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    Summoner of Divinities

    Samira Nassar
    Samira Nassar
     
     

    Main Account- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Demon Slayer- Zodiac Key- Legal Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Taskmaster- Halloween Social- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Advertisement Achievement Badge- Motor City Rush- Hero- Summer Special Tier 5- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Player 
    Lineage : Summoner of Divinities
    Position : Goddess of Humility
    Posts : 915
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
    Dungeon Tokens : 0
    Age : 21
    Experience : 5,299,996.25

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

    Summoner of Divinities Empty Summoner of Divinities

    Post by Samira Nassar on Thu 19 Jul 2018 - 18:09

    Summoner of Divinities

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30%. For Plot purposes only she is immune to sickness and disease. Combat effects work as they are meant to. 1 Effect

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. 1 Effect

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage. 2 B+, 2 A+, and one S+. These spells also work separately from the magic itself and therefore do not count towards the magic's spell slot maximums. They also must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Summon spells for this lineage are to be reviewed and graded in the magic application. Additionally, she has gone a step further since unlocking these spirits and is now able to become a guardian avatar herself in a temporary form. This allows for a separate H+ spell to be made for another one of her magics. 4 Effects

    Summoner’s Wealth:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect

    Master Summoning:
    All of those within this bloodline have a natural talent and specialization with summoning magic whether they desire it or not. It overcomes the limits that most other summoners have and makes it so those with this ancestral trait have the ability to have more of their spirits at their call at once. Samira's Active Summon Cap is increased by 1 depending on what Summoning Magic Benefit she has. EX: A Solitary Summoning Magic would now have a 5 Active Summon Cap instead of 4. This also extends to her Re-quip magic and abilities due to the connection with the spirits. Her Re-quip cap is also increased by 1 depending on the benefit. EX: A Primary Re-quip Magic would now have a 4 Active Re-quip Cap instead of 3. 2 Effects

    Ancestral Power:
    There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect

    Plot Abilities:
    Plot Abilities:

    Janus, God Avatar of Portals
    Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.

    Will of Minds Plot Version
    Due to the multitude of spirits that share and occupy her mind, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.

    Hidden Presence
    Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.

    Spirit Deities
    Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.


    Inactive Things that need rebalancing or ideas for another time:


    -Black Zodiac:
    Those of this line have a rare trait that only unlocks when one is lucky enough to possess a Zodiac key. It unlocks a power that comes from the opposite spectrum of emotion and desires than the normal Zodiac represent in common horoscopes. This allows them to have an extra S+ Spell in one of their magics that relates to this specifically. 1 Effect

    -Addition to False gods. Furthermore, they were created to rival that of the Zodiacs in power. The spirits in Samira's summoning magic use Zodiac values for HP and Melee damage. This does not give them the extra ability of Zodiacs. Have this only work on one spirit instead of all since each one counts as an effect.

    -Extra active summon that former staff grader denied before

    -Whenever Samira is protected by a magical defense, the spirits also get a barrier that protects them for half of that same magical defense


    Last edited by Samira Nassar on Wed 31 Jul 2019 - 17:41; edited 96 times in total


    _____________________________________________________________________________________

    Samira Nassar
    Samira Nassar
     
     

    Main Account- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Demon Slayer- Zodiac Key- Legal Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Taskmaster- Halloween Social- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Advertisement Achievement Badge- Motor City Rush- Hero- Summer Special Tier 5- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Player 
    Lineage : Summoner of Divinities
    Position : Goddess of Humility
    Posts : 915
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
    Dungeon Tokens : 0
    Age : 21
    Experience : 5,299,996.25

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Samira Nassar on Thu 19 Jul 2018 - 18:16

    Edit Notes: 07-31-19

    -Removed Magical Enlightenment and False Gods
    -Added Master Summoning

    Old Edit Notes:
    Edit Notes: 05-10-19

    -Removed the decrease of enemy DoT poison duration from Blessing of Vitality so that it is now 1 Effect instead of 2
    -Removed effect removal from Will of Minds to bring it down to one effect
    -Removed MP cost reduction from False Gods to bring it down to one effect. Rest remains the same.
    -Changed Final Guardians to give Advanced Spells instead of Normal spells. Also added a H+ spell.
    -Changed Greed and Generosity to its old incarnation of Summoner's Wealth to bring it down to one effect
    -Added Magical Enlightenment and Ancestral Power

