirit Soul:

    A-Rank Spell Name: Spirit Soul
    Rank: A
    Type: Supportive, Burst
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 7
    Description: Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. Her magical abilities are increased by 65% and drain 5% of HP when they hit a target. The drain from this ability can only happen once per post for each target.
    S:

    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, Burst, AoE Spells can only be one category (burst, single target, multi-target, AoE). Select one and adjust the spell as needed.
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Defensive, AoE
    Absorption: 360 180, based on S-rank AoE spell damage, not single target.
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Defensive, Offensive, Burst
    Absorption: 140
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Description: When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 1x H rank damage every post of its duration, and will attack enemies every post that come within 300m for full H rank damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Defensive, Burst
    Absorption: 120
    Range: Self
    Speed: Self
    Duration: 8
    Description: Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post they will materialize in a weaker form to take a single hit of damage for themselves instead of Samira. The amount of damage they can block each time is up to 1x B+ damage.
    Divine Judgement:
    Advanced Spell Name: Divine Judgement
    Rank: B+
    Type: Supportive, Single Target This is a multi-target spell, adjust the stats as needed.
    Damage: 0
    Range: 300m
    Speed: 300 m/s
    Duration: 8
    Description: A celestial portal opens and from it a spirit comprised of golden energy comes through it to go after a single target. It stuns a target as well as decreases their magical resistance by 90%. The portal will remain for its entire duration, which means the golden energy can stun a different target and place the debuff on them as well. Or it can do it to an already affected target, but the stun can only be every other post and the debuff does not stack.
    A+:

    Energy Clone:
    Advanced Spell Name: Energy Clone
    Rank: A+
    Type: Offensive, Single Target
    HP: 300
    Damage: 42, 150
    Range: Melee, 400m
    Speed: 450 m/s
    Duration: 9
    Description: When this spell is activated, a clone of Samira made entirely of celestial energy is created. It has the HP of a summon of its rank (300 HP) and also does the same melee damage as a summon of its rank (42). While it can mostly be used as a distraction, it is also capable of shooting a beam of energy at a single target within 400m at a speed of 450 m/s in order to do A+ spell damage towards them. Can also be used in melee form with the same speed. This can happen every post of its duration or until it is destroyed.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: Offensive, AoE
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Description: A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ damage for every post that they remain inside. They will also be drained of 5% MP each post, as well as be immobilized every other post from the force and pressure of the energy.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.
    H+:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: Offensive, AoE
    Damage: 113
    Range: 600m
    Speed: 400 m/s
    Duration: 25
    Description: The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their magic damage by 115%. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post.

    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm

    Old:

    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    _____________________________________________________________________________________

    Samira Nassar
    Samira Nassar
     
     

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    Character Sheet
    First Magic: Celestial Avatar Summoning
    Second Magic: Celestial Avatar
    Third Magic: Avatar Aspect

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Samira Nassar on 15th November 2018, 9:48 pm

    Okay, Ahote! You did good, and did a bit more than you even needed too actually. The things already approved by former staff I am less likely to edit, BUT I will let you know why. Here we go! \o/

    Spirit Overlay UA - This is actually a very common UA among many mages, mainly those of former staff that are gone. It doesn't absorb damage, and it isn't even armor. My character still takes the full damage of any spell directed at her. The overlay itself is just energy that is there. So, imo, there isn't really a reason to add on a certain amount of damage it can take before breaking. It's just a passive effect on my character that has no duration and will always be there as passives should be. Also, cooldowns are removed in general. While I would accept an every other post cd for other things, there is no point in putting say a 4 post cooldown when they just no longer exist on the site. Even the tables for them are gone. Furthermore, this UA has been approved by 3 different mod/admin in different forms. Kitty for the original back when buffs decreased based on rank. Then again with Kite in a very similar form to what it is now, and then again with Ami in its final form which isn't all that different from the version Kite approved. Since I made no edits to it when I put this magic up for re-grading, I see no reason to edit this UA, especially given it's pretty common among high rank mages. However, I am reasonable. Given that there are technically two effects inside this UA, one of which my character can control, I am willing to put this at either once per post, or once every other post if it is completely necessary.

    B Rank Spell Recovery Barrier - This was also already approved by Ami and I made no edits to it. While your reasoning does make sense and I almost edited it to comply, with more thought I decided against it. Multi-target spells are designed to hit multiple targets in a single post. This is not what the spell is doing. Only one target can be picked per post. Much like single target damaging spells can only select one target per post even if they switch. Same for healing. The only difference here is that it is a shield. Again, I see no reason to edit.

    A Rank Spell Hieroglyph - Yeah it was just a statement for the spell in general. I have altered it so it is less confusing. Sorry about that.

    S Rank Spell Invocation - Oof, another spell that was already graded. I actually didn't want to hit you with spells like this one just yet, but you did good. I get why you requested the edit that you did. The reason I put AoE and Burst is because the spell is two different things, an active and a passive, just like a summon. The Passive is Burst and the Active is AoE. You are allowed to have both. Even in a normal spell you're allowed to have both. I have plenty like it that were approved. An example, you pick Burst to follow those ranges as well as the fact Burst can do the same amount of damage as a Single Target spell. You can actually have that spell act as an AoE. Auras are always Burst ranges, but they can act like an AoE since they sort of radiate an area, right? Another example is having an AoE, which can have two effects in it along with the damage. But if you say, want one effect to be more potent you can limit the range to burst ranges for that one particular effect. I've also done this. So while it is a more advanced concept, it is allowed and follows the rules in my past experiences. Never had to make edits to them or have seen others requested to until staff change.

    Edit for Invocation: Now that I re-read the spell category section I see why you thought spells can only be one category. This has actually never been enforced in all my time of being on this site. I am assuming a spell can only ever be one category as a main component but also have minor ones in it. Like with summoning, Requip, and TO since they have both two actives/passives. Would kind of suck to be limited on one category ever for those, right? And as I said, I have never had to make correction edits with spells that had more than one, nor have I seen others have to that use similar things as I do. This seems to be more of a clarification error on former staff's part, especially since this spell went by Kitty, who was very by the book, as well as Ami, who did A LOT of this site's grading, and even Kite. Will wait for your comments before making any changes.

    S Rank Spell Celestial Dome - You're right. I derped there. Changed.

    B+ Spell Divine Judgment - This is the same reasoning as Recovery Barrier. Multi target spells are designed to hit multiple targets or even the same target multiple times every post. I only hit one target a single time with this spell per post period. Therefore it's not really a multi-target spell.

    I think that's all. Let me know if I missed any! ^^


    _____________________________________________________________________________________

    Ahote
    Ahote

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    Lineage : Spirit Link
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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Ahote on 16th November 2018, 8:02 pm

    Celestial Avatar Approved

    Thank you for your feedback, Samira! It really helps me return to my own mistakes! Please disregard the edits I've made for Spirit Overlay, Divine Judgement, Recovery Barrier, and Invocation.

    Spoiler:

    @Samira Nassar wrote:Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Solitary Lost Magic (+3 posts to spell Durations, +25% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since no other Nassar has had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun then, while also having good defenses to prevent the user and spirits from getting harmed.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Supportive, Burst
    Absorption: 120
    Range: Self
    Speed: Self
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.
    Spirit Switch:
    Signature Spell Name: Spirit Switch
    Rank: S
    Type: Supportive, Burst
    Damage: N/A
    Range: 100m
    Speed: 100 m/s
    Duration: Instant
    Cooldown: Once per Post
    Description: Samira is able to switch places with one of her summons so long as they are within 100m.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Offensive, Single Target
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: Instant
    Cooldown: Once per Post
    Description: Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Magic Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    1 D
    3 C
    8 B (5 of them Passives)
    5 A
    3 S
    D:

    Fade:

    D-Rank Spell Name: Fade
    Rank: D
    Type: Supportive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 3
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap.
    C:

    Reactive Barrier:

    C-Rank Spell Name: Reactive Barrier
    Rank: C
    Type: Defensive, Supportive, Burst
    Absorption: 60
    Range: Self
    Speed: Self
    Duration: 5
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 1x C Rank spell damage will surround her. This can happen once every post throughout the duration. Also increases Defensive Spell power by 55% for the full duration.
    Spirit Reflect:

    C-Rank Spell Name: Spirit Reflect
    Rank: C
    Type: Defensive, Offensive, Burst
    Damage: 60
    Range: 30m
    Speed: 30 m/s
    Duration: 5
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 55%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 30m as well as doing full C rank damage once per post throughout the duration.
    Storm's Wind:

    C-Rank Spell Name: Storm's Wind
    Rank: C
    Type: Supportive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 5
    Description: Samira calls upon the power of her wind spirits for aid and gets a speed boost by 55% for the duration of this spell. The spell also has a small but powerful gust of wind around her that will push enemies back 30m should they get close.
    B:

    Celestial Ground:

    B-Rank Spell Name: Celestial Ground
    Rank: B
    Type: Supportive, Offensive, AoE
    Damage: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 100m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 100m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 60%, and for every post that an enemy enters the affected area they will be damaged by 50% of B rank spell damage.
    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.
    Spirit Shrine:

    B-Rank Spell Name: Spirit Shrine
    Rank: B
    Type: Supportive, AoE
    HP: 150
    Healing: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the magic damage of Samira and spirits by 60%, and heals them for 50% of the equivalent of B rank damage every post of its duration so long as they are within 100m of it. For it's final effect, enemies that enter its 100m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. Lasts for its full duration or until destroyed. Has the same HP as a summon of its rank (150 HP).
    A:

    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage once per post. The shield is also protected from shield piercing spells and abilities to an extent. Whenever the shield is bypassed by an ability instead of being destroyed the attacks made will only be 50% effective.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: Offensive, Single Target
    HP: 200
    Damage: 80
    Range: 300m, 75
    Speed: 300 m/s
    Duration: 7
    Description: When this spell is activated a tall obelisk shoots up from the ground. It will remain there for its full duration unless destroyed, having the durability of 200 HP (the same as a summon). Every post throughout its duration it will select a target as far as 300m and fire an energy beam at 300 m/s towards them to do full A rank damage. The Obelisk also emits an aura effect around it that drains 5% of MP every post from those within 75m of it.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Supportive, Single Target
    Healing: 50
    Range: Self
    Speed: Self
    Duration: 7
    Description: A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for 50% of the equivalent of A rank damage, capping at 2.5x A rank, and her magic damage is increased by 65%.
    Spirit Soul:

    A-Rank Spell Name: Spirit Soul
    Rank: A
    Type: Supportive, Burst
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 7
    Description: Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. Her magical abilities are increased by 65% and drain 5% of HP when they hit a target. The drain from this ability can only happen once per post for each target.
    S:

    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, Burst, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Defensive, AoE
    Absorption: 180
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 1.5x S rank damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Defensive, Offensive, Burst
    Absorption: 140
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Description: When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 1x H rank damage every post of its duration, and will attack enemies every post that come within 300m for full H rank damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Defensive, Burst
    Absorption: 120
    Range: Self
    Speed: Self
    Duration: 8
    Description: Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post they will materialize in a weaker form to take a single hit of damage for themselves instead of Samira. The amount of damage they can block each time is up to 1x B+ damage.
    Divine Judgement:
    Advanced Spell Name: Divine Judgement
    Rank: B+
    Type: Supportive, Single Target
    Damage: 0
    Range: 300m
    Speed: 300 m/s
    Duration: 8
    Description: A celestial portal opens and from it a spirit comprised of golden energy comes through it to go after a single target. It stuns a target as well as decreases their magical resistance by 90%. The portal will remain for its entire duration, which means the golden energy can stun a different target and place the debuff on them as well. Or it can do it to an already affected target, but the stun can only be every other post and the debuff does not stack.
    A+:

    Energy Clone:
    Advanced Spell Name: Energy Clone
    Rank: A+
    Type: Offensive, Single Target
    HP: 300
    Damage: 42, 150
    Range: Melee, 400m
    Speed: 450 m/s
    Duration: 9
    Description: When this spell is activated, a clone of Samira made entirely of celestial energy is created. It has the HP of a summon of its rank (300 HP) and also does the same melee damage as a summon of its rank (42). While it can mostly be used as a distraction, it is also capable of shooting a beam of energy at a single target within 400m at a speed of 450 m/s in order to do A+ spell damage towards them. Can also be used in melee form with the same speed. This can happen every post of its duration or until it is destroyed.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: Offensive, AoE
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Description: A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ damage for every post that they remain inside. They will also be drained of 5% MP each post, as well as be immobilized every other post from the force and pressure of the energy.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.
    H+:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: Offensive, AoE
    Damage: 113
    Range: 600m
    Speed: 400 m/s
    Duration: 25
    Description: The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their magic damage by 115%. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post.

