Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017
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.
The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. Samira's base Spell Damage and base Spell Durability are increased by 50%. However, because she is so magically focused her natural Strength/Melee Damage is decreased, lowering its base value by 50%, and she cannot benefit from buffs that increase Strength/Melee Damage. 2 Effects
Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Summon HP is increased by 60%.1 Effect
At the time those of this bloodline were granted their powers and spirits, there was also a key made for a spirit that was beyond all control and rivaled that of Zodiacs. For generations he was imprisoned until his key became a part of Samira's fate and magic. This ability gives the user an extra H+ spell to be used in their summoning magic. This spell is to be used for the Crystal Key that is obtained naturally through a Primary or Solitary Summoning Magic, and it can be made even if a Zodiac Key already exists in that same magic. However, because the spirit within this key is still in a prison, it takes more to summon him into the mortal plane of existence. To summon this spirit, unlike other spirits that cost no MP to bring into combat, Samira must pay the cost of a H+ spell and it does not benefit from Spell Cost Reductions. This extra spell is to be reviewed and graded in the magic application. 3 Effects - 2 Drawbacks = 1 Effect
Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage and their summoning magic. 2 B+, 2 A+, and one S+. However, due to these spirits technically being on a higher scale than the spirits bonded with a single Nassar summoner, they require more to bring to the mortal realm. These spirits come with a HP cost. In order for Samira to make use of them in combat she must first allow them to take a part of her health energy before they appear. The amount taken from her HP is double the MP cost of its rank. Additionally, she also unlocks another S+ spell slot for use in another one of her magics. All extra spell slots are to be reviewed and graded in the magic application. 3 Effects - 1 Drawback = 2 Effects
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
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
There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect
- Plot Abilities:
- Plot Abilities:
Janus, God Avatar of Portals
Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.
Blessing of Longevity
The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. For Plot purposes only she is immune to sickness and disease, and can keep going strong for long periods of time with no rest. Combat effects within the magic of others work as they are meant to. As another side effect to this blessing, those within this bloodline that have reached a very high point of power do not age normally. Their appearance remains at the age they were when reaching that high point. Samira is no exception to this.
Will of Minds Plot Version
Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Because of this, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.
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.
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.
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.
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.
Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.
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.
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.
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.
Last edited by Samira Nassar on 12th July 2020, 6:01 am; edited 125 times in total