    -Added Janus to Plot abilities since his use is more for plot purposes and I would rather his Signature slot be used for something else
    -Added a Plot Version of Will of Minds to Plot Abilities
    -Added Hidden Presence to Plot Abilities
    -Removed combat version of Spirit Deities and added its plot effect into Plot Abilities

    Edit Notes: 2-03-19

    -In Blessing of Vitality, lowered the HP increase from 50% to 30% to be in line with current rules
    -Edited Will of Minds
    -In False Gods, edited so the MP cost reduction is for all spells instead of just summons
    -In Spirit Deities, lowered the HP increase from 50% to 30% and removed the other buffs to be in line with current rules. Also added additional effect to make up for that loss.
    -In Final Guardians, just changed it to be 5 normal spell slots instead of 1 for each rank due to rule changes
    -In Greed and Generosity, changed HP regen to every post instead of every other post

    Edit Notes 7-19-18:

    Original in Sacred Library
    -Renamed "Mind Link" to "Will of Minds" and edited it slightly
    -Removed "Avatar Form" and replaced it with "False Gods"
    -Added "Spirit Deities"
    -Renamed "Summoner's Wealth" to "Greed and Generosity" and edited it slightly
    -Added Plot Abilities


    Last edited by Samira Nassar on Wed 31 Jul 2019 - 17:40; edited 31 times in total


    _____________________________________________________________________________________

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    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Guest on Mon 23 Jul 2018 - 21:32

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 50% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. As an additional effect, if under crowd control and immobilization abilities the spirits will aid to free her from it, meaning it will take 50% less MP to free herself from these spells if they are of equal or lower ranking than herself.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Samira's summons cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy reaches the burst range that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 50%, and both their melee and magic abilities are increased by 37.5%.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. They must be summons, are considered caster instead of holder, and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and cool downs based on the rank must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every other post.

    Plot Abilities:

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest

    Summoner of Divinities RxCMB8Q
    ivyleaf33
    ivyleaf33

    Moderator- Chatbox Moderator- Main Account- Alignment Shift- Dragon VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Rising Star- Guild Master- Dark Guild Ace- H-Rank- S-Rank- A-Rank- Wanderer- Eevee- Working Together- Forever Solo- Christian Minecraft Server- Teaming Up!- Limited Edition- Achiever- Expert Achiever- Buddy Buddy- Obligatory Beach Episode- Sticking Around- Loyal to the Bone- Fan Artist- Taskmaster- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Rich- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Summer Special Participant- Have Onida On Your Friend's List- Player 
    Lineage : Spirit Warrior
    Position : God of Tranquility
    Posts : 2962
    Guild : Fairy Tail [GM]
    Dungeon Tokens : 0
    Age : 16
    Mentor : Speculo (former)
    Experience : 779,415

    Character Sheet
    First Magic: Advanced Solid Script
    Second Magic: Aura Manipulation
    Third Magic: N/A

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by ivyleaf33 on Thu 31 Jan 2019 - 16:32

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 50% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. As an additional effect, if under crowd control and immobilization abilities the spirits will aid to free her from it, meaning it will take 50% less MP to free herself from these spells if they are of equal or lower ranking than herself.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Samira's summons cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy reaches the burst range that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 50%, and both their melee and magic abilities are increased by 37.5%.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 1 extra spell slot of each rank up to S to be used for this lineage. They must be summons, are considered caster instead of holder, and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and cool downs based on the rank must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every other post.

    Plot Abilities:

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest

    Unlocked and moved at user's request.


    _____________________________________________________________________________________


    Summoner of Divinities OdNtuIpd_o
    sorano granon | solid script | aura manipulation | no longer human | bank | history
    what the hell's going on, can someone tell me please? why i'm switching faster than the channels on tv?