    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm

    Old:

    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods
    Johann
    Johann

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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Johann on 12th January 2019, 7:34 am

    Moved and unlocked at the user's request

    Spoiler:
    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Solitary Lost Magic (+3 posts to spell Durations, +25% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since no other Nassar has had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun then, while also having good defenses to prevent the user and spirits from getting harmed.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Supportive, Burst
    Absorption: 120
    Range: Self
    Speed: Self
    Duration: Instant
    Cooldown: Once per Post
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of S rank spell damage.
    Spirit Switch:
    Signature Spell Name: Spirit Switch
    Rank: S
    Type: Supportive, Burst
    Damage: N/A
    Range: 100m
    Speed: 100 m/s
    Duration: Instant
    Cooldown: Once per Post
    Description: Samira is able to switch places with one of her summons so long as they are within 100m.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Offensive, Single Target
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: Instant
    Cooldown: Once per Post
    Description: Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Magic Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    1 D
    3 C
    8 B (5 of them Passives)
    5 A
    3 S
    D:

    Fade:

    D-Rank Spell Name: Fade
    Rank: D
    Type: Supportive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 3
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap.
    C:

    Reactive Barrier:

    C-Rank Spell Name: Reactive Barrier
    Rank: C
    Type: Defensive, Supportive, Burst
    Absorption: 60
    Range: Self
    Speed: Self
    Duration: 5
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 1x C Rank spell damage will surround her. This can happen once every post throughout the duration. Also increases Defensive Spell power by 55% for the full duration.
    Spirit Reflect:

    C-Rank Spell Name: Spirit Reflect
    Rank: C
    Type: Defensive, Offensive, Burst
    Damage: 60
    Range: 30m
    Speed: 30 m/s
    Duration: 5
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 55%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 30m as well as doing full C rank damage once per post throughout the duration.
    Storm's Wind:

    C-Rank Spell Name: Storm's Wind
    Rank: C
    Type: Supportive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 5
    Description: Samira calls upon the power of her wind spirits for aid and gets a speed boost by 55% for the duration of this spell. The spell also has a small but powerful gust of wind around her that will push enemies back 30m should they get close.
    B:

    Celestial Ground:

    B-Rank Spell Name: Celestial Ground
    Rank: B
    Type: Supportive, Offensive, AoE
    Damage: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 100m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 100m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 60%, and for every post that an enemy enters the affected area they will be damaged by 50% of B rank spell damage.
    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.
    Spirit Shrine:

    B-Rank Spell Name: Spirit Shrine
    Rank: B
    Type: Supportive, AoE
    HP: 150
    Healing: 40
    Range: 100m
    Speed: 50 m/s
    Duration: 6
    Description: It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the magic damage of Samira and spirits by 60%, and heals them for 50% of the equivalent of B rank damage every post of its duration so long as they are within 100m of it. For it's final effect, enemies that enter its 100m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. Lasts for its full duration or until destroyed. Has the same HP as a summon of its rank (150 HP).
    A:

    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage once per post. The shield is also protected from shield piercing spells and abilities to an extent. Whenever the shield is bypassed by an ability instead of being destroyed the attacks made will only be 50% effective.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: Offensive, Single Target
    HP: 200
    Damage: 80
    Range: 300m, 75
    Speed: 300 m/s
    Duration: 7
    Description: When this spell is activated a tall obelisk shoots up from the ground. It will remain there for its full duration unless destroyed, having the durability of 200 HP (the same as a summon). Every post throughout its duration it will select a target as far as 300m and fire an energy beam at 300 m/s towards them to do full A rank damage. The Obelisk also emits an aura effect around it that drains 5% of MP every post from those within 75m of it.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Supportive, Single Target
    Healing: 50
    Range: Self
    Speed: Self
    Duration: 7
    Description: A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for 50% of the equivalent of A rank damage, capping at 2.5x A rank, and her magic damage is increased by 65%.
    Spirit Soul:

    A-Rank Spell Name: Spirit Soul
    Rank: A
    Type: Supportive, Burst
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 7
    Description: Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. Her magical abilities are increased by 65% and drain 5% of HP when they hit a target. The drain from this ability can only happen once per post for each target.
    S:

    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, Burst, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Defensive, AoE
    Absorption: 180
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 1.5x S rank damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Defensive, Offensive, Burst
    Absorption: 140
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Description: When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 1x H rank damage every post of its duration, and will attack enemies every post that come within 300m for full H rank damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Defensive, Burst
    Absorption: 120
    Range: Self
    Speed: Self
    Duration: 8
    Description: Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post they will materialize in a weaker form to take a single hit of damage for themselves instead of Samira. The amount of damage they can block each time is up to 1x B+ damage.
    Divine Judgement:
    Advanced Spell Name: Divine Judgement
    Rank: B+
    Type: Supportive, Single Target
    Damage: 0
    Range: 300m
    Speed: 300 m/s
    Duration: 8
    Description: A celestial portal opens and from it a spirit comprised of golden energy comes through it to go after a single target. It stuns a target as well as decreases their magical resistance by 90%. The portal will remain for its entire duration, which means the golden energy can stun a different target and place the debuff on them as well. Or it can do it to an already affected target, but the stun can only be every other post and the debuff does not stack.
    A+:

    Energy Clone:
    Advanced Spell Name: Energy Clone
    Rank: A+
    Type: Offensive, Single Target
    HP: 300
    Damage: 42, 150
    Range: Melee, 400m
    Speed: 450 m/s
    Duration: 9
    Description: When this spell is activated, a clone of Samira made entirely of celestial energy is created. It has the HP of a summon of its rank (300 HP) and also does the same melee damage as a summon of its rank (42). While it can mostly be used as a distraction, it is also capable of shooting a beam of energy at a single target within 400m at a speed of 450 m/s in order to do A+ spell damage towards them. Can also be used in melee form with the same speed. This can happen every post of its duration or until it is destroyed.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: Offensive, AoE
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Description: A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ damage for every post that they remain inside. They will also be drained of 5% MP each post, as well as be immobilized every other post from the force and pressure of the energy.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.
    H+:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: Offensive, AoE
    Damage: 113
    Range: 600m
    Speed: 400 m/s
    Duration: 25
    Description: The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their magic damage by 115%. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post.

    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm

    Old:

    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    _____________________________________________________________________________________

    Celestial Avatar Johannsiggies
    Ahote
    Ahote

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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Ahote on 2nd February 2019, 2:12 pm

    Back again for some grading! All edits will be in this color. Bump when edited.

    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Solitary Lost Magic (+3 posts to spell Durations, +25% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since very few other Nassar members have had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun them, while also having good defenses to prevent the user and spirits from getting harmed.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Supportive, Burst
    Absorption: 240
    Range: Self
    Speed: Self
    Duration: Instant
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of 2x S rank spell damage. Can be used every post.
    Spirit Switch:
    Signature Spell Name: Spirit Switch
    Rank: S
    Type: Supportive, Burst
    Damage: N/A
    Range: 100m
    Speed: 100 m/s
    Duration: Instant
    Description: Samira is able to switch places with one of her summons so long as they are within 100m. Can be used every post.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Offensive, Single Target
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: 1
    Description: Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank. Being hit by this attack also lowers the target's Magic Damage by 70% for 1 post. Can be used every post.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Magic Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S
    B:

    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.
    A:

    Fade:

    D-Rank Spell Name: Fade
    Rank: A
    Type: Supportive, Burst
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap. This halfway state also enables her to take the energy from the other realm in order to heal herself for the equivalent of A rank spell damage once per post for the duration of this spell.
    Reactive Barrier:

    C-Rank Spell Name: Reactive Barrier
    Rank: A
    Type: Defensive, Supportive, Burst
    Absorption: 200
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 2x A Rank spell damage will surround her as protection. She is also healed for the equivalent of full A Rank spell damage when the barrier forms. Both effects can happen once every post throughout the duration.
    Spirit Shrine:

    B-Rank Spell Name: Spirit Shrine
    Rank: A
    Type: Supportive, AoE
    HP: 200
    Healing: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the magic damage of Samira and spirits by 65%, and heals them for 50% of the equivalent of A rank damage every post of its duration so long as they are within 150m of it. For it's final effect, enemies that enter its 150m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. Lasts for its full duration. If destroyed prematurely then the shrine will re-appear on the next post. Has the same HP as a summon of its rank (200 HP).
    Spirit Reflect:

    A-Rank Spell Name: Spirit Reflect
    Rank: A
    Type: Defensive, Offensive, Burst
    Damage: 100
    Range: 75m
    Speed: 75 m/s
    Duration: 7
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 65%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 75m as well as doing full A rank spell damage once per post throughout the duration.
    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage. This barrier will keep refreshing on its own every post throughout the duration. Also increases Defensive Spell power by 65% for the full duration.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: Offensive, Single Target
    HP: 200
    Damage: 80
    Range: 300m, 75
    Speed: 300 m/s
    Duration: 7
    Description: When this spell is activated a tall obelisk shoots up from the ground. It will remain there for its full duration unless destroyed, having the durability of 200 HP (the same as a summon). Every post throughout its duration it will select a target as far as 300m and fire an energy beam at 300 m/s towards them to do full A rank damage. The Obelisk also emits an aura effect around it that drains 5% of MP every post from those within 75m of it.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Supportive, Single Target
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank spell damage. Her magic damage is also increased by 65%.
    S:

    Spirit Soul:

    S-Rank Spell Name: Spirit Soul
    Rank: S
    Type: Supportive, Burst
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 10
    Description: Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. Her magical abilities are increased by 70% and drain 5% of HP when they hit a target. The drain from this ability can only happen once per post for each target.
    Celestial Ground:

    S-Rank Spell Name: Celestial Ground
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 200m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 200m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 70%, and for every post that an enemy enters the affected area they will be damaged by 50% of S rank spell damage. Lastly, enemies within the grounds will have their regen capabilities halted Regen capabilities reduced by 50% instead.. If they leave the area then their regen will start up again, but not until the next post.
    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, Burst, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Defensive, Burst
    Absorption: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Description: A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls. Enemy spells made against the dome will also be reflected back at their caster if the MP that was used to cast that spell is spent. Samira and her spirits are still able to use their own spells and abilities from inside the dome. The dome itself can also be refreshed every post and even move if Samira changes locations between posts.
    Inner Aegis:

    S-Rank Spell Name: Inner Aegis
    Rank: S
    Type: Defensive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 10
    Description: Upon activation, Samira's magic energy shifts and becomes more defense oriented, enabling her to further guard herself and spirits from powerful attacks and phenomenon that would otherwise obliterate anyone else. Her defensive spells and abilities from her magic and equipment are increased by 70%. Furthermore, this spell allows Samira to completely absorb a spell or ability whenever it makes contact with her so long as she expends the same amount of MP as it cost the enemy to use the spell. The absorption converts that spell into a single target heal for herself that matches the rank of the absorbed spell All absorptions max at 5%, so instead it would convert 5% of that spell's damage into HP.. Only works on spells and abilities that are S Rank and below, and is once per post.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Defensive, Offensive, Burst
    Absorption: 280
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Description: When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 2x H rank damage every post of its duration, and will attack enemies every post that come within 300m for full H rank damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Defensive, Burst
    Absorption: 360
    Range: Self
    Speed: Self
    Duration: 8
    Description: Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post one will materialize in a weaker form to take the damage of enemy attacks for themselves instead of Samira. The amount of damage they can block each time is up to 3x B+ spell damage. They are unable to attack, however.
    Divine Judgement:
    Advanced Spell Name: Divine Judgement
    Rank: B+
    Type: Supportive, AoE
    Damage: 60
    Range: 150m
    Speed: 75 m/s
    Duration: 8
    Description: A celestial portal opens and from it spirits comprised of golden energy come through it to go after targets as far as 150m away at 75 m/s. The spirits stun targets as well as decrease their Magic Damage by 90%. The portal will remain for its entire duration, which means the golden energy spirits can stun different targets and place the debuff on them as well or go after the same ones. The stun can only be every other post for those that were already affected by it, and the debuff does not stack. Also does 50% of B+ spell damage every post.
    A+:

    Energy Clone:
    Advanced Spell Name: Energy Clone
    Rank: A+
    Type: Offensive, Single Target
    HP: 300
    Damage: 42, 150
    Range: Melee, 400m
    Speed: 450 m/s
    Duration: 9
    Description: When this spell is activated, a clone of Samira made entirely of celestial energy is created. It has the HP of a summon of its rank (300 HP) and also does the same melee damage as a summon of its rank (42). While it can mostly be used as a distraction, it is also capable of shooting a beam of energy at a single target within 400m at a speed of 450 m/s in order to do A+ spell damage towards them. Can also be used in melee form with the same speed. This can happen every post of its duration or until it is destroyed. If destroyed, the clone will reform on the next post and will keep doing this until the spell's duration has expired.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: Offensive, AoE
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Description: A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ damage for every post that they remain inside. They will also be drained of 5% MP each post, as well as be immobilized every other post from the force and pressure of the energy.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.
    H+:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: Offensive, AoE
    Damage: 113
    Range: 600m
    Speed: 400 m/s
    Duration: 25
    Description: The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their magic damage by 115%. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post.

    Edit Notes: 1-12-19:

    -Increased barrier absorption amount in Signature Spell, Spirit Barrier, to 2x S Rank. Up from 1x S Rank
    -Added an effect to Signature spell, Celestial Impact, since found out sigs can have both damage and an effect

    -Removed Storm's Wind
    -Moved Fade to A Rank and added a heal to it
    -Moved Reactive Barrier to A Rank and changed the numbers to match. Also changed its secondary effect to be a heal instead of a buff
    -Moved Spirit Shrine to A Rank and changed the numbers to match. Also added that it re-appears on the next post if destroyed.
    -Moved Spirit Reflect to A Rank and changed the numbers to match
    -Added additional effect to A Rank spell, Celestial Shield
    -Edited A Rank spell, Hieroglyph, to do a full heal instead of 50%
    -Moved Spirit Soul to S Rank and adjusted the numbers to match.
    -Moved Celestial Ground to S Rank and changed the numbers to match. Also added another effect.
    -Edited S Rank Spell, Celestial Dome, and so needs full re-grading
    -Added S Rank Spell, Inner Aegis
    -Increased absorption amount in H Rank Spell, Evocation, to 2x H Rank. Up from 1x H Rank.

    -Increased the absorption amount in Advanced B Rank Spell, Eyes of the Watchful, to 3x B+ Rank. Up from 1x B+ Rank.
    -Re-worked B+ Spell, Divine Judgement, into an AoE
    -Edited A Rank Advanced Spell, Energy Clone, so that the clone reforms on the next post if destroyed prematurely

    Old Edit Notes:

    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm


    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods
    Samira Nassar
    Samira Nassar
     
     

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    Lineage : Summoner of Divinities
    Position : God of Humility
    Posts : 858
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
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    Age : 21
    Experience : 5,296,996.25

    Character Sheet
    First Magic: Celestial Avatar Summoning
    Second Magic: Celestial Avatar
    Third Magic: Avatar Aspect

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Samira Nassar on 2nd February 2019, 8:33 pm

    Hey, Leah, thanks for the grading! Just got one question for Celestial Ground edit. Is there a rule that says regen can only be halted by 50%? I ask because this is not the first time I have used this effect. I have a spell in my summoning magic that completely halts it, and that is an actual debuff that has to be removed. This one people can just step outside the zone and it'll start up again. If I have to fix the other one as well due to rule break, that's fine, but had to ask.

