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    Samira Nassar

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    Lineage : Summoner of Divinities
    Position : Saint of Humility
    Posts : 564
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 200
    Dungeon Tokens : 0
    Experience : 2,913,517.5

    Character Sheet
    Character Name: Samira Nassar
    Primary Magic: Celestial Avatar Summoning
    Secondary Magic: Celestial Avatar

    Celestial Avatar

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

    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
    -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
    -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%, 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 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 turn it into a buff of the same amount. Ex. A 50% debuff hits the overlay and becomes a 25% debuff. Samira can then pay MP to turn it into a 25% 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
    Duration: 3
    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
    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 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
    Duration: 6
    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. 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
    Duration: 7
    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. 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 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
    Duration: 10
    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
    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
    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:
    Rank: C
    Duration: 5
    Type:
    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:

    -
    -

    Weaknesses:

    -
    -

    Proof of Purchase
    C-Rank Spell Name:
    Rank: C
    Duration: 5
    Type: Defensive, Offensive, Burst
    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 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.

    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:
    Rank: B
    Duration: 6
    Type: Defensive, Single Target
    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:

    -
    -

    Weaknesses:

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

    Proof of Purchase
    A-Rank Spell Name:
    Rank: A
    Duration: 7
    Type: Defensive, Single Target
    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 unaffected by spell piercing spells and abilities.

    Strengths:

    -Protects a nearby summon or herself from damage
    -Unaffected by spell piercing abilities

    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%

    To Do List
    -Edit Description
    -Edit Strengths and Weaknesses
    -Edit D rank spell
    -Edit S rank spell
    -Finish purchased spells

    Edit Notes:

    -Removed cooldowns
    -Added HP regen to Spirit Avatar UA
    -Edited Spirit Overlay UA slightly
    -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
    -Added Purchased D Rank spells, Avatar's Defense 1 and 2
    -Added Purchased A Rank spell,
    -Added Purchased S Rank spell, Avatar's Defense 3

    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


    Last edited by Samira Nassar on 24th September 2018, 6:59 pm; edited 84 times in total


    _____________________________________________________________________________________

    avatar
    Fluffy

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Be On Lester's Friends List- Player -
    Lineage : ★ Roaring Rage Of The Resurrected ★
    Position : None
    Posts : 572
    Guild : Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None
    Experience : 14,387.5

    Character Sheet
    Character Name: Fluffy
    Primary Magic: Flames Of The Underworld
    Secondary Magic:

    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

    ★  You Created Me, Something I Would Have Never Seen.  ★
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    Lester Drynedi
     
     

    Administrator- Moderator- Developer/GFX Artist- Chatbox Moderator- Mythical VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Rising Star- Guild Master- Custom Slayer- Zodiac Key- Legal Guild Ace- S-Rank- A-Rank- Haiku Contest Participant- Richie Rich- Rich- 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!- The Being- The Light- The Beast- The Fallen- Master [1000]- Senior [500]- Novice [250]- Advertisement Achievement Badge- Cookie Achievement- Cupcake Achievement- Banana- Rainbow- Hero- Fire Badge- Summer Special Participant- Have Seijin On Your Friends List- Be On Lester's Friends List- Be on Madame Astrid's friend list- Be on Izayuki's Friend List- Have Aiyanna On Your Friend's List- Have Lord Fredericks On Your Friends List- Be On Seijin's Foe List - Player
    Lineage : ❀ Drynedi' Efflorescence ❀
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    Mentor : ❀ Desirée Blooms ❀
    Experience : 28,481.25
    Brownie Points :

    Character Sheet
    Character Name: Lester Drynedi
    Primary Magic: ❀ Glucose Dandelion Slayer ❀
    Secondary Magic: ❀ A Gentleman's Experiments ❀

    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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    Madame Astrid
     
     

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    Position : Goddess of Repentance
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    Character Sheet
    Character Name: Astrid Foss
    Primary Magic: White Dragon Slayer [1st gen]
    Secondary Magic: Soul Slayer [2nd gen] • The Musical Arts

    Re: Celestial Avatar

    Post by Madame Astrid 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"



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    kittykool75

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    Lineage : Soldier of Chaos
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    Character Sheet
    Character Name: Lucius Foss
    Primary Magic: ⛧ Fallen God Slayer ⛧ ⛧ First Generation ⛧
    Secondary Magic: ⛧ Shadow Dragon Slayer ⛧ Second Generation ⛧

    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.


    _____________________________________________________________________________________


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    Kite Wilhelm
    Demon King
    Demon King

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    Lineage : Power Of Apocalypse
    Position : None
    Posts : 932
    Guild : Sabertooth
    Cosmic Coins : 0
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    Age : 28
    Experience : 45743.75

    Character Sheet
    Character Name: Kite Wilhelm
    Primary Magic: Flame Demon Slayer
    Secondary Magic: NetherFlame Demon Slayer

    Re: Celestial Avatar

    Post by Kite Wilhelm 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



    _____________________________________________________________________________________

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    Fluffy

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    Position : None
    Posts : 572
    Guild : Nightmare
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Mentor : None
    Experience : 14,387.5

    Character Sheet
    Character Name: Fluffy
    Primary Magic: Flames Of The Underworld
    Secondary Magic:

    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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      Current date/time is 25th September 2018, 10:06 am