    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Fri 8 Feb 2019 - 5:06

    Small thing, this colour

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. Paying the MP cost of such statuses and abilities also allows the spirits to help her further by seeing through illusions entirely or snapping her out of the condition. The mind connection also allows for Samira to call on and communicate telepathically with both summoned and unsummoned spirits in and out of combat.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Over time, the effect spread to the rest of the magic that links them with their summoner. Samira's spells cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy reaches the burst range that matches the rank of the spirit, doing full damage that also matches the rank of the spirit. (Missing a speed here)

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 30%. Due to their uncommon nature, they also have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord, and can even harm those that touch the keys for full damage of the rank that matches their own once per post.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 5 extra spell slots for one of their magics to be used for this lineage. They must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and spell slot maximums must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every post.

    Plot Abilities:

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest


    _____________________________________________________________________________________

    Summoner of Divinities Johannsiggies
    Samira Nassar
    Samira Nassar
     
     

    Main Account- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Demon Slayer- Zodiac Key- Legal Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Taskmaster- Halloween Social- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Advertisement Achievement Badge- Motor City Rush- Hero- Summer Special Tier 5- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Player 
    Lineage : Summoner of Divinities
    Position : Goddess of Humility
    Posts : 915
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
    Dungeon Tokens : 0
    Age : 21
    Experience : 5,299,996.25

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Samira Nassar on Fri 8 Feb 2019 - 7:28

    Bump ^^ Thank you for the grading!


    _____________________________________________________________________________________

    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Fri 8 Feb 2019 - 7:31

    Summoner of Divinities OHDD1mB

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. Paying the MP cost of such statuses and abilities also allows the spirits to help her further by seeing through illusions entirely or snapping her out of the condition. The mind connection also allows for Samira to call on and communicate telepathically with both summoned and unsummoned spirits in and out of combat.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Over time, the effect spread to the rest of the magic that links them with their summoner. Samira's spells cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy has the burst range and speed that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 30%. Due to their uncommon nature, they also have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord, and can even harm those that touch the keys for full damage of the rank that matches their own once per post.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 5 extra spell slots for one of their magics to be used for this lineage. They must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and spell slot maximums must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every post.

    Plot Abilities:

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest


    _____________________________________________________________________________________

    Summoner of Divinities Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Tue 7 May 2019 - 22:57

    Moved and unlocked at the user's request

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30% and is incapable of getting natural diseases and sickness. Magical sources of sickness and poison effects also only last half as long.

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. Paying the MP cost of such statuses and abilities also allows the spirits to help her further by seeing through illusions entirely or snapping her out of the condition. The mind connection also allows for Samira to call on and communicate telepathically with both summoned and unsummoned spirits in and out of combat.

    False Gods:
    The spirits contracted with Samira do not require as much energy to enter the normal world like other spirits. Being spirit copies of several gods and goddesses, they were given the ability to bypass such a necessity and therefore do not require the extra amount. Over time, the effect spread to the rest of the magic that links them with their summoner. Samira's spells cost 50% less MP. Another effect is that whenever they or their power is summoned, the flashy materialization sends out a wave of celestial energy. This energy has the burst range and speed that matches the rank of the spirit, doing full damage that also matches the rank of the spirit.

    Spirit Deities:
    Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Spirit HP is increased by 30%. Due to their uncommon nature, they also have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord, and can even harm those that touch the keys for full damage of the rank that matches their own once per post.

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given 5 extra spell slots for one of their magics to be used for this lineage. They must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Other magic rules such as durations and spell slot maximums must also be followed. Summon spells for this lineage are to be reviewed and graded in the magic application.

    Greed and Generosity:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. Those of generosity also watch over those within this family line, granting them a more combat oriented effect. Samira receives 5% MP every post, and 5% HP every post.

    Plot Abilities:

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest


    _____________________________________________________________________________________

    Summoner of Divinities Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Thu 13 Jun 2019 - 12:32

    Hey Samira, you know me and what I do so let's go ahead and start without delay. All I have for you today is one small edit in this color

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30%. For Plot purposes only she is immune to sickness and disease. Combat effects work as they are meant to. 1 Effect

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. 1 Effect

    False Gods:
    Samira's spirits are made up of a different sort of energy than typical spirits due to their origins. Whenever they or their power is summoned, the flashy materialization sends out a wave of powerful celestial energy. This energy has the burst range and speed that matches the rank of the spirit, and does full damage that also matches the rank of the spirit. 1 Effect (Since this is a Burst type ability, please specify that this may only occur once per post. Further, if this applies to summons beyond S rank as well, this ability actually counts as 2 effects since you are transcending the rank cap for lineage abilities, which is S rank)

