Magic
Primary Magic: Shaman's Gate
Secondary Magic: ---
Caster or Holder: Caster
Description: A type of summoning magic that calls about natural and mystic creatures of nature to fight along side the user. However Shaman's Gate is not all just summoning. Artemis also gains access to a handful of versatile spells that boost herself and her summons. This spells are rare but the buffing spells tend to work best when Artemis has at least one summon out. When Artemis summons a new animal she must create a bond with it. To do this she must offer up a small symbol of their bond. Since Artemis' back is already littered with scars from her childhood she usually goes with another scar, most of the time inflicted by the summon. Once the bond has been cemented her summon she can call on them as long as the conditions are meet (not on cooldown.) If she lets go of one of her bonds the sign of her and the creature's bond fades away and regaining that bond is near impossible.
Strengths:
-Can summon an allies to help her in battle. This can range from natural to mythical creatures
-Does have a few extra spells, mostly buffs for her and her summons
-It is possible for her to travel through the gates to the creature home
Weaknesses:
-The summons have free will and can reject any offer she makes. Including the summon request or using their abilities
-Outside of her summons she has very few offensive options, most non-summoning spells are buffs
-Even though it is caster magic, Artemis must create a contract after the first summoning. Not all but some of the scars on her back are symbols of creating the contract.
-Artemis is relatively defenseless with out her summons.
Lineage: Aspect of the Vulcan
Unique Abilities:
-Can open gates to the creature's home (required to summon the creature, no usable in combat)
-Even though the gates only show up when summoning the creature it is possible to past through the gates to go to the creature's home.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Primary Magic: Shaman's Gate
Secondary Magic: ---
Caster or Holder: Caster
Description: A type of summoning magic that calls about natural and mystic creatures of nature to fight along side the user. However Shaman's Gate is not all just summoning. Artemis also gains access to a handful of versatile spells that boost herself and her summons. This spells are rare but the buffing spells tend to work best when Artemis has at least one summon out. When Artemis summons a new animal she must create a bond with it. To do this she must offer up a small symbol of their bond. Since Artemis' back is already littered with scars from her childhood she usually goes with another scar, most of the