    Also edited Inner Aegis' effect as you specified until I can come up with something better. Be sure to re-read it completely though since I altered the wording to be more clear.

    And that's all! Your turn!
    Ahote
    Ahote

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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Ahote on 3rd February 2019, 9:37 am

    @Samira Nassar wrote:Hey, Leah, thanks for the grading! Just got one question for Celestial Ground edit. Is there a rule that says regen can only be halted by 50%? I ask because this is not the first time I have used this effect. I have a spell in my summoning magic that completely halts it, and that is an actual debuff that has to be removed. This one people can just step outside the zone and it'll start up again. If I have to fix the other one as well due to rule break, that's fine, but had to ask.

    Also edited Inner Aegis' effect as you specified until I can come up with something better. Be sure to re-read it completely though since I altered the wording to be more clear.

    And that's all! Your turn!

    @Samira Nassar I've consulted staff about the specifics of your spell and we have agreed to reduce it to 50% to help better balance it. There is no specific rule that you've broken and you do not have to go change your other magic's spells since I am not grading it, but do not be taken off guard if it is graded like that in the future.


    _____________________________________________________________________________________

    Samira Nassar
    Samira Nassar
     
     

    Main Account- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Demon Slayer- Zodiac Key- Legal Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Taskmaster- Halloween Social- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Advertisement Achievement Badge- Motor City Rush- Hero- Summer Special Tier 5- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Player 
    Lineage : Summoner of Divinities
    Position : God of Humility
    Posts : 858
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
    Dungeon Tokens : 0
    Age : 21
    Experience : 5,296,996.25

    Character Sheet
    First Magic: Celestial Avatar Summoning
    Second Magic: Celestial Avatar
    Third Magic: Avatar Aspect

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Samira Nassar on 3rd February 2019, 9:42 am

    No worries. I'll be correcting the one in my other magic the next time I re-open it. As for this one, I have made the edit. \o/


    _____________________________________________________________________________________

    Ahote
    Ahote

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    Character Sheet
    First Magic: Forbidden Flame Arts
    Second Magic:
    Third Magic:

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Ahote on 3rd February 2019, 9:45 am

    Celestial Avatar Ahote_approval

    Spoiler:
    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Solitary Lost Magic (+3 posts to spell Durations, +25% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since very few other Nassar members have had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun them, while also having good defenses to prevent the user and spirits from getting harmed.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Supportive, Burst
    Absorption: 240
    Range: Self
    Speed: Self
    Duration: Instant
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of 2x S rank spell damage. Can be used every post.
    Spirit Switch:
    Signature Spell Name: Spirit Switch
    Rank: S
    Type: Supportive, Burst
    Damage: N/A
    Range: 100m
    Speed: 100 m/s
    Duration: Instant
    Description: Samira is able to switch places with one of her summons so long as they are within 100m. Can be used every post.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Offensive, Single Target
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: 1
    Description: Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank. Being hit by this attack also lowers the target's Magic Damage by 70% for 1 post. Can be used every post.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Magic Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S
    B:

    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.
    A:

    Fade:

    D-Rank Spell Name: Fade
    Rank: A
    Type: Supportive, Burst
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap. This halfway state also enables her to take the energy from the other realm in order to heal herself for the equivalent of A rank spell damage once per post for the duration of this spell.
    Reactive Barrier:

    C-Rank Spell Name: Reactive Barrier
    Rank: A
    Type: Defensive, Supportive, Burst
    Absorption: 200
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 2x A Rank spell damage will surround her as protection. She is also healed for the equivalent of full A Rank spell damage when the barrier forms. Both effects can happen once every post throughout the duration.
    Spirit Shrine:

    B-Rank Spell Name: Spirit Shrine
    Rank: A
    Type: Supportive, AoE
    HP: 200
    Healing: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the magic damage of Samira and spirits by 65%, and heals them for 50% of the equivalent of A rank damage every post of its duration so long as they are within 150m of it. For it's final effect, enemies that enter its 150m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. Lasts for its full duration. If destroyed prematurely then the shrine will re-appear on the next post. Has the same HP as a summon of its rank (200 HP).
    Spirit Reflect:

    A-Rank Spell Name: Spirit Reflect
    Rank: A
    Type: Defensive, Offensive, Burst
    Damage: 100
    Range: 75m
    Speed: 75 m/s
    Duration: 7
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 65%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 75m as well as doing full A rank spell damage once per post throughout the duration.
    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage. This barrier will keep refreshing on its own every post throughout the duration. Also increases Defensive Spell power by 65% for the full duration.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: Offensive, Single Target
    HP: 200
    Damage: 80
    Range: 300m, 75
    Speed: 300 m/s
    Duration: 7
    Description: When this spell is activated a tall obelisk shoots up from the ground. It will remain there for its full duration unless destroyed, having the durability of 200 HP (the same as a summon). Every post throughout its duration it will select a target as far as 300m and fire an energy beam at 300 m/s towards them to do full A rank damage. The Obelisk also emits an aura effect around it that drains 5% of MP every post from those within 75m of it.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Supportive, Single Target
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank spell damage. Her magic damage is also increased by 65%.
    S:

    Spirit Soul:

    S-Rank Spell Name: Spirit Soul
    Rank: S
    Type: Supportive, Burst
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 10
    Description: Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. Her magical abilities are increased by 70% and drain 5% of HP when they hit a target. The drain from this ability can only happen once per post for each target.
    Celestial Ground:

    S-Rank Spell Name: Celestial Ground
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 200m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 200m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 70%, and for every post that an enemy enters the affected area they will be damaged by 50% of S rank spell damage. Lastly, the regen capabilities of enemies within the grounds will only be half as effective.
    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, Burst, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Defensive, Burst
    Absorption: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Description: A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls. Enemy spells made against the dome will also be reflected back at their caster if the MP that was used to cast that spell is spent. Samira and her spirits are still able to use their own spells and abilities from inside the dome. The dome itself can also be refreshed every post and even move if Samira changes locations between posts.
    Inner Aegis:

    S-Rank Spell Name: Inner Aegis
    Rank: S
    Type: Defensive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 10
    Description: Upon activation, Samira's magic energy shifts and becomes more defense oriented, enabling her to further guard herself and spirits from powerful attacks and phenomenon that would otherwise obliterate anyone else. Her defensive spells and abilities from her magic and equipment are increased by 70%. Furthermore, this spell allows Samira to completely absorb a spell or ability whenever it makes contact with her so long as she expends the same amount of MP as it cost the enemy to use the spell. This prevents her from taking the intended damage or suffering the effects since it is technically nullified. Also, the absorption converts that spell into energy that matches her own and heals her for 5% of that spell's damage. Only works on spells and abilities that are S Rank and below, and is once per post.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Defensive, Offensive, Burst
    Absorption: 280
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Description: When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 2x H rank damage every post of its duration, and will attack enemies every post that come within 300m for full H rank damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Defensive, Burst
    Absorption: 360
    Range: Self
    Speed: Self
    Duration: 8
    Description: Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post one will materialize in a weaker form to take the damage of enemy attacks for themselves instead of Samira. The amount of damage they can block each time is up to 3x B+ spell damage. They are unable to attack, however.
    Divine Judgement:
    Advanced Spell Name: Divine Judgement
    Rank: B+
    Type: Supportive, AoE
    Damage: 60
    Range: 150m
    Speed: 75 m/s
    Duration: 8
    Description: A celestial portal opens and from it spirits comprised of golden energy come through it to go after targets as far as 150m away at 75 m/s. The spirits stun targets as well as decrease their Magic Damage by 90%. The portal will remain for its entire duration, which means the golden energy spirits can stun different targets and place the debuff on them as well or go after the same ones. The stun can only be every other post for those that were already affected by it, and the debuff does not stack. Also does 50% of B+ spell damage every post.
    A+:

    Energy Clone:
    Advanced Spell Name: Energy Clone
    Rank: A+
    Type: Offensive, Single Target
    HP: 300
    Damage: 42, 150
    Range: Melee, 400m
    Speed: 450 m/s
    Duration: 9
    Description: When this spell is activated, a clone of Samira made entirely of celestial energy is created. It has the HP of a summon of its rank (300 HP) and also does the same melee damage as a summon of its rank (42). While it can mostly be used as a distraction, it is also capable of shooting a beam of energy at a single target within 400m at a speed of 450 m/s in order to do A+ spell damage towards them. Can also be used in melee form with the same speed. This can happen every post of its duration or until it is destroyed. If destroyed, the clone will reform on the next post and will keep doing this until the spell's duration has expired.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: Offensive, AoE
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Description: A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ damage for every post that they remain inside. They will also be drained of 5% MP each post, as well as be immobilized every other post from the force and pressure of the energy.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.
    H+:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: Offensive, AoE
    Damage: 113
    Range: 600m
    Speed: 400 m/s
    Duration: 25
    Description: The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their magic damage by 115%. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post.

    Edit Notes: 1-12-19:

    -Increased barrier absorption amount in Signature Spell, Spirit Barrier, to 2x S Rank. Up from 1x S Rank
    -Added an effect to Signature spell, Celestial Impact, since found out sigs can have both damage and an effect

    -Removed Storm's Wind
    -Moved Fade to A Rank and added a heal to it
    -Moved Reactive Barrier to A Rank and changed the numbers to match. Also changed its secondary effect to be a heal instead of a buff
    -Moved Spirit Shrine to A Rank and changed the numbers to match. Also added that it re-appears on the next post if destroyed.
    -Moved Spirit Reflect to A Rank and changed the numbers to match
    -Added additional effect to A Rank spell, Celestial Shield
    -Edited A Rank spell, Hieroglyph, to do a full heal instead of 50%
    -Moved Spirit Soul to S Rank and adjusted the numbers to match.
    -Moved Celestial Ground to S Rank and changed the numbers to match. Also added another effect.
    -Edited S Rank Spell, Celestial Dome, and so needs full re-grading
    -Added S Rank Spell, Inner Aegis
    -Increased absorption amount in H Rank Spell, Evocation, to 2x H Rank. Up from 1x H Rank.

    -Increased the absorption amount in Advanced B Rank Spell, Eyes of the Watchful, to 3x B+ Rank. Up from 1x B+ Rank.
    -Re-worked B+ Spell, Divine Judgement, into an AoE
    -Edited A Rank Advanced Spell, Energy Clone, so that the clone reforms on the next post if destroyed prematurely

    Old Edit Notes:

    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm


    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods
    Johann
    Johann

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    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
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    Celestial Avatar Empty Re: Celestial Avatar

    Post by Johann on 7th May 2019, 2:55 pm

    Moved and unlocked at the user's request

    Spoiler:
    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Solitary Lost Magic (+3 posts to spell Durations, +25% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A lost magic as some would call it, and in her family most definitely so since very few other Nassar members have had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all.

    While many mages have several damaging deadly spells, this magic only has a few when it comes to serious damage. A good chunk of the damage is AoE based with short distances. The more important factor of the magic is the support to debuff enemies and perhaps stun them, while also having good defenses to prevent the user and spirits from getting harmed.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%, their magical abilities do not harm her, and she regens 5% HP every post.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is debuffs being 50% less effective when used on her. However, during the absorb process, if she pays the same amount of MP that was used to create the debuff, she can energize the overlay to turn it into a buff of the same amount instead. Ex. A 50% debuff hits the overlay and becomes a 25% debuff if left alone. If Samira pays MP she can turn the original debuff into a 50% buff.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Supportive, Burst
    Absorption: 240
    Range: Self
    Speed: Self
    Duration: Instant
    Type: Supportive
    Description: Samira will use this ability to call upon a small celestial barrier around her that absorbs damage up to the amount of 2x S rank spell damage. Can be used every post.
    Spirit Switch:
    Signature Spell Name: Spirit Switch
    Rank: S
    Type: Supportive, Burst
    Damage: N/A
    Range: 100m
    Speed: 100 m/s
    Duration: Instant
    Description: Samira is able to switch places with one of her summons so long as they are within 100m. Can be used every post.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Offensive, Single Target
    Damage: 120
    Range: Melee
    Speed: 400 m/s
    Duration: 1
    Description: Samira's spirits all empower her, infusing her body with their might for a single melee attack (punch, slap, kick, etc). While the attack is being delivered she takes on the magical energy of each spirit and fills her opponent with it upon impact. Does user rank damage, capping at S rank. Being hit by this attack also lowers the target's Magic Damage by 70% for 1 post. Can be used every post.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Magic Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S
    B:

    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Defensive, Single Target
    Absorption: 160
    Healing: 80
    Range: Self, 200m
    Speed: Self, 200 m/s
    Duration: 6
    Description: Once activated, every post throughout the duration a frontal barrier is summoned around Samira or a spirit within 200m that absorbs up to 2x B rank spell damage and heals for B rank damage. The target of the barrier can switch every post.
    A:

    Fade:

    D-Rank Spell Name: Fade
    Rank: A
    Type: Supportive, Burst
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: A simple support spell that has Samira's body shift halfway into the spirit reality. It allows her to go through walls and other obstacles while also making it to where people go right through her even with their physical attacks. Physical attack resistance is increased by 50% throughout the duration of this spell. For clarification, this can not put Samira over the 50% physical resistance cap. This halfway state also enables her to take the energy from the other realm in order to heal herself for the equivalent of A rank spell damage once per post for the duration of this spell.
    Reactive Barrier:

    C-Rank Spell Name: Reactive Barrier
    Rank: A
    Type: Defensive, Supportive, Burst
    Absorption: 200
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: When activated, whenever Samira is hit physically or magically a thin barrier that absorbs up to 2x A Rank spell damage will surround her as protection. She is also healed for the equivalent of full A Rank spell damage when the barrier forms. Both effects can happen once every post throughout the duration.
    Spirit Shrine:

    B-Rank Spell Name: Spirit Shrine
    Rank: A
    Type: Supportive, AoE
    HP: 200
    Healing: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the magic damage of Samira and spirits by 65%, and heals them for 50% of the equivalent of A rank damage every post of its duration so long as they are within 150m of it. For it's final effect, enemies that enter its 150m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. Lasts for its full duration. If destroyed prematurely then the shrine will re-appear on the next post. Has the same HP as a summon of its rank (200 HP).
    Spirit Reflect:

    A-Rank Spell Name: Spirit Reflect
    Rank: A
    Type: Defensive, Offensive, Burst
    Damage: 100
    Range: 75m
    Speed: 75 m/s
    Duration: 7
    Description: When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 65%. A shockwave of celestial energy is also released whenever the shields and barriers are hit by attacks, knocking back enemies for 75m as well as doing full A rank spell damage once per post throughout the duration.
    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: Supportive, Offensive, AoE
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Description: This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As a final effect a debuff will be left on targets that will drain 5% of their MP per post for 7 posts unless removed, in which case the debuff can be applied again every time they are damaged by this spell.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Defensive, Single Target
    Absorption: 300
    Range: Self, 300m
    Speed: Self, 300 m/s
    Duration: 7
    Description: Using this ability Samira can place a magic barrier shield around herself or a nearby summon within 300m that absorbs up to 3x A rank spell damage. This barrier will keep refreshing on its own every post throughout the duration. Also increases Defensive Spell power by 65% for the full duration.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: Offensive, Single Target
    HP: 200
    Damage: 80
    Range: 300m, 75
    Speed: 300 m/s
    Duration: 7
    Description: When this spell is activated a tall obelisk shoots up from the ground. It will remain there for its full duration unless destroyed, having the durability of 200 HP (the same as a summon). Every post throughout its duration it will select a target as far as 300m and fire an energy beam at 300 m/s towards them to do full A rank damage. The Obelisk also emits an aura effect around it that drains 5% of MP every post from those within 75m of it.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Supportive, Single Target
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Description: A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank spell damage. Her magic damage is also increased by 65%.
    S:

    Spirit Soul:

    S-Rank Spell Name: Spirit Soul
    Rank: S
    Type: Supportive, Burst
    Damage: NA
    Range: Self
    Speed: Self
    Duration: 10
    Description: Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. Her magical abilities are increased by 70% and drain 5% of HP when they hit a target. The drain from this ability can only happen once per post for each target.
    Celestial Ground:

    S-Rank Spell Name: Celestial Ground
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 200m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 200m range but with each movement the effects leave the old location to impact the new. The magic damage of Samira and her spirits are increased by 70%, and for every post that an enemy enters the affected area they will be damaged by 50% of S rank spell damage. Lastly, the regen capabilities of enemies within the grounds will only be half as effective.
    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Supportive, Offensive, Burst, AoE
    Damage: 60
    Range: 100m, 200m
    Speed: 100 m/s
    Duration: 10
    Description: Samira calls upon the power of all of the spirits in her arsenal when using this ability. Each of them grants her a portion of their power, and in turn she becomes similar to that of a spirit. She gains an active and a passive like they do that works and stays in effect for this ability's duration. Due to the power, it is counted towards the maximum number of summons on the field.

    Passive: Power Drain - While in this form Samira has an aura around her that goes as far as 100m. Enemies that are within that range will feel their power being drained. Their magic damage is decreased by 60%, and for every post they are within the aura they will be drained of 5% MP.

    Active: Spirit Release - Samira unleashes the massive amount of energy that has been granted to her from her spirits. The celestial energy surges throughout the 200m area around her at a speed of 100 m/s. The attack does 50% of S rank damage to all within range while also knocking them back until they reach the max distance of this spell. This shockwave of energy can happen every post throughout the duration of Invocation. Also, every post after this attack those that were hit by the AoE will feel the celestial energy drain more of their health energy. 25% of S rank damage will be done each post until the damage caps out at 1.25x S rank damage for each target affected. The DoT cannot stack but if removed it can be re-applied if the target is hit by the shockwave again. For the final effect, magic damage resistance is decreased by 70% for those hit by the shockwave. It too can be re-applied if removed.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: Supportive, Offensive, AoE
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Description: When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the physical and magic damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank spell damage. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Defensive, Burst
    Absorption: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Description: A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls. Enemy spells made against the dome will also be reflected back at their caster if the MP that was used to cast that spell is spent. Samira and her spirits are still able to use their own spells and abilities from inside the dome. The dome itself can also be refreshed every post and even move if Samira changes locations between posts.
    Inner Aegis:

    S-Rank Spell Name: Inner Aegis
    Rank: S
    Type: Defensive, Burst
    Damage: N/A
    Range: Self
    Speed: Self
    Duration: 10
    Description: Upon activation, Samira's magic energy shifts and becomes more defense oriented, enabling her to further guard herself and spirits from powerful attacks and phenomenon that would otherwise obliterate anyone else. Her defensive spells and abilities from her magic and equipment are increased by 70%. Furthermore, this spell allows Samira to completely absorb a spell or ability whenever it makes contact with her so long as she expends the same amount of MP as it cost the enemy to use the spell. This prevents her from taking the intended damage or suffering the effects since it is technically nullified. Also, the absorption converts that spell into energy that matches her own and heals her for 5% of that spell's damage. Only works on spells and abilities that are S Rank and below, and is once per post.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Defensive, Offensive, Burst
    Absorption: 280
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Description: When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 2x H rank damage every post of its duration, and will attack enemies every post that come within 300m for full H rank damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Defensive, Burst
    Absorption: 360
    Range: Self
    Speed: Self
    Duration: 8
    Description: Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post one will materialize in a weaker form to take the damage of enemy attacks for themselves instead of Samira. The amount of damage they can block each time is up to 3x B+ spell damage. They are unable to attack, however.
    Divine Judgement:
    Advanced Spell Name: Divine Judgement
    Rank: B+
    Type: Supportive, AoE
    Damage: 60
    Range: 150m
    Speed: 75 m/s
    Duration: 8
    Description: A celestial portal opens and from it spirits comprised of golden energy come through it to go after targets as far as 150m away at 75 m/s. The spirits stun targets as well as decrease their Magic Damage by 90%. The portal will remain for its entire duration, which means the golden energy spirits can stun different targets and place the debuff on them as well or go after the same ones. The stun can only be every other post for those that were already affected by it, and the debuff does not stack. Also does 50% of B+ spell damage every post.
    A+:

    Energy Clone:
    Advanced Spell Name: Energy Clone
    Rank: A+
    Type: Offensive, Single Target
    HP: 300
    Damage: 42, 150
    Range: Melee, 400m
    Speed: 450 m/s
    Duration: 9
    Description: When this spell is activated, a clone of Samira made entirely of celestial energy is created. It has the HP of a summon of its rank (300 HP) and also does the same melee damage as a summon of its rank (42). While it can mostly be used as a distraction, it is also capable of shooting a beam of energy at a single target within 400m at a speed of 450 m/s in order to do A+ spell damage towards them. Can also be used in melee form with the same speed. This can happen every post of its duration or until it is destroyed. If destroyed, the clone will reform on the next post and will keep doing this until the spell's duration has expired.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: Offensive, AoE
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Description: A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ damage for every post that they remain inside. They will also be drained of 5% MP each post, as well as be immobilized every other post from the force and pressure of the energy.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Offensive, Multi-Target
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Description: Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that a debuff is placed on those hit by the powerful energy. Their magical resistance is lowered by 105%. This does not stack with each hit, but if the debuff is removed it can be applied once more if a target gets hit again.
    H+:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: Offensive, AoE
    Damage: 113
    Range: 600m
    Speed: 400 m/s
    Duration: 25
    Description: The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their magic damage by 115%. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post.

    Edit Notes: 1-12-19:

    -Increased barrier absorption amount in Signature Spell, Spirit Barrier, to 2x S Rank. Up from 1x S Rank
    -Added an effect to Signature spell, Celestial Impact, since found out sigs can have both damage and an effect

    -Removed Storm's Wind
    -Moved Fade to A Rank and added a heal to it
    -Moved Reactive Barrier to A Rank and changed the numbers to match. Also changed its secondary effect to be a heal instead of a buff
    -Moved Spirit Shrine to A Rank and changed the numbers to match. Also added that it re-appears on the next post if destroyed.
    -Moved Spirit Reflect to A Rank and changed the numbers to match
    -Added additional effect to A Rank spell, Celestial Shield
    -Edited A Rank spell, Hieroglyph, to do a full heal instead of 50%
    -Moved Spirit Soul to S Rank and adjusted the numbers to match.
    -Moved Celestial Ground to S Rank and changed the numbers to match. Also added another effect.
    -Edited S Rank Spell, Celestial Dome, and so needs full re-grading
    -Added S Rank Spell, Inner Aegis
    -Increased absorption amount in H Rank Spell, Evocation, to 2x H Rank. Up from 1x H Rank.

    -Increased the absorption amount in Advanced B Rank Spell, Eyes of the Watchful, to 3x B+ Rank. Up from 1x B+ Rank.
    -Re-worked B+ Spell, Divine Judgement, into an AoE
    -Edited A Rank Advanced Spell, Energy Clone, so that the clone reforms on the next post if destroyed prematurely

    Old Edit Notes:

    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm


    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    _____________________________________________________________________________________

    Celestial Avatar Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God 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- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Einherjar
    Position : God of Persistence
    Posts : 4074
    Guild : Dies Irae - GM
    Cosmic Coins : 50
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,296,174
    Brownie Points : Kebab∞

    Character Sheet
    First Magic: Saga of War - Ragnarök
    Second Magic: Consecration of War - Einherjar
    Third Magic: Maledict of War - Berserkir

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Johann on 14th July 2019, 8:40 pm

    Heya Samira, you know me and what I do so let's get straight to the grading part. All of my edits, as usual, will be in this lovely color

    Spoiler:
    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Ancient (Primary - +30% to Spell Defense), Lost (+1 posts to Spell Durations, +10% to MP costs)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A very ancient and lost magic as some would call it, and in her family most definitely so since very few other Nassar members have had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all, as well as covering the lack of defense of her other magic types.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%. Additionally, she has become much harder to stop by magical means due to their added power. This gives her a 50% counter effect to immobilization spells and abilities.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is Debuff effects being 50% less effective when used on her. The overlay also helps restore her life energy by giving her a passive 5% HP regen every post.

    • Spirit Fusion - The mixing of the magic of her spirits and her own magic power have resulted in a further benefit. Because of the mixture and fusion of power the spirits gain the same buffs that Samira herself has. This only applies to buffs from her own magic, lineage, and equipment. Buffs given by another mage do not count towards this UA. Also this UA does not include damage resistance buffs. (After discussion with other staff members it's been deemed that abilities which copy buffs from one source and apply it to another are simply too strong, and so unfortunately, I have to ask you to rework this ability)

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Burst, Defensive, Buff
    Durability: 240
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Samira will use this ability to call upon a transparent celestial barrier that extends to a 100m range to protect herself and any of her spirits within this range that absorbs damage up to the amount of 2x S rank Spell Damage. The barrier's durability resets every post. The power of Samira's Defensive spells and abilities is also increased by 70% for the remainder of the duration.
    Spiritual Link:
    Signature Spell Name: Spiritual Link
    Rank: S
    Type: Multi-Target, Defensive, Teleport
    Durability: 180
    Range: 300m, 100m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Much like Spirit Barrier but allows for a longer range and gives each of Samira's spirits, herself, and other allies within range a protective barrier. The amount of damage they each can take is up to 2x of 75% of S rank Spell Damage, basically S rank multi-target damage values times 2. Current max amount of shields created is 10, which will reset their durability every post even when broken. Additionally, Samira can once per post switch places with those that have been affected by the barrier component throughout the duration, but this is limited to a 100m range. It is commonly more used to switch places with her spirits, but if using the teleport effect on a player character it requires OOC permission.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Single Target, Damage, Knock Back
    Damage: 120
    Range: 400m
    Speed: 400 m/s
    Duration: 1
    Downside:

    Description:
    Samira's spirits all empower her, infusing her body with their might for the duration. This releases a massive dose of energy when she strikes an opponent, inflicting S rank Spell Damage on impact and knocking them back until they reach the max distance of this spell. This can only be done once per post. This energy can also be released as a ranged version instead to hit a single target as far as 400m away at 400 m/s.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Spell Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Ancestral Experience - Samira's MP is increased by 55% - Replaces A Rank Signature from Lineage
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S
    B:

    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Burst, Defensive, Healing
    Durability: 160
    Healing: 80
    Range: 50m
    Speed: 50 m/s
    Duration: 6
    Downside:

    Description:
    Once activated, a luminescent barrier covers a 50m range around Samira and any spirits within this same range. This restoring light protects and absorbs damage up to 2x B rank Spell Damage and heals for the equivalent of B rank Spell Damage every post. The durability resets every post.
    A:

    Fade:

    A-Rank Spell Name: Fade
    Rank: A
    Type: Single Target, Healing, Buff
    Healing: 175 (Unless I'm missing something, this should be 100 HP + 50%, so 150 HP)
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Healing.

    Description:
    A simple support spell that has Samira's body shift halfway into the spirit reality. This halfway state enables her to take the energy from the other realm in order to heal herself for the equivalent of A rank Spell Damage once per post for the duration of this spell. Her Spell Damage is also increased by 65% for the remainder of this spell.