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage. 2 B+, 2 A+, and one S+. These spells also work separately from the magic itself and therefore do not count towards the magic's spell slot maximums. They also must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Summon spells for this lineage are to be reviewed and graded in the magic application. Additionally, she has gone a step further since unlocking these spirits and is now able to become a guardian avatar herself in a temporary form. This allows for a separate H+ spell to be made for another one of her magics. 4 Effects

    Summoner’s Wealth:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect

    Magical Enlightenment:
    The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. The buffs that apply to Samira's Spell Damage also apply to her Healing spells and abilities. However, because she is so magically focused she suffers from being unable to grow her physical strength beyond the default that comes with her rank. Samira is incapable of using buffs that apply to Strength and Physical Damage.1 Effect

    Ancestral Power:
    There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect

    Plot Abilities:
    Plot Abilities:

    Janus, God Avatar of Portals
    Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.

    Will of Minds Plot Version
    Due to the multitude of spirits that share and occupy her mind, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.

    Hidden Presence
    Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.

    Spirit Deities
    Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.


    Inactive Things that need rebalancing or ideas for another time:
    -Ma'at's Avatar:
    When someone of Samira's bloodline reaches a certain stage of development, they are able to disregard the spirit version of Ma'at and instead call on the true goddess of order for aid. This allows the user to make an additional H+ Spell for one of their magics. However, this spell costs double MP to use and it will even drain the life force of the one who casts it every post while the spell is in effect. The amount of HP lost every post is the equivalent of H+ Spell Damage. These drawbacks cannot be used as a downside to increase properties of the spell. 2 Effects 1 Effect With Drawback

    -Black Zodiac:
    Those of this line have a rare trait that only unlocks when one is lucky enough to possess a Zodiac key. It unlocks a power that comes from the opposite spectrum of emotion and desires than the normal Zodiac represent in common horoscopes. This allows them to have an extra S+ Spell in one of their magics that relates to this specifically. 1 Effect

    -Ma'at's Avatar:
    When someone of Samira's bloodline reaches a certain stage of development, they are able to disregard the spirit version of Ma'at and instead call on the true goddess of order for aid. This allows the user to make an additional H+ Spell for one of their magics. 2 Effects

    -Equilibrium:
    Samira's spirits and power works in such a way that her defensive capabilities are just as powerful as her offensive ones. It keeps them equal so neither is more powerful than another. Buffs that increase her Magic Damage also increases her Defensive Power by the same amount. However, this balanced state also applies to debuffs. Should her magic damage be debuffed her defensive powers will also be affected by the same amount. Her defensive spells also cost double the normal amount due to how their power was enhanced and thereby being more difficult to use. 1 Effect

    -Addition to False gods. Furthermore, they were created to rival that of the Zodiacs in power. The spirits in Samira's summoning magic use Zodiac values for HP and Melee damage. This does not give them the extra ability of Zodiacs. Have this only work on one spirit instead of all since each one counts as an effect.

    -Extra active summon that former staff grader denied before

    -Whenever Samira is protected by a magical defense, the spirits also get a barrier that protects them for half of that same magical defense


    _____________________________________________________________________________________

    Summoner of Divinities Johannsiggies
    Samira Nassar
    Samira Nassar
     
     

    Main Account- Mythical VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Mythical- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Demon Slayer- Zodiac Key- Legal Guild Ace- Z-Rank- Y-Rank- X-Rank- H-Rank- S-Rank- A-Rank- Wanderer- EXP Grinder- Job Creator- Working Together- Forever Solo- Christian Minecraft Server- I Have Friends...- Teaming Up!- Limited Edition- Hired Help- Unknown Powerhouse- Unknown Legend- Achiever- Expert Achiever- Over Achiever- Buddy Buddy- Sticking Around- Taskmaster- Halloween Social- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- Advertisement Achievement Badge- Motor City Rush- Hero- Summer Special Tier 5- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Player 
    Lineage : Summoner of Divinities
    Position : Goddess of Humility
    Posts : 915
    Guild : Lamia Scale (Ace)
    Cosmic Coins : 205
    Dungeon Tokens : 0
    Age : 21
    Experience : 5,299,996.25

