- Summons:
Some mages have the unique ability to summon magical creatures to fight on their behalf. For some mages that's actually the only thing they can do.
The rules for summoning are pretty easy. Every summon takes up one spell slot. The rank of the spell slot indicates the power of the creature. That creature will need a well-balanced duration and cooldown. ( Duration = how long the creature can be on the field, Cooldown = the time it takes for the creature to rest until it can be summoned again. )
puts a great strain on the user and so they are limited to the amount of things they can summon at once. This is listed in terms of D rank summons, with 2D=1C, 4D = 1B, 8D = 1A, 16D = 1 S, 48D = 1H.
D = 2
C = 4
B = 8
A = 16
S = 32
H = 96
A normal summon is allowed one active ability and one passive ability equal to their rank. These abilities do not use the user's MP in order to fuel.- Celestial Spirit Magic:
- Zodiacs: Every Celestial Spirit Mage loses 1 Spell Slot that is to be replaced with a Golden Spirit Key for a Zodiac summmon. That Spell Slot is always the strongest Spell Slot availble and corresponds with the user's rank. When a CS mage ranks up, so does his Zodiac Summon. The Zodiac will take up a new Spell Slot and the old one will open up for a new one. Celestial Spirit Mages may only have 1 Zodiac Key, unless he or she obtains another one by killing the owner in battle or because it was given to them by the previous owner. If the initial Celestial gold key was given away, the player cannot apply for another one. When a Celestial Spirit Mage has more than one Zodiac and ranks up, He / she can decide which Zodiac will rank up and which remains the same rank.
- Stellar: Silver Keys containing Stellar Spirits are limitless, and take up the spell slot given to them by the user.
- Unknown: Different keys exist to summon special "other" Spirits as well. They have the same rules as the Silver Keys. Example: Black key of the Snake Bearer
Contracts with Spirits must be described in the description of the spell.- Golden Keys:
Golden Keys: These are special keys, limited to 12, and have to be registered in order to obtain or somehow gained from other celestial spirit mages. What makes them so special? They are slightly more powerful than the average summon, but this has a cost.
They gain one extra passive/active ability, but in exchange they count as 1.5 of their rank in terms of 'number of summons' i.e. a D rank gold key would be equal to 1.5D ranks and as such would be the only summon you could have out of that rank.
Note for gemini: It cannot mimic the magic power or magic of anyone higher rank than the user
- Takeover:
Take Over magic is using magic to take on abilities and identities of powerful creatures. Similar to summoning, but instead of summoning the beast itself you become it, either partially or fully. This is also where we will draw a distinction: Partial Take Over, Fulll Take Over or Form and Spell.
A user of this magic is limited to a maximum of sixteen 'partial' takeovers that can form into a full takeover. A full takeover can consist of between 2 and 4 partials. The fewer partials required to make a 'full' takeover the lower the benefits gained of achieving said full takeover. All partials and forms must follow a specific theme e.g. Satan Soul uses demons, Beast Soul uses monsters, Animal Soul uses animals.
A partial takeover can have one passive and one active ability equal to its rank.
A full takeover gains all the active abilities of its partial plus one additional passive ability equal to its rank. It must be at least one rank higher than the partials.
A full takeover gains all of the passive abilities of its passives at a boosted amount. This amount is what is effected by the amount of partials.
Two partials: 10%
Three partials: 25%
Four partials: 50%
This makes the full takeover an incredibly powerful item. However, the amount a user can buff a stat in any full takeover is as follows:
D: 75%
C: 100%
B: 125%:
A: 150%
S: 175%
H: 200%
The remainder of the spell slots that a user has can be used for two things:
Partial takeovers that are NOT part of a form or abilities which can only be used whilst using certain partials/full takeovers.- Important notes:
- When a Partial TO is in cooldown, its Form cannot be activated.
- When a Form enters its cooldown, all of its Partial TOs enter cooldown as well.
- Every Form must be at least 1 Rank higher than its highest ranked Partial TO.
- Spells belonging to a certain Form cannot be used by a Partial or Full TO of another Form.
- Each Take Over takes up 1 Spell Slot.
- Each regular Spell has to be assigned to a Form and can only be used in the Form or with the appropriate Partial Take Over of that Form.
- Partials of different Forms may be combined with each other simultaneously, but they cannot produce another Form.
- Only a maximum of four partials can be used at once
- Takeover active spells will use MP
- Takeover active abilities must function like normal spells with durations and cooldowns
Last edited by Speed Demon Zack on 25th October 2014, 12:09 am; edited 3 times in total