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 have 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.
Magical Enlightenment 1:
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 avatar of magic. Samira's base Spell Damage, base Spell Durability, and base MP 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. She also does not have access to Technique stats (their values being permanently zero) nor can she benefit from abilities and spells that are categorized as Combat Arts even when they are cast by allies. 3 Effects
Magical Enlightenment 2:
Unlike Magical Enlightenment 1, the second version is the power of Samira's summons as a whole. Over the years they have grown more powerful just as their summoner has and as such, they have broken the original summoning boundaries. They can now be summoned faster and further away from their summoner. This climb in magical prowess has also passed to her other magics, making Samira much more effective at long range and her spells reaching speeds that make up for her physical slowness. Samira's base Spell Range and base Spell Speed are increased by 50%. To compensate for such power, Samira cannot buff her Movement Speed by any means and must rely even more on her magic for avoidance. Additionally, she cannot benefit from Spell Cost Reductions in any way. For further clarification, this also means that downsides in magic applications cannot be used to lower the cost of a spell nor can Ascendant Abilities that lower MP cost be used. As a final sacrifice to her advancement in summoning, her Requip magic has weakened. For every Requip magic she possesses its benefit is reduced by 1. EX: A Primary Requip Magic would now only have 2 Requips activated at max instead of 3. 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. The base HP of Samira's Summons is increased by 50%. However, the magical weight it puts on the summoner is enormous and affects them physically even when a summon is not present. No matter how hard a Nassar trains they can never overcome it. Samira's base Movement Speed is decreased by 50%. 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 an H+ spell. As an additional downside, the MP that is used to summon him and the MP used to activate his abilities cannot be regenerated until he is destroyed/dismissed. 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 an 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. This HP cost also cannot be restored or regenerated by any means. 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 - 2 Drawbacks = 1 Effect
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 desired 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. 1 Effect
There can never be enough spells or passives to go around. The spirits and goddess that watches over those with this lineage wants them to have as much access to their ancestral power as possible whether this is 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
The weakness for many summoners is relying too much on summons or being the main target of an enemy to avoid facing the power of the magical beings one can control. The ancestors of this lineage called upon the deity that gave them their original power and asked for an additional blessing for protection. The result of their request was their bodies becoming highly resilient to attacks both magical and physical. However, it came with a cost that affected their magic. They quickly learned that they had to be cautious in a different way. Samira has a 50% buff towards her Damage Resistance, but the MP cost for all of her spells is increased by 50%. 1 Effect
Additional Drawbacks For Balancing and Extra Effects:
Samira's summons partially suffer from her own limits to physical speed due to the magical side being more prominent. The Movement Speed of Samira's summons cannot be buffed by any means.
Despite Samira having different magics that are not fully summoning these magics are still heavily linked to her summons and their powers. She is a summoner that is so connected with the deity avatars she can control that she also suffers when they are in danger. Whenever a summon is destroyed in combat Samira feels it as well and immediately loses 5% of her HP due to the link between them.
The Nassar bloodline is one that works best with the summons that are tied to their magic and being. They can make use of other summons that exist in other keys, but their use is more limited than it is with other summoners. The amount of Unknown Keys Samira can bring into a thread is reduced by 1.
- 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 belonging 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 spilled 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 it is where her spirits dwell when not summoned or in her mind. She can visit this place at any time or bring others there. If she were to ever reach 0 HP in a thread this is also where her spirits will take her to keep her safe.
Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.
With OOC permission, both Samira and her spirits are able to sense others that use celestial magic. They will also be more knowledgeable and aware of any summons/spirits that are connected with them.
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 27th October 2021, 4:27 pm; edited 147 times in total