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Samira Nassar on Thu 13 Jun 2019 - 12:47

    Ah, these are things you didn't ask for the last time you looked it over. Edited as requested. ^^


    _____________________________________________________________________________________

    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Thu 13 Jun 2019 - 12:49

    We all grow with experience ;D. In any case, this is

    Summoner of Divinities FbVA7uB

    Spoiler:

    @Samira Nassar wrote:
    Summoner of Divinities

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30%. For Plot purposes only she is immune to sickness and disease. Combat effects work as they are meant to. 1 Effect

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. 1 Effect

    False Gods:
    Samira's spirits are made up of a different sort of energy than typical spirits due to their origins. Whenever they or their power is summoned, the flashy materialization sends out a wave of powerful celestial energy. This energy has the burst range and speed that matches the rank of the spirit, and does full damage that also matches the rank of the spirit. This is limited to once per post, and a spirit that is H or above follows the S rank numbers instead of H or H+.1 Effect

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage. 2 B+, 2 A+, and one S+. These spells also work separately from the magic itself and therefore do not count towards the magic's spell slot maximums. They also must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Summon spells for this lineage are to be reviewed and graded in the magic application. Additionally, she has gone a step further since unlocking these spirits and is now able to become a guardian avatar herself in a temporary form. This allows for a separate H+ spell to be made for another one of her magics. 4 Effects

    Summoner’s Wealth:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect

    Magical Enlightenment:
    The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. The buffs that apply to Samira's Spell Damage also apply to her Healing spells and abilities. However, because she is so magically focused she suffers from being unable to grow her physical strength beyond the default that comes with her rank. Samira is incapable of using buffs that apply to Strength and Physical Damage.1 Effect

    Ancestral Power:
    There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect

    Plot Abilities:
    Plot Abilities:

    Janus, God Avatar of Portals
    Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.

    Will of Minds Plot Version
    Due to the multitude of spirits that share and occupy her mind, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.

    Hidden Presence
    Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.

    Spirit Deities
    Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.


    Inactive Things that need rebalancing or ideas for another time:
    -Ma'at's Avatar:
    When someone of Samira's bloodline reaches a certain stage of development, they are able to disregard the spirit version of Ma'at and instead call on the true goddess of order for aid. This allows the user to make an additional H+ Spell for one of their magics. However, this spell costs double MP to use and it will even drain the life force of the one who casts it every post while the spell is in effect. The amount of HP lost every post is the equivalent of H+ Spell Damage. These drawbacks cannot be used as a downside to increase properties of the spell. 2 Effects 1 Effect With Drawback

    -Black Zodiac:
    Those of this line have a rare trait that only unlocks when one is lucky enough to possess a Zodiac key. It unlocks a power that comes from the opposite spectrum of emotion and desires than the normal Zodiac represent in common horoscopes. This allows them to have an extra S+ Spell in one of their magics that relates to this specifically. 1 Effect

    -Ma'at's Avatar:
    When someone of Samira's bloodline reaches a certain stage of development, they are able to disregard the spirit version of Ma'at and instead call on the true goddess of order for aid. This allows the user to make an additional H+ Spell for one of their magics. 2 Effects

    -Equilibrium:
    Samira's spirits and power works in such a way that her defensive capabilities are just as powerful as her offensive ones. It keeps them equal so neither is more powerful than another. Buffs that increase her Magic Damage also increases her Defensive Power by the same amount. However, this balanced state also applies to debuffs. Should her magic damage be debuffed her defensive powers will also be affected by the same amount. Her defensive spells also cost double the normal amount due to how their power was enhanced and thereby being more difficult to use. 1 Effect

    -Addition to False gods. Furthermore, they were created to rival that of the Zodiacs in power. The spirits in Samira's summoning magic use Zodiac values for HP and Melee damage. This does not give them the extra ability of Zodiacs. Have this only work on one spirit instead of all since each one counts as an effect.