    For Plot, it allows her to go through normal walls and other obstacles while also making it to where people go right through her even with their physical attacks. This is for cosmetic purposes of the spell, meaning Samira will still take the damage that she is meant to take from the attacks. Going through walls and obstacles magically created or belong to another player requires OOC permission.
    Reactive Barrier:

    A-Rank Spell Name: Reactive Barrier
    Rank: A
    Type: Single Target, Defensive, Healing, Buff
    Durability: 300
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Durability

    Description:
    When activated, whenever Samira is about to be hit physically or magically a thin barrier that absorbs up to 2x A Rank Spell Damage will surround her as protection. She is also healed for the equivalent of full A Rank Spell Damage when the barrier forms. Both effects can happen once every post throughout the duration. The power of her Defensive Spells and abilities is also increased by 65% for the remainder of the duration.
    Spirit Shrine:

    A-Rank Spell Name: Spirit Shrine
    Rank: A
    Type: AoE, Healing, Buff, Immobilization, Drain
    Healing: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the Spell Damage of Samira and spirits by 65% for the duration, and heals them for 50% of the equivalent of A rank Spell Damage every post of its duration so long as they are within 150m of it. For it's final effect, enemies that enter its 150m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post, as well as robbing them of 5% of their MP. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. The drain is also a lingering curse that will continue every post throughout the duration unless removed.
    Spirit Reflect:

    A-Rank Spell Name: Spirit Reflect
    Rank: A
    Type: Multi-Target, Damage, Buff, Knock Back
    Damage: 75
    Range: 300m (I think you got the numbers wrong and used S rank MT range and speed here)
    Speed: 225 m/s (See above)
    Duration: 7
    Downside:

    Description:
    When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 65% for the remainder of the duration. This ability also creates a special pale blue but see through overlay on the magically created shields. A small shockwave of celestial energy is released whenever it is hit by attacks, going in the direction of the attack and knocking back whatever is in the way as it travels for 300m as well as doing 75% of A rank Spell Damage. The speed of the shockwave is 225 m/s.
    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: AoE, Damage, Immobilization, Drain
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank Spell Damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As final effects, the partial banishment into this strange realm will result in affected targets being drained of 5% of their MP and HP per post for the remainder of the duration unless removed, in which case the effects can be applied again every time they are damaged by this spell. For plot purposes only, targets can be banished into the realm fully. This requires OOC permission for anything player related, however.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Burst, Defensive, Buff, Negation
    Durability: 300
    Range: 75m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    Using this ability a shield made of starry light will surround Samira and spirits in a 75m range. These stars will absorb up to 3x A rank Spell Damage before dissipating. This barrier will keep refreshing on its own every post throughout the duration even if destroyed. Also increases Defensive Spell power by 65% for the full duration. If an incoming spell is of A rank or lower, Samira can choose to enhance the shield to absorb the enemy spell, thereby negating it. This requires the same amount of MP that was used to create the negated spell and this effect can only be done once per post.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: AoE, Damage, Drain, Buff
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    When this spell is activated a tall obelisk shoots up from the ground and will remain there throughout its duration. Every post throughout its duration it will fire an energy beam that circles the area around itself as far as 150m at 75 m/s. This energy beam will cause the area in the circle to then explode, damaging all of those within for 50% of A rank Spell Damage. The Obelisk also emits particle rings near its base that expand to its max range, draining 5% of MP and 5% of HP every post from enemies inside the circle. The presence of the obelisk also buffs Samira's Spell Damage by 65% for the remainder of the duration.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Single Target, Healing, Buff, Negation
    Healing: 150
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Healing

    Description:
    A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank Spell Damage. Her Spell Damage is also increased by 65% for the remainder of the duration, and every post the hieroglyph can negate a spell that gets within melee range as long as it is A rank or lower and the same MP that was used to create the enemy spell is taken from Samira.
    S:

    Spirit Soul:

    S-Rank Spell Name: Spirit Soul
    Rank: S
    Type: Multi-Target, Damage, Buff, Single Target
    Damage: NA
    Range: 300m
    Speed: 225 m/s
    Duration: 10
    Downside:

    Description:
    Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. The fusion allows Samira's strikes to be more powerful than before with each hit doing 75% of S rank Spell Damage. Even if her melee attacks hit nothing, energy is released in the same direction that goes as far as 300m at a speed of 225 m/s to do the same amount of damage. Furthermore, her Spell Damage is increased by 70% for the rest of the duration. This spell can also be altered into a Single Target version. The spirit fused with her is released for a single post and goes after a single target as far as 400m at a speed of 400 m/s. This does S rank Spell Damage upon impact. Due to the spirit leaving her body when using the single target variation, Samira cannot use the multi-target version on the same post and vice versa.
    Celestial Ground:

    S-Rank Spell Name: Celestial Ground
    Rank: S
    Type: AoE, Damage, Buff, Drain, Teleport
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 200m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 200m range but with each movement the effects leave the old location to impact the new. The Spell Damage of Samira and her spirits are increased by 70%, and for every post that an enemy enters the affected area they will be damaged by 50% of S rank Spell Damage. Additionally, 5% of MP will also be drained from enemies every post that they are within the grounds. These grounds also allow Samira to become energy herself and instantly be at another location entirely. However, this effect is only limited to a 100m range instead of this spell's full range and it can only be done once per post.
    Invocation:


    (It seems like this spell follows the template for a summon spell, which, corresponding with the benefits of this magic, is unfortunately not allowed. Summon spells may only be contained in magic with at least auxiliary summoning. Please rework this into a "Caster" type spell)
    S-Rank Spell Name: Invocation
    Rank: S
    Type: Multi-Target
    Damage: 52
    Summon HP: 250
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrifices Range and Speed for 50% more Damage

    Description:

    When activated, this calls upon the powers of an ancient and unnamed spirit that is connected with Samira's ancestry but lacks any sort of key to be used traditionally. It appears as a translucent and mystical aura that takes the shape of a humanoid but the features are unclear. It is attached to Samira's own form, covering her while also giving her its power. To be clear, it is a summon and therefore does count towards the summon cap even if it does not actually move on its own and is a part of her body. In order to perform its basic attacks when enemies get within melee range, it uses energy tendrils that separate from its energy form and are much weaker than the ones it uses for its Active abilities.

    Active - Deity's Protection:

    Type: Multi-Target, Defense, Buff
    Durability: 337
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside: Sacrifices Effect for 25% more Durability

    Description:
    Thin segments of celestial energy will extend from this unknown deity's aura and attach themselves to 10 other allies within 300m at 225 m/s, Samira and her other spirits included if it so chooses, where a small transparent and particle swirled barrier then envelops them. The amount of damage each small barrier can take is up to 3x of 75% of S rank Spell Damage, basically S rank Multi-Target damage values times 3. This durability refreshes every post for the rest of the duration. Those that are protected will also have their Spell Damage increased by 70% for the remainder of the duration as the attached energy segment fuels them with additional power. For clarity, even though Samira's spirits can also be protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are protected by this spell.
    Active - Spirit Release:

    Type: Multi-Target, Damage, Piercing, Buff
    Damage: 90
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    When used, the unknown spirit's energy aura will split into thin segments that will lash out at several enemies in a 300m range at a 225 m/s speed. Each strike from these segments will cause 75% of S rank Spell Damage, and is capable of piercing through armor and magical defenses in order to do 50% of the intended damage. This also increases Samira's Spell Damage by 70% for the remainder of the duration.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: AoE, Damage, Buff, Single Target, Piercing
    Damage: 60, 120
    Range: 200m, 400m
    Speed: 100 m/s, 400 m/s
    Duration: 10
    Downside:

    Description:
    When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the Physical and Spell Damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank Spell Damage once before disappearing. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap. Additionally, once per post the AoE damage portion of this spell can be sacrificed to instead allow the gate itself to attack. The gate will release a massive blast of energy towards a single target as far away as 400m at 400 m/s to do full S rank Spell Damage on impact. As a final effect, the gate empowers the unsummoned spirits that are used for the AoE damage part of this spell as well as itself. Their attacks will pierce through armor and Defensive abilities in order to do 50% of the intended damage.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Burst, Defensive, Reflection, Buff
    Durability: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank Spell Damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls. Once per post, an enemy spell made against the dome will be reflected back at their caster if the MP that was used to cast that spell is spent twice and is of S rank or lower. Samira and her spirits are still able to use their own spells and abilities from inside the dome. The dome itself can also be refreshed every post and even move if Samira changes locations between posts. Samira's Defensive power is also increased by 70% for the rest of the duration.
    Inner Aegis:

    S-Rank Spell Name: Inner Aegis
    Rank: S
    Type: Burst, Defensive, Buff, Negation
    Durability: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    Upon activation, Samira's magic energy shifts and becomes more defense oriented, enabling her to further guard herself and spirits from powerful attacks and phenomenon that would otherwise obliterate anyone else. Her defensive spells and abilities from her magic and equipment are increased by 70%. More importantly, her magic energy radiates a defensive aura that is capable of stopping attacks and enemy spells from reaching herself and spirits within a 100m range. This can block up to the amount of 3x S rank Spell Damage, and it resets every post regardless if it was destroyed or not. Furthermore, this spell allows Samira to completely neutralize a spell or ability whenever it makes contact with this aura barrier so long as she expends the same amount of MP as it cost the enemy to use the spell. This prevents herself or a spirit from taking the intended damage or suffering the effects since it is technically nullified. Only works on spells and abilities that are S Rank and below, and is once per post.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Burst, Defensive, Damage, Knock Back, Buff
    Durability: 280
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Downside:

    Description:
    When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 2x H rank Spell Damage every post of its duration, and will attack enemies every post that come within 300m for full H rank Spell Damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s. Lastly, Samira's own power is increased with the presence of this deity. Her Defensive spells and abilities are increased by 75% for the remainder of the duration.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    1 S+
    2 H+ (1 from Lineage)
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Single Target, Defensive, Buff, Negation
    Durability: 540
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrifices Range and Speed for 50% Durability

    Description:
    Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post one will materialize in a weaker form to take the damage of enemy attacks for themselves instead of Samira. The amount of damage they can block each time is up to 3x B+ rank Spell Damage. They are unable to attack, however. Additionally they grant Samira additional power by increasing her Spell Damage by 50% and the power of her Defensive abilities by 40% for the remainder of the duration. While in this form, they are also able to negate a single spell that makes contact with them provided that it is B+ rank or lower, and the same amount of MP is taken from Samira that was used to create the negated spell.
    Divine Mending:
    Advanced Spell Name: Divine Mending
    Rank: B+
    Type: Burst, Healing, Defensive, Buff
    Healing: 120
    Durability: 240
    Range: 75m
    Speed: 75 m/s
    Duration: 8
    Downside:

    Description:
    A celestial portal opens and from it spirits comprised of golden energy comes through it to not attack enemies, but to provide minor support for Samira and her spirits. The golden spirit particles combine together as soon as they come through it and create a shockwave of bright and warm light that heals Samira and spirits for the equivalent of B+ rank Spell Damage every post. Along with the healing, this energy will swirl around them and absorb damage up to the amount of 2x B+ rank Spell Damage. This energy's durability resets each time the healing shockwave occurs and they are in range of it. Also, the power of Samira's Defensive spells and abilities is increased by 90% for the remainder of the duration.
    A+:

    Energy Clones:
    Advanced Spell Name: Energy Clones
    Rank: A+
    Type: Multi-Target, Damage, Buff, Piercing, Drain
    Damage: 135 (The max damage for an A+ rank MT spell is 113 HP)
    Range: 450m (It seems you took the values for an S+ MT spell for the range and speed of this spell.)
    Speed: 340 m/s (See above)
    Duration: 9
    Downside:

    Description:
    When this spell is activated, clones of Samira and her spirits made entirely of celestial energy are created. These clones do not have access to the original's abilities, but they are capable of doing 75% of S rank Spell Damage with each of their strikes. When not attacking in melee range, this can be altered into a ranged version that goes as far as 450m at a speed of 340 m/s. The Spell Damage of Samira and spirits is increased by 100% for the remainder of this spell's duration. These clones can also pierce through armor and magical defenses in order to do 50% of the intended damage, as well as remove 5% MP once per post if their strikes make impact.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: AoE, Damage, Drain, Immobilization, Buff
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Downside:

    Description:
    A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ Spell Damage for every post that they remain inside. They will also be drained of 5% MP and 5% HP each post, as well as be immobilized every other post from the force and pressure of the energy. The drain effects remain for the rest of the duration unless removed. Lastly, Samira's Spell Damage is increased by 100% for the remainder of the duration.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Multi-Target, Damage, Buff, Drain
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Downside:

    Description:
    Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank Spell Damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that it increases the Spell Damage of Samira and spirits by 105% for the rest of its duration just by existing. For enemies, its hits will leave negative effects upon them that will sap away 5% of MP and HP every post throughout the duration unless removed.
    H+:

    Celestial Cataclysm:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: AoE, Damage, Blind, Buff, Single Target, Piercing, Multiplication
    Damage: 105, 210
    Range: 600m, 800m
    Speed: 400 m/s, 800 m/s
    Duration: 25
    Downside:

    Description:
    The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their Spell Damage by 115% for the remainder of the duration. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post. The AoE attack can also be altered to instead work as a Single Target variation for that post. This even more powerful burst of energy shoots down on a single target within 800m of Samira at 800 m/s and does full H+ Spell Damage upon impact. Both of the attack types are capable of piercing through armor and magical defenses in order to do 50% of the intended damage. Lastly, if Samira pays the same amount of MP again as she did for the original activation, a second cataclysm can be created. This can only be done if another copy effect has not already been used in that same post, and this can only be done once through this particular spell. The second cataclysm has the same properties as the original.
    Celestial Avatar:
    Advanced Spell Name: Celestial Avatar
    Rank: H+
    Type: Multi-Target, Defensive, Damage/Healing, Buff, Negation, Copy (Multi Type spells may only have up to two types, so I must ask you to remove either the damage, healing or defensive aspect of this spell)
    Durability: 474
    Damage: 118
    Healing: 79
    Range: 350m
    Speed: 300 m/s
    Duration: 25
    Downside: 10% HP drain every post this is active for 50% increase on buff. 50% Less Range and Speed for 50% more Damage. 100% more MP cost for 50% more Durability.

    Description:
    This ability is one only a very select few in Samira's bloodline has ever unlocked. It is one of her more powerful spells and, much like her guardian spirits, makes herself a guardian as well momentarily, but because of the power it does have its consequences and limitations. When activated the power behind the spell alters Samira's appearance to the point that her entire form turns a dark blue, almost black, with lighter blue and even white to mark the actual detailed features and outlines such as the eyes. White twinkling stars are also scattered around her body to make a look as if someone were staring at a human shaped night sky rather than an actual person. Strong celestial power is channeled through the duration, increasing different aspects of her own abilities and making her not only a weapon against those that deserve it in her own view of justice, but also as a protector and ally for those she fights for or alongside of.

