Celestial Avatar

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    Samira Nassar

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    Lineage : Summoner of Divinities
    Position : Saint of Humility
    Posts : 632
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 190
    Dungeon Tokens : 0
    Age : 21
    Experience : 3,790,192.5

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

    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: 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


    Last edited by Samira Nassar on 15th November 2018, 9:41 pm; edited 177 times in total


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    Character Sheet
    First Magic: Flames Of The Underworld
    Second Magic:
    Third 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"


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    Lester Drynedi
     
     

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    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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    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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    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
    "



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    Kite Wilhelm
    Demon King
    Demon King

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    Lineage : Power Of Apocalypse
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    Posts : 982
    Guild : Sabertooth
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Experience : 45743.75

    Character Sheet
    First Magic: Flame Demon Slayer
    Second Magic: NetherFlame Demon Slayer
    Third Magic:

    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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    Experience : 26,387.5

    Character Sheet
    First Magic: Flames Of The Underworld
    Second Magic:
    Third 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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    Re: Celestial Avatar

    Post by Madame Astrid 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



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    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


    _____________________________________________________________________________________

    avatar
    Ahote

    Player -
    Lineage : Spirit Link
    Position : Coming Storm
    Posts : 641
    Guild : Tesoro Family
    Cosmic Coins : let it be known
    Dungeon Tokens : 0
    Age : 16
    Mentor : N/A
    Experience : 2531.25

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

    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


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    Samira Nassar

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    Lineage : Summoner of Divinities
    Position : Saint of Humility
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    Experience : 3,790,192.5

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

    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! ^^


    _____________________________________________________________________________________

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    Ahote

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    Experience : 2531.25

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

    Re: Celestial Avatar

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



    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

      Current date/time is 15th December 2018, 7:01 am