    -Extra active summon that former staff grader denied before

    -Whenever Samira is protected by a magical defense, the spirits also get a barrier that protects them for half of that same magical defense


    _____________________________________________________________________________________

    Summoner of Divinities Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Fri 26 Jul 2019 - 20:27

    Moved and unlocked at the user's request

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30%. For Plot purposes only she is immune to sickness and disease. Combat effects work as they are meant to. 1 Effect

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. 1 Effect

    False Gods:
    Samira's spirits are made up of a different sort of energy than typical spirits due to their origins. Whenever they or their power is summoned, the flashy materialization sends out a wave of powerful celestial energy. This energy has the burst range and speed that matches the rank of the spirit, and does full damage that also matches the rank of the spirit. This is limited to once per post, and a spirit that is H or above follows the S rank numbers instead of H or H+.1 Effect

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage. 2 B+, 2 A+, and one S+. These spells also work separately from the magic itself and therefore do not count towards the magic's spell slot maximums. They also must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Summon spells for this lineage are to be reviewed and graded in the magic application. Additionally, she has gone a step further since unlocking these spirits and is now able to become a guardian avatar herself in a temporary form. This allows for a separate H+ spell to be made for another one of her magics. 4 Effects

    Summoner’s Wealth:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect

    Magical Enlightenment:
    The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. The buffs that apply to Samira's Spell Damage also apply to her Healing spells and abilities. However, because she is so magically focused she suffers from being unable to grow her physical strength beyond the default that comes with her rank. Samira is incapable of using buffs that apply to Strength and Physical Damage.1 Effect

    Ancestral Power:
    There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect

    Plot Abilities:
    Plot Abilities:

    Janus, God Avatar of Portals
    Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.

    Will of Minds Plot Version
    Due to the multitude of spirits that share and occupy her mind, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.

    Hidden Presence
    Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.

    Spirit Deities
    Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.


    Inactive Things that need rebalancing or ideas for another time:
    -Ma'at's Avatar:
    When someone of Samira's bloodline reaches a certain stage of development, they are able to disregard the spirit version of Ma'at and instead call on the true goddess of order for aid. This allows the user to make an additional H+ Spell for one of their magics. However, this spell costs double MP to use and it will even drain the life force of the one who casts it every post while the spell is in effect. The amount of HP lost every post is the equivalent of H+ Spell Damage. These drawbacks cannot be used as a downside to increase properties of the spell. 2 Effects 1 Effect With Drawback

    -Black Zodiac:
    Those of this line have a rare trait that only unlocks when one is lucky enough to possess a Zodiac key. It unlocks a power that comes from the opposite spectrum of emotion and desires than the normal Zodiac represent in common horoscopes. This allows them to have an extra S+ Spell in one of their magics that relates to this specifically. 1 Effect

    -Ma'at's Avatar:
    When someone of Samira's bloodline reaches a certain stage of development, they are able to disregard the spirit version of Ma'at and instead call on the true goddess of order for aid. This allows the user to make an additional H+ Spell for one of their magics. 2 Effects

    -Equilibrium:
    Samira's spirits and power works in such a way that her defensive capabilities are just as powerful as her offensive ones. It keeps them equal so neither is more powerful than another. Buffs that increase her Magic Damage also increases her Defensive Power by the same amount. However, this balanced state also applies to debuffs. Should her magic damage be debuffed her defensive powers will also be affected by the same amount. Her defensive spells also cost double the normal amount due to how their power was enhanced and thereby being more difficult to use. 1 Effect

    -Addition to False gods. Furthermore, they were created to rival that of the Zodiacs in power. The spirits in Samira's summoning magic use Zodiac values for HP and Melee damage. This does not give them the extra ability of Zodiacs. Have this only work on one spirit instead of all since each one counts as an effect.

    -Extra active summon that former staff grader denied before

    -Whenever Samira is protected by a magical defense, the spirits also get a barrier that protects them for half of that same magical defense