    Firstly the energy acts as a support type of spell where her spirits, herself, and surrounding allies in range gain a shield made of white and black swirls of energy and stars that protects them from damage in the amount of 2x 75% of H+ rank Spell Damage, basically 75% of H+ Spell Damage times 2. Each shielded being is also healed for the equivalent of 50% of 75% of H+ Spell Damage. The durability of the shields reset every post for the duration, and the healing portion also occurs every post for the same amount of time. A small portion of the power is also transferred to those that are protected and linked to her by the spell. Her own, and that of her allies, have Spell Damage, the power of Defensive Spells and abilities, as well as Healing power increased by 57% for the remainder of the duration. The max amount of targets that can be protected, healed, and buffed with this spell is 20. For clarity, even though Samira's spirits are also protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are affected by this spell.

    The channeled power also makes it to where her normal strikes do 50% of 75% of H+ rank Spell Damage, with the energy being able to turn into a ranged version in explosive white and black colored energy that originates from the several star points on her body. The released energy beams scatter in all directions and have a chance of hitting targets as far as 350m away at 300 m/s. This spell's power also allows Samira to completely overpower and annihilate an incoming spell within the stated range so long as it is of H+ rank or lower and the cost of the negated spell is taken from her MP pool. For the same cost as was used to create the spell, and as long as it is of H+ rank or lower, Samira can also make a copy of a spell that was used by either herself or the enemy. For cosmetic purposes, the copied spell reflects the appearance of this spell and will take on a dark blue mixed with lighter shades while also having the sparkling celestial particles. The actual mechanics and values of the copied spell remain the same. Both the Negation and Copy effects are once per post throughout the duration. Other Copy/Multiplication rules apply.

    Edit Notes: 05-08-19:

    TLDR: I changed pretty much everything.

    -Changed the Magic Type to include Ancient
    -In UA, Spirit Avatar, added in a counter effect
    -In UA, Spirit Overlay, removed the part where she could turn debuffs into buffs. Added HP regen as a replacement
    -In UA, Spirit Fusion, I didn't edit it but I would like it to be looked over since it is quite old and may not be within the rules anymore
    -Edited Signature Spell, Spirit Barrier
    -Changed Signature Spell, Spirit Switch, to Spiritual Link
    -Edited Signature Spell, Celestial Impact
    -Added an additional Passive. Replaces the A rank signature granted from Lineage

    -Changed B Rank Spell, Recovery Barrier, to Burst from Single Target.
    -Edited A Rank Spell, Fade
    -Added a Buff to A Rank Spell, Reactive Barrier.
    -Edited A Rank Spell, Spirit Shrine
    -Edited A Rank Spell, Spirit Reflect
    -Edited A Rank Spell, Banish
    -Edited A Rank Spell, Celestial Shield
    -Edited A Rank Spell, Obelisk
    -Edited A Rank Spell, Hieroglyph
    -Edited S Rank Spell, Spirit Soul
    -Edited S Rank Spell, Celestial Ground
    -Edited S Rank Spell, Invocation
    -Edited S Rank Spell, Gate of the Avatar
    -Added a buff effect to S Rank Spell, Celestial Dome
    -Edited S Rank Spell, Inner Aegis
    -Added a Buff to H rank Spell, Evocation. The rest remains the same.

    -Edited B+ Rank Spell, Eyes of the Watchful
    -Replaced B+ Rank Spell, Divine Judgment, with B+ Spell, Divine Mending
    -Edited A+ Rank Spell, Energy Clones
    -Edited A+ Rank Spell, Celestial Storm
    -Edited S+ Rank Spell, Gate of the Gods
    -Edited H+ Spell, Celestial Cataclysm
    -Added H+ Spell, Celestial Avatar, granted from Lineage

    Old Edit Notes:

    Edit Notes: 1-12-19:

    -Increased barrier absorption amount in Signature Spell, Spirit Barrier, to 2x S Rank. Up from 1x S Rank
    -Added an effect to Signature spell, Celestial Impact, since found out sigs can have both damage and an effect

    -Removed Storm's Wind
    -Moved Fade to A Rank and added a heal to it
    -Moved Reactive Barrier to A Rank and changed the numbers to match. Also changed its secondary effect to be a heal instead of a buff
    -Moved Spirit Shrine to A Rank and changed the numbers to match. Also added that it re-appears on the next post if destroyed.
    -Moved Spirit Reflect to A Rank and changed the numbers to match
    -Added additional effect to A Rank spell, Celestial Shield
    -Edited A Rank spell, Hieroglyph, to do a full heal instead of 50%
    -Moved Spirit Soul to S Rank and adjusted the numbers to match.
    -Moved Celestial Ground to S Rank and changed the numbers to match. Also added another effect.
    -Edited S Rank Spell, Celestial Dome, and so needs full re-grading
    -Added S Rank Spell, Inner Aegis
    -Increased absorption amount in H Rank Spell, Evocation, to 2x H Rank. Up from 1x H Rank.

    -Increased the absorption amount in Advanced B Rank Spell, Eyes of the Watchful, to 3x B+ Rank. Up from 1x B+ Rank.
    -Re-worked B+ Spell, Divine Judgement, into an AoE
    -Edited A Rank Advanced Spell, Energy Clone, so that the clone reforms on the next post if destroyed prematurely


    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm


    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


    _____________________________________________________________________________________

    Celestial Avatar Johannsiggies
    Samira Nassar
    Samira Nassar
     
     

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    First Magic: Celestial Avatar Summoning
    Second Magic: Celestial Avatar
    Third Magic: Avatar Aspect

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Samira Nassar on 15th July 2019, 1:32 am

    For the UA, understandable and is why I wanted it to be looked over again since I've always been uncomfortable with it. It's old :'D Since I need to re-open my Lineage anyway to change an ability that is similar, I have swapped out one of its abilities as a quick UA replacement, and added a buff on top. Hopefully it's fine.

    For S rank spell, Invocation:

    Considering summon type magic benefits are exact mirrors of Requip type benefits, I do not see why a summon spell can not be in a magic without the Auxiliary benefit like Requip can be. The benefit states that if a summon magic is Auxiliary that up to 2 summons can be out. So, with that logic wouldn't it make sense that there can be 1 spell that is a summon much like the requip variant? The rules do not say that you HAVE to have the type to have just the one. This also goes into the recent rules that were added concerning Unknown Keys. For someone that does not use summoning magic they can still have a summon out with those and have that count towards their 1 cap, which means there is already evidence of the rules working in that manner, and so again I see no reason why one summon spell could not be made in every magic without the benefit unless it's Solitary. Lastly, in the rules under Types of Magic there is an explanation and list of the benefits when it talks about Solitary, Primary, and Auxiliary. Each one besides Solitary says "If the magic has 2 or more types associated with it, one of the types can have this benefit." This writing implies that you can have more than 2 magic types in a magic, but it's that you can claim only 2 of the benefits. Since it's no secret that I already have a summoning magic, I don't exactly need the benefit here to have summons out in the first place. After all, the rules state the benefits apply to the character and not the magic itself aside from Lost. I will await your future comment before I touch this spell because with all of this I am not convinced that I need to edit this spell, especially given its basic form has always been a summoning type even in the former staff days, and so I am attached in how it works. I'm not saying I refuse to edit, I just need actual convincing material that it is against the rules and an explanation as to why one mirror (requip) benefit is different and more beneficial and flexible than another that is exactly the same. This really shouldn't be the case and I write it off as something that was not written correctly back when those benefit rules were made by former staff.

    For H+ Spell, Celestial Avatar
    I was under the impression that if you halved damage and healing that you could have both. I have seen this same thing in even lower rank spells. While I would make this edit under normal circumstances, there is actually nothing in the rules that specifies how many ways a spell can be split when it comes to the damage/defense/healing category, whether it be by spell type or by rank from what I can see, and I have even considered this as one of my allowed effects. I am going to need a location of where in the rules this is located. If you are referring to the part that mentions "Overview: This is what broad category the spell will encompass. Spells can be of two categories, though the additional category beyond the first is classed as an additional effect. " that is only for the Categories of spells, which you know are Single Target, MT, AoE, and Burst. It doesn't mention Damage, Healing, or Defense at all. Even then you were very specific in that Multi Targets are only allowed 2, which implies other types can have more than that. I need clarification on how this works, por favor.

    Sorry if I sound argumentative. I do appreciate you looking over this and correcting my errors. I don't like having magic that is not within the rules or is questionable. Everything else changed without comment since it was mostly me being a ditz and looking at the wrong line.


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    Johann
    Johann

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    Celestial Avatar Empty Re: Celestial Avatar

    Post by Johann on 17th July 2019, 8:58 pm

    Regarding Invocation:

    You are correct, it doesn't state that you cannot do this in the rules, which is why this is my own sense of balance that determines this ruling, and while it doesn't say that it's not possible to have a summon spell in a non-summon magic, only requip rules state that you can, in fact, have a requip in a non-requip magic, while summoning does not explicitly state that. This is likely subject to change, but for now, I want to ask you to edit the spell accordingly until we have figured out an adequate solution for this inconsistency. Thank you

    Regarding Celestial Avatar:

    The rule on multi-type spells applies to both spell categories and spell types, an issue that is perhaps not clear in the rules, as you correctly stated. This does, in fact, require clarification, which will be added to the rules in the future. The fact of the matter is, however, that both spell categories such as MT or Burst (etc) as well as types such as healing, defense or offense are covered by this, or at least, meant to be covered by this.

    I understand your concern and confusion, as both of the latter point especially is, at current, not technically backed up by the rules (which are in the process of being reworked), but my own personal balancing decision. I, however, would still like to at least ask you to do make this edit for me regardless to save you the hassle of having to reopen and rework this is the future. Of course, I cannot force you to do something which is technically not even specified in the rules, so I will take back the edit on Celestial Avatar regarding the actual spell categories.

    I do apologize for the confusion regarding what people generally would consider an "unwritten" rule. We are trying to move away from things like this especially, and the confusion on the topic of types and categories, which has never been made quite clear, is a mistake on my part that will be addressed hopefully as swiftly and efficiently as possible.



    _____________________________________________________________________________________

    Celestial Avatar Johannsiggies
    Samira Nassar
    Samira Nassar
     
     

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    Character Sheet
    First Magic: Celestial Avatar Summoning
    Second Magic: Celestial Avatar
    Third Magic: Avatar Aspect

    Celestial Avatar Empty Re: Celestial Avatar

    Post by Samira Nassar on 17th July 2019, 11:56 pm

    Fair enough, Joh. Thank you for getting back to me in a respectful way instead of forcing the edits. I look forward to the rules being made more clear, and the likely change that may happen with how the summoning benefits are treated when compared with the requip versions. I edited out the Healing for Celestial Avatar. As for Invocation, rather than nerf the spell and try to figure out how to fit all of it into a caster spell, I have instead changed the benefit type of the magic. While I am aware this does not allow for the summon amount to stack with my other magic, it will at least let me keep my spell. I was not attached to the Lost type aside from the lore perspective of it. I doubt that I would ever make use of its actual benefit. Assuming there are no more edits needed, this will be the final bump. Thank you once again as always. ^^


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    Johann

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    Celestial Avatar Empty Re: Celestial Avatar

    Post by Johann on 18th July 2019, 12:03 am

    Celestial Avatar FbVA7uB

    Spoiler:
    @Samira Nassar wrote:
    Magic Name: Celestial Avatar

    First Magic: Celestial Avatar Summoning

    Third Magic: Avatar Aspect

    Magic Type: Ancient (Primary - +30% to Spell Defense), Summoning (Can have up to 2 Summons out)

    Evidence of Accomplishment: Purchased

    Description:

    Celestial Avatar is the magic that is separate from her primary of Celestial Avatar Summoning. With this version, Samira is not calling on the spirits to come to her aid in the traditional way. Instead, her power and connection with them has made it to where she can wield the celestial energy for herself more so than she ever could before. A very ancient and lost magic as some would call it, and in her family most definitely so since very few other Nassar members have had the capabilities of unlocking their magic this far and to this extent. It is also a magic that shares benefits between summoner and spirit, as most of the spells offer buffs and support for them all, as well as covering the lack of defense of her other magic types.

    Unique Abilities:


    • Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The magic damage of summoner and spirits are increased by 60%. Additionally, she has become much harder to stop by magical means due to their added power. This gives her a 50% counter effect to immobilization spells and abilities.

    • Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is Debuff effects being 50% less effective when used on her. The overlay also helps restore her life energy by giving her a passive 5% HP regen every post.

    • Celestial Overload - The energy that was unlocked with this magic has fused with her summoning magic in order to make the spirits connected with it more powerful. Their own magic has been altered and when bringing them to the normal world the extra power erupts. Whenever they or their power is summoned, the flashy materialization sends out a wave of powerful celestial energy. This energy has the burst range and speed that matches the rank of the spirit, and does full damage that also matches the rank of the spirit. This is limited to once per post, and a spirit that is H or above follows the S rank numbers instead of H or H+. Additionally, with this power their bodies are more durable than most others. Their HP is increased by 30%.

    Signatures:

    Spirit Barrier:
    Signature Spell Name: Spirit Barrier
    Rank: S
    Type: Burst, Defensive, Buff
    Durability: 240
    Range: 100m
    Speed: 100 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Samira will use this ability to call upon a transparent celestial barrier that extends to a 100m range to protect herself and any of her spirits within this range that absorbs damage up to the amount of 2x S rank Spell Damage. The barrier's durability resets every post. The power of Samira's Defensive spells and abilities is also increased by 70% for the remainder of the duration.
    Spiritual Link:
    Signature Spell Name: Spiritual Link
    Rank: S
    Type: Multi-Target, Defensive, Teleport
    Durability: 180
    Range: 300m, 100m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    Much like Spirit Barrier but allows for a longer range and gives each of Samira's spirits, herself, and other allies within range a protective barrier. The amount of damage they each can take is up to 2x of 75% of S rank Spell Damage, basically S rank multi-target damage values times 2. Current max amount of shields created is 10, which will reset their durability every post even when broken. Additionally, Samira can once per post switch places with those that have been affected by the barrier component throughout the duration, but this is limited to a 100m range. It is commonly more used to switch places with her spirits, but if using the teleport effect on a player character it requires OOC permission.
    Celestial Impact:
    Signature Spell Name: Celestial Impact
    Rank: S
    Type: Single Target, Damage, Knock Back
    Damage: 120
    Range: 400m
    Speed: 400 m/s
    Duration: 1
    Downside:

    Description:
    Samira's spirits all empower her, infusing her body with their might for the duration. This releases a massive dose of energy when she strikes an opponent, inflicting S rank Spell Damage on impact and knocking them back until they reach the max distance of this spell. This can only be done once per post. This energy can also be released as a ranged version instead to hit a single target as far as 400m away at 400 m/s.
    Passives:

    Avatar's Energy - Samira's MP pool is increased by 50% - Replaces a B Rank Slot
    Avatar's Power - Samira's Spell Damage is 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 1 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 2 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Avatar's Defense 3 - Samira's Defensive Spells are 50% more powerful - Replaces a B Rank Slot
    Ancestral Experience - Samira's MP is increased by 55% - Replaces A Rank Signature from Lineage
    Normal Spells:

    x5 Purchased Spells
    Planner Guide:
    6 B (5 of them Passives)
    8 A
    6 S
    B:

    Recovery Barrier:

    B-Rank Spell Name: Recovery Barrier
    Rank: B
    Type: Burst, Defensive, Healing
    Durability: 160
    Healing: 80
    Range: 50m
    Speed: 50 m/s
    Duration: 6
    Downside:

    Description:
    Once activated, a luminescent barrier covers a 50m range around Samira and any spirits within this same range. This restoring light protects and absorbs damage up to 2x B rank Spell Damage and heals for the equivalent of B rank Spell Damage every post. The durability resets every post.
    A:

    Fade:

    A-Rank Spell Name: Fade
    Rank: A
    Type: Single Target, Healing, Buff
    Healing: 150
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Healing.

    Description:
    A simple support spell that has Samira's body shift halfway into the spirit reality. This halfway state enables her to take the energy from the other realm in order to heal herself for the equivalent of A rank Spell Damage once per post for the duration of this spell. Her Spell Damage is also increased by 65% for the remainder of this spell.

    For Plot, it allows her to go through normal walls and other obstacles while also making it to where people go right through her even with their physical attacks. This is for cosmetic purposes of the spell, meaning Samira will still take the damage that she is meant to take from the attacks. Going through walls and obstacles magically created or belong to another player requires OOC permission.
    Reactive Barrier:

    A-Rank Spell Name: Reactive Barrier
    Rank: A
    Type: Single Target, Defensive, Healing, Buff
    Durability: 300
    Healing: 100
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Durability

    Description:
    When activated, whenever Samira is about to be hit physically or magically a thin barrier that absorbs up to 2x A Rank Spell Damage will surround her as protection. She is also healed for the equivalent of full A Rank Spell Damage when the barrier forms. Both effects can happen once every post throughout the duration. The power of her Defensive Spells and abilities is also increased by 65% for the remainder of the duration.
    Spirit Shrine:

    A-Rank Spell Name: Spirit Shrine
    Rank: A
    Type: AoE, Healing, Buff, Immobilization, Drain
    Healing: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    It's an oddly put together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from. It boosts the Spell Damage of Samira and spirits by 65% for the duration, and heals them for 50% of the equivalent of A rank Spell Damage every post of its duration so long as they are within 150m of it. For it's final effect, enemies that enter its 150m range will feel an ominous and unwelcoming presence. This presence is that of a lingering spirit that guards the shrine and it will attempt to stop foes from getting any closer to it by immobilizing them for 1 post, as well as robbing them of 5% of their MP. While it can continue to immobilize every post, this can only occur every other post for those that have already been affected by the immobilization. The drain is also a lingering curse that will continue every post throughout the duration unless removed.
    Spirit Reflect:

    A-Rank Spell Name: Spirit Reflect
    Rank: A
    Type: Multi-Target, Damage, Buff, Knock Back
    Damage: 75
    Range: 225m
    Speed: 165 m/s
    Duration: 7
    Downside:

    Description:
    When activated, the shields and barriers created from Samira's magic and equipment are enhanced significantly for the full duration. Increases Defensive Spell power by 65% for the remainder of the duration. This ability also creates a special pale blue but see through overlay on the magically created shields. A small shockwave of celestial energy is released whenever it is hit by attacks, going in the direction of the attack and knocking back whatever is in the way as it travels for 225m as well as doing 75% of A rank Spell Damage. The speed of the shockwave is 165 m/s.
    Banish:

    A-Rank Spell Name: Banish
    Rank: A
    Type: AoE, Damage, Immobilization, Drain
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    This ability acts similar to her Fade ability, only for enemies and is more inconvenient for them. A wave of energy is unleashed around her that travels as far as 150m at 75 m/s. Those in range will take 50% of A rank Spell Damage while also being forced halfway into the spirit reality for one post, which acts as a stun. The spell itself can be used every post throughout its duration for the damage, but the stun only works every other post for those that have already been affected by it. As final effects, the partial banishment into this strange realm will result in affected targets being drained of 5% of their MP and HP per post for the remainder of the duration unless removed, in which case the effects can be applied again every time they are damaged by this spell. For plot purposes only, targets can be banished into the realm fully. This requires OOC permission for anything player related, however.
    Celestial Shield:

    A-Rank Spell Name: Celestial Shield
    Rank: A
    Type: Burst, Defensive, Buff, Negation
    Durability: 300
    Range: 75m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    Using this ability a shield made of starry light will surround Samira and spirits in a 75m range. These stars will absorb up to 3x A rank Spell Damage before dissipating. This barrier will keep refreshing on its own every post throughout the duration even if destroyed. Also increases Defensive Spell power by 65% for the full duration. If an incoming spell is of A rank or lower, Samira can choose to enhance the shield to absorb the enemy spell, thereby negating it. This requires the same amount of MP that was used to create the negated spell and this effect can only be done once per post.
    Obelisk:

    A-Rank Spell Name: Obelisk
    Rank: A
    Type: AoE, Damage, Drain, Buff
    Damage: 50
    Range: 150m
    Speed: 75 m/s
    Duration: 7
    Downside:

    Description:
    When this spell is activated a tall obelisk shoots up from the ground and will remain there throughout its duration. Every post throughout its duration it will fire an energy beam that circles the area around itself as far as 150m at 75 m/s. This energy beam will cause the area in the circle to then explode, damaging all of those within for 50% of A rank Spell Damage. The Obelisk also emits particle rings near its base that expand to its max range, draining 5% of MP and 5% of HP every post from enemies inside the circle. The presence of the obelisk also buffs Samira's Spell Damage by 65% for the remainder of the duration.
    Hieroglyph:

    A-Rank Spell Name: Hieroglyph
    Rank: A
    Type: Single Target, Healing, Buff, Negation
    Healing: 150
    Range: Self
    Speed: Self
    Duration: 7
    Downside: Sacrifices Range and Speed for 50% more Healing

    Description:
    A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank Spell Damage. Her Spell Damage is also increased by 65% for the remainder of the duration, and every post the hieroglyph can negate a spell that gets within melee range as long as it is A rank or lower and the same MP that was used to create the enemy spell is taken from Samira.
    S:

    Spirit Soul:

    S-Rank Spell Name: Spirit Soul
    Rank: S
    Type: Multi-Target, Damage, Buff, Single Target
    Damage: NA
    Range: 300m
    Speed: 225 m/s
    Duration: 10
    Downside:

    Description:
    Samira combines with either a summoned spirit or an un-summoned one with its soul entering her body and granting her additional power. The fusion allows Samira's strikes to be more powerful than before with each hit doing 75% of S rank Spell Damage. Even if her melee attacks hit nothing, energy is released in the same direction that goes as far as 300m at a speed of 225 m/s to do the same amount of damage. Furthermore, her Spell Damage is increased by 70% for the rest of the duration. This spell can also be altered into a Single Target version. The spirit fused with her is released for a single post and goes after a single target as far as 400m at a speed of 400 m/s. This does S rank Spell Damage upon impact. Due to the spirit leaving her body when using the single target variation, Samira cannot use the multi-target version on the same post and vice versa.
    Celestial Ground:

    S-Rank Spell Name: Celestial Ground
    Rank: S
    Type: AoE, Damage, Buff, Drain, Teleport
    Damage: 60
    Range: 200m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 200m and the energy will follow Samira wherever she goes. For clarity, the effects will always be a 200m range but with each movement the effects leave the old location to impact the new. The Spell Damage of Samira and her spirits are increased by 70%, and for every post that an enemy enters the affected area they will be damaged by 50% of S rank Spell Damage. Additionally, 5% of MP will also be drained from enemies every post that they are within the grounds. These grounds also allow Samira to become energy herself and instantly be at another location entirely. However, this effect is only limited to a 100m range instead of this spell's full range and it can only be done once per post.
    Invocation:

    S-Rank Spell Name: Invocation
    Rank: S
    Type: Multi-Target
    Damage: 52
    Summon HP: 250
    Range: Melee
    Speed: Melee
    Duration: 10
    Downside: Sacrifices Range and Speed for 50% more Damage

    Description:

    When activated, this calls upon the powers of an ancient and unnamed spirit that is connected with Samira's ancestry but lacks any sort of key to be used traditionally. It appears as a translucent and mystical aura that takes the shape of a humanoid but the features are unclear. It is attached to Samira's own form, covering her while also giving her its power. To be clear, it is a summon and therefore does count towards the summon cap even if it does not actually move on its own and is a part of her body. In order to perform its basic attacks when enemies get within melee range, it uses energy tendrils that separate from its energy form and are much weaker than the ones it uses for its Active abilities.

    Active - Deity's Protection:

    Type: Multi-Target, Defense, Buff
    Durability: 337
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside: Sacrifices Effect for 25% more Durability

    Description:
    Thin segments of celestial energy will extend from this unknown deity's aura and attach themselves to 10 other allies within 300m at 225 m/s, Samira and her other spirits included if it so chooses, where a small transparent and particle swirled barrier then envelops them. The amount of damage each small barrier can take is up to 3x of 75% of S rank Spell Damage, basically S rank Multi-Target damage values times 3. This durability refreshes every post for the rest of the duration. Those that are protected will also have their Spell Damage increased by 70% for the remainder of the duration as the attached energy segment fuels them with additional power. For clarity, even though Samira's spirits can also be protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are protected by this spell.
    Active - Spirit Release:

    Type: Multi-Target, Damage, Piercing, Buff
    Damage: 90
    Range: 300m
    Speed: 225 m/s
    Duration: 10 Posts
    Downside:

    Description:
    When used, the unknown spirit's energy aura will split into thin segments that will lash out at several enemies in a 300m range at a 225 m/s speed. Each strike from these segments will cause 75% of S rank Spell Damage, and is capable of piercing through armor and magical defenses in order to do 50% of the intended damage. This also increases Samira's Spell Damage by 70% for the remainder of the duration.
    Gate of the Avatar:

    S-Rank Spell Name: Gate of the Avatar
    Rank: S
    Type: AoE, Damage, Buff, Single Target, Piercing
    Damage: 60, 120
    Range: 200m, 400m
    Speed: 100 m/s, 400 m/s
    Duration: 10
    Downside:

    Description:
    When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the spell, the Physical and Spell Damage of Samira as well as her summoned spirits are increased by 35%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. Every post random spirits that have not yet been summoned will appear and attack targets that are within 200m of the gate at a speed of 100 m/s for 50% of S rank Spell Damage once before disappearing. Think of this ability as a flavored AoE effect that enemies can dodge or block every time it happens. Due to not being traditionally summoned or using their standard actives/passives, these mini attacks do not count towards the summon cap. Additionally, once per post the AoE damage portion of this spell can be sacrificed to instead allow the gate itself to attack. The gate will release a massive blast of energy towards a single target as far away as 400m at 400 m/s to do full S rank Spell Damage on impact. As a final effect, the gate empowers the unsummoned spirits that are used for the AoE damage part of this spell as well as itself. Their attacks will pierce through armor and Defensive abilities in order to do 50% of the intended damage.
    Celestial Dome:

    S-Rank Spell Name: Celestial Dome
    Rank: S
    Type: Burst, Defensive, Reflection, Buff
    Durability: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    A large circle is made on the ground around Samira and any nearby spirits, and from that circle pale blue energy arises to create a circular wall that connects at the top. The dome protects Samira and spirits for the equivalent of 3x S rank Spell Damage as long as they stay inside. Anyone else, including allies, get pushed outside its walls. Once per post, an enemy spell made against the dome will be reflected back at their caster if the MP that was used to cast that spell is spent twice and is of S rank or lower. Samira and her spirits are still able to use their own spells and abilities from inside the dome. The dome itself can also be refreshed every post and even move if Samira changes locations between posts. Samira's Defensive power is also increased by 70% for the rest of the duration.
    Inner Aegis:

    S-Rank Spell Name: Inner Aegis
    Rank: S
    Type: Burst, Defensive, Buff, Negation
    Durability: 360
    Range: 100m
    Speed: 100 m/s
    Duration: 10
    Downside:

    Description:
    Upon activation, Samira's magic energy shifts and becomes more defense oriented, enabling her to further guard herself and spirits from powerful attacks and phenomenon that would otherwise obliterate anyone else. Her defensive spells and abilities from her magic and equipment are increased by 70%. More importantly, her magic energy radiates a defensive aura that is capable of stopping attacks and enemy spells from reaching herself and spirits within a 100m range. This can block up to the amount of 3x S rank Spell Damage, and it resets every post regardless if it was destroyed or not. Furthermore, this spell allows Samira to completely neutralize a spell or ability whenever it makes contact with this aura barrier so long as she expends the same amount of MP as it cost the enemy to use the spell. This prevents herself or a spirit from taking the intended damage or suffering the effects since it is technically nullified. Only works on spells and abilities that are S Rank and below, and is once per post.
    H:

    H-Rank Spell Name: Evocation
    Rank: H
    Type: Burst, Defensive, Damage, Knock Back, Buff
    Durability: 280
    Damage: 140
    Range: 300m
    Speed: 150 m/s
    Duration: 20
    Downside:

    Description:
    When activated, an unknown deity is called upon and summoned into the normal realm. Rather than a true form it is solid energy that can take on the shape of any large creature it desires. It shields and protects Samira for 2x H rank Spell Damage every post of its duration, and will attack enemies every post that come within 300m for full H rank Spell Damage while also knocking them back until they are out of reach. Speed of the attack is 150 m/s. Lastly, Samira's own power is increased with the presence of this deity. Her Defensive spells and abilities are increased by 75% for the remainder of the duration.
    Advanced Spells:

    Planner Guide:
    2 B+
    2 A+
    1 S+
    2 H+ (1 from Lineage)
    B+:

    Eyes of the Watchful:
    Advanced Spell Name: Eyes of the Watchful
    Rank: B+
    Type: Single Target, Defensive, Buff, Negation
    Durability: 540
    Range: Self
    Speed: Self
    Duration: 8
    Downside: Sacrifices Range and Speed for 50% Durability

    Description:
    Samira's spirits are always watching, and with this ability they are able to act on their own will to protect her. The link between summoner and spirit strengthens upon activation and once per post one will materialize in a weaker form to take the damage of enemy attacks for themselves instead of Samira. The amount of damage they can block each time is up to 3x B+ rank Spell Damage. They are unable to attack, however. Additionally they grant Samira additional power by increasing her Spell Damage by 50% and the power of her Defensive abilities by 40% for the remainder of the duration. While in this form, they are also able to negate a single spell that makes contact with them provided that it is B+ rank or lower, and the same amount of MP is taken from Samira that was used to create the negated spell.
    Divine Mending:
    Advanced Spell Name: Divine Mending
    Rank: B+
    Type: Burst, Healing, Defensive, Buff
    Healing: 120
    Durability: 240
    Range: 75m
    Speed: 75 m/s
    Duration: 8
    Downside:

    Description:
    A celestial portal opens and from it spirits comprised of golden energy comes through it to not attack enemies, but to provide minor support for Samira and her spirits. The golden spirit particles combine together as soon as they come through it and create a shockwave of bright and warm light that heals Samira and spirits for the equivalent of B+ rank Spell Damage every post. Along with the healing, this energy will swirl around them and absorb damage up to the amount of 2x B+ rank Spell Damage. This energy's durability resets each time the healing shockwave occurs and they are in range of it. Also, the power of Samira's Defensive spells and abilities is increased by 90% for the remainder of the duration.
    A+:

    Energy Clones:
    Advanced Spell Name: Energy Clones
    Rank: A+
    Type: Multi-Target, Damage, Buff, Piercing, Drain
    Damage: 113
    Range: 338m
    Speed: 250 m/s
    Duration: 9
    Downside:

    Description:
    When this spell is activated, clones of Samira and her spirits made entirely of celestial energy are created. These clones do not have access to the original's abilities, but they are capable of doing 75% of S rank Spell Damage with each of their strikes. When not attacking in melee range, this can be altered into a ranged version that goes as far as 338m at a speed of 250 m/s. The Spell Damage of Samira and spirits is increased by 100% for the remainder of this spell's duration. These clones can also pierce through armor and magical defenses in order to do 50% of the intended damage, as well as remove 5% MP once per post if their strikes make impact.
    Celestial Storm:
    Advanced Spell Name: Celestial Storm
    Rank: A+
    Type: AoE, Damage, Drain, Immobilization, Buff
    Damage: 75
    Range: 225m
    Speed: 110 m/s
    Duration: 9
    Downside:

    Description:
    A massive amount of celestial energy is released from the celestial realm and it creates a whirling storm of energy with Samira at the epicenter. The storm goes as far as 225m at a speed of 110 m/s. Those that enter the energy storm will be hit with 50% of A+ Spell Damage for every post that they remain inside. They will also be drained of 5% MP and 5% HP each post, as well as be immobilized every other post from the force and pressure of the energy. The drain effects remain for the rest of the duration unless removed. Lastly, Samira's Spell Damage is increased by 100% for the remainder of the duration.
    S+:
    Advanced Spell Name: Gate of the Gods
    Rank: S+
    Type: Multi-Target, Damage, Buff, Drain
    Damage: 135
    Range: 450m
    Speed: 340 m/s
    Duration: 12
    Downside:

    Description:
    Much like Gate of the Avatar but of a higher tier. A different gate appears high in the sky, and instead of her many spirits coming through it is the essence of their originals that come to attack instead. Their magical essence pours through the gate and attempts to strike multiple targets multiple times. Each hit is capable of doing 75% of S+ rank Spell Damage, and travels at a speed of 340 m/s with a maximum range of 450m away from the gate. The gate continues to do this every post throughout its duration once brought into the mortal reality. The other effect of the gate is that it increases the Spell Damage of Samira and spirits by 105% for the rest of its duration just by existing. For enemies, its hits will leave negative effects upon them that will sap away 5% of MP and HP every post throughout the duration unless removed.
    H+:

    Celestial Cataclysm:
    Advanced Spell Name: Celestial Cataclysm
    Rank: H+
    Type: AoE, Damage, Blind, Buff, Single Target, Piercing, Multiplication
    Damage: 105, 210
    Range: 600m, 800m
    Speed: 400 m/s, 800 m/s
    Duration: 25
    Downside:

    Description:
    The sky above grows dark and all that can be seen are the stars as well as colored streams of energy ranging from bright white to pale blue. The streams come together and glow a brilliant flash that affects those down on the ground below, blinding them for 1 post. During the blind, a massive burst of energy shoots from the sky at 400 m/s and impacts a large area below, destroying terrain, buildings, etc, and damaging those within 600m for 50% of H+ damage. The energy left behind radiates from the impact and energizes Samira and spirits, increasing their Spell Damage by 115% for the remainder of the duration. The attack can happen every post of its duration for the damage, but the blind can only affect those that experienced it every other post. The AoE attack can also be altered to instead work as a Single Target variation for that post. This even more powerful burst of energy shoots down on a single target within 800m of Samira at 800 m/s and does full H+ Spell Damage upon impact. Both of the attack types are capable of piercing through armor and magical defenses in order to do 50% of the intended damage. Lastly, if Samira pays the same amount of MP again as she did for the original activation, a second cataclysm can be created. This can only be done if another copy effect has not already been used in that same post, and this can only be done once through this particular spell. The second cataclysm has the same properties as the original.
    Celestial Avatar:
    Advanced Spell Name: Celestial Avatar
    Rank: H+
    Type: Multi-Target, Defensive, Damage/Healing, Buff, Negation, Copy
    Durability: 474
    Damage: 237
    Range: 350m
    Speed: 300 m/s
    Duration: 25
    Downside: 10% HP drain every post this is active for 50% increase on buff. 50% Less Range and Speed for 50% more Damage. 100% more MP cost for 50% more Durability.

    Description:
    This ability is one only a very select few in Samira's bloodline has ever unlocked. It is one of her more powerful spells and, much like her guardian spirits, makes herself a guardian as well momentarily, but because of the power it does have its consequences and limitations. When activated the power behind the spell alters Samira's appearance to the point that her entire form turns a dark blue, almost black, with lighter blue and even white to mark the actual detailed features and outlines such as the eyes. White twinkling stars are also scattered around her body to make a look as if someone were staring at a human shaped night sky rather than an actual person. Strong celestial power is channeled through the duration, increasing different aspects of her own abilities and making her not only a weapon against those that deserve it in her own view of justice, but also as a protector and ally for those she fights for or alongside of.

    Firstly the energy acts as a support type of spell where her spirits, herself, and surrounding allies in range gain a shield made of white and black swirls of energy and stars that protects them from damage in the amount of 2x 75% of H+ rank Spell Damage, basically 75% of H+ Spell Damage times 2. The durability of the shields reset every post for the duration, and the healing portion also occurs every post for the same amount of time. A small portion of the power is also transferred to those that are protected and linked to her by the spell. Her own, and that of her allies, have Spell Damage, the power of Defensive Spells and abilities, as well as Healing power increased by 57% for the remainder of the duration. The max amount of targets that can be protected, healed, and buffed with this spell is 20. For clarity, even though Samira's spirits are also protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are affected by this spell.

    The channeled power also makes it to where her normal strikes do 75% of H+ rank Spell Damage, with the energy being able to turn into a ranged version in explosive white and black colored energy that originates from the several star points on her body. The released energy beams scatter in all directions and have a chance of hitting targets as far as 350m away at 300 m/s. This spell's power also allows Samira to completely overpower and annihilate an incoming spell within the stated range so long as it is of H+ rank or lower and the cost of the negated spell is taken from her MP pool. For the same cost as was used to create the spell, and as long as it is of H+ rank or lower, Samira can also make a copy of a spell that was used by either herself or the enemy. For cosmetic purposes, the copied spell reflects the appearance of this spell and will take on a dark blue mixed with lighter shades while also having the sparkling celestial particles. The actual mechanics and values of the copied spell remain the same. Both the Negation and Copy effects are once per post throughout the duration. Other Copy/Multiplication rules apply.

    Edit Notes: 05-08-19:

    TLDR: I changed pretty much everything.

    -Changed the Magic Type to include Ancient
    -In UA, Spirit Avatar, added in a counter effect
    -In UA, Spirit Overlay, removed the part where she could turn debuffs into buffs. Added HP regen as a replacement
    -In UA, Spirit Fusion, I didn't edit it but I would like it to be looked over since it is quite old and may not be within the rules anymore
    -Edited Signature Spell, Spirit Barrier
    -Changed Signature Spell, Spirit Switch, to Spiritual Link
    -Edited Signature Spell, Celestial Impact
    -Added an additional Passive. Replaces the A rank signature granted from Lineage

    -Changed B Rank Spell, Recovery Barrier, to Burst from Single Target.
    -Edited A Rank Spell, Fade
    -Added a Buff to A Rank Spell, Reactive Barrier.
    -Edited A Rank Spell, Spirit Shrine
    -Edited A Rank Spell, Spirit Reflect
    -Edited A Rank Spell, Banish
    -Edited A Rank Spell, Celestial Shield
    -Edited A Rank Spell, Obelisk
    -Edited A Rank Spell, Hieroglyph
    -Edited S Rank Spell, Spirit Soul
    -Edited S Rank Spell, Celestial Ground
    -Edited S Rank Spell, Invocation
    -Edited S Rank Spell, Gate of the Avatar
    -Added a buff effect to S Rank Spell, Celestial Dome
    -Edited S Rank Spell, Inner Aegis
    -Added a Buff to H rank Spell, Evocation. The rest remains the same.

    -Edited B+ Rank Spell, Eyes of the Watchful
    -Replaced B+ Rank Spell, Divine Judgment, with B+ Spell, Divine Mending
    -Edited A+ Rank Spell, Energy Clones
    -Edited A+ Rank Spell, Celestial Storm
    -Edited S+ Rank Spell, Gate of the Gods
    -Edited H+ Spell, Celestial Cataclysm
    -Added H+ Spell, Celestial Avatar, granted from Lineage

    Old Edit Notes:

    Edit Notes: 1-12-19:

    -Increased barrier absorption amount in Signature Spell, Spirit Barrier, to 2x S Rank. Up from 1x S Rank
    -Added an effect to Signature spell, Celestial Impact, since found out sigs can have both damage and an effect

    -Removed Storm's Wind
    -Moved Fade to A Rank and added a heal to it
    -Moved Reactive Barrier to A Rank and changed the numbers to match. Also changed its secondary effect to be a heal instead of a buff
    -Moved Spirit Shrine to A Rank and changed the numbers to match. Also added that it re-appears on the next post if destroyed.
    -Moved Spirit Reflect to A Rank and changed the numbers to match
    -Added additional effect to A Rank spell, Celestial Shield
    -Edited A Rank spell, Hieroglyph, to do a full heal instead of 50%
    -Moved Spirit Soul to S Rank and adjusted the numbers to match.
    -Moved Celestial Ground to S Rank and changed the numbers to match. Also added another effect.
    -Edited S Rank Spell, Celestial Dome, and so needs full re-grading
    -Added S Rank Spell, Inner Aegis
    -Increased absorption amount in H Rank Spell, Evocation, to 2x H Rank. Up from 1x H Rank.

    -Increased the absorption amount in Advanced B Rank Spell, Eyes of the Watchful, to 3x B+ Rank. Up from 1x B+ Rank.
    -Re-worked B+ Spell, Divine Judgement, into an AoE
    -Edited A Rank Advanced Spell, Energy Clone, so that the clone reforms on the next post if destroyed prematurely


    Edit Notes 11-4-18:

    -Added Signatures Spirit Switch and Celestial Impact
    -Added 5 Passives
    -Added C Rank spell, Storm's Wind
    -Upgraded C Rank spell, Celestial Ground, to B Rank and adjusted the numbers to match. Function wording is still the same.
    -Added B Rank spell, Spirit Shrine
    -Added A Rank spells Obelisk, Hieroglyph, and Spirit Soul
    -Upgraded B rank spell, Gate of the Avatar, to S Rank and adjusted the numbers to match. Function wording is still the same.
    -Added S Rank spell, Celestial Dome
    -Added H Rank spell, Evocation
    -Added B+ spells, Eyes of the Watchful and Divine Judgement
    -Added A+ spells, Energy Clone and Celestial Storm
    -Added H+ Rank spell, Celestial Cataclysm


    10-5-18

    -Edited Description, Strengths, and Weaknesses
    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -Edited D Rank spell, Fade
    -Removed damage cap of C Rank spell, Celestial Ground
    -Removed damage cap of B Rank spell, Gate of the Avatar
    -Re-worked A Rank spell, Banish
    -Removed damage from the Passive of S Rank spell, Invocation, and turned it into a MP drain instead
    -Edited Active of S Rank spell, Invocation
    -Added Purchased spells


    6-14-18

    -Edited Spirit Avatar UA slightly
    -Edited Spirit Overlay UA
    -Replaced Star Weapon UA with Spirit Fusion UA
    -Lowered buff on C Rank spell, Celestial Ground, from 60% to 55%, and also reworked it
    -Lowered buff amounts on B Rank Spell, Gate of the Avatar
    -Buffed the damage of the passive within S rank spell, Invocation
    -Added Advanced Spell, Gate of the Gods


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    Celestial Avatar Johannsiggies

      Current date/time is 20th July 2019, 9:38 pm