    _____________________________________________________________________________________

    Summoner of Divinities Johannsiggies
    Johann
    Johann

    Administrator- Moderator- Developer/GFX Artist- Demon VIP Status- God VIP Status- Dragon VIP Status- Knight VIP Status- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Custom Slayer- God Slayer- Demon Slayer- Neutral Guild Ace- H-Rank- S-Rank- A-Rank- Shipped- Halloween gfx'ers- Halloween Social- Halloween job event participant - Fan Art Contest Participant- Haiku Contest Participant- Lineage Making Contest Participant- Richie Rich- Rich- Veteran Level 6- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Character History!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Tertiary Magic- Ship- Master [1000]- Senior [500]- Novice [250]- 3rd Place Event/Contest Winner- Christmas Event Winner- X-Mas Event Participant- Advertisement Achievement Badge- Tournament Participation Badge- Cookie Achievement- Cupcake Achievement- Rainbow Hero- Summer Special Tier 4- Summer Special Tier 3- Summer Special Tier 2- Summer Special Tier 1- Summer Special Donor- Summer Special Participant- Have Onida On Your Friend's List- 1 Year Anniversary- Player-
    Lineage : Herald of Destruction
    Position : Saint of Justice
    Posts : 4777
    Guild : Dies Irae - GM
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 28
    Mentor : Ruvel
    Experience : 2,380,550
    Brownie Points : Kebab∞

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

    Summoner of Divinities Empty Re: Summoner of Divinities

    Post by Johann on Sun 4 Aug 2019 - 0:12

    Summoner of Divinities OHDD1mB

    Spoiler:
    @Samira Nassar wrote:
    Summoner of Divinities

    Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017

    Description:
    The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.

    Normal Abilities:

    Blessing of Vitality:
    The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. Samira’s health is increased by 30%. For Plot purposes only she is immune to sickness and disease. Combat effects work as they are meant to. 1 Effect

    Will of Minds:
    Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Samira is 50% resistant to mind altering abilities and statuses. This can include sleep, hypnosis, confusion, charm/seduction, illusions, and fear inducing spells and abilities. 1 Effect

    Final Guardians:
    Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage. 2 B+, 2 A+, and one S+. These spells also work separately from the magic itself and therefore do not count towards the magic's spell slot maximums. They also must be summons, are considered "normal" instead of "celestial", and must follow the rules for Normal, Grand, and Immaculate summons. Summon spells for this lineage are to be reviewed and graded in the magic application. Additionally, she has gone a step further since unlocking these spirits and is now able to become a guardian avatar herself in a temporary form. This allows for a separate H+ spell to be made for another one of her magics. 4 Effects

    Summoner’s Wealth:
    Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect

    Master Summoning:
    All of those within this bloodline have a natural talent and specialization with summoning magic whether they desire it or not. It overcomes the limits that most other summoners have and makes it so those with this ancestral trait have the ability to have more of their spirits at their call at once. Samira's Active Summon Cap is increased by 1 depending on what Summoning Magic Benefit she has. EX: A Solitary Summoning Magic would now have a 5 Active Summon Cap instead of 4. This also extends to her Re-quip magic and abilities due to the connection with the spirits. Her Re-quip cap is also increased by 1 depending on the benefit. EX: A Primary Re-quip Magic would now have a 4 Active Re-quip Cap instead of 3. 2 Effects

    Ancestral Power:
    There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect

    Plot Abilities:
    Plot Abilities:

    Janus, God Avatar of Portals
    Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.

    Will of Minds Plot Version
    Due to the multitude of spirits that share and occupy her mind, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.

    Hidden Presence
    Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.

    Spirit Deities
    Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.

    Celestial Storage
    Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.

    Nassar Sanctum
    Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.

    Blank Sleep
    Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.

    Social Spirits
    Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.

    Fellow Celestials
    Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.

    Spirit Keys
    Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.


    Inactive Things that need rebalancing or ideas for another time:


    -Black Zodiac:
    Those of this line have a rare trait that only unlocks when one is lucky enough to possess a Zodiac key. It unlocks a power that comes from the opposite spectrum of emotion and desires than the normal Zodiac represent in common horoscopes. This allows them to have an extra S+ Spell in one of their magics that relates to this specifically. 1 Effect

    -Addition to False gods. Furthermore, they were created to rival that of the Zodiacs in power. The spirits in Samira's summoning magic use Zodiac values for HP and Melee damage. This does not give them the extra ability of Zodiacs. Have this only work on one spirit instead of all since each one counts as an effect.

    -Extra active summon that former staff grader denied before

    -Whenever Samira is protected by a magical defense, the spirits also get a barrier that protects them for half of that same magical defense


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    Summoner of Divinities Johannsiggies

      Current date/time is Sun 22 Sep 2019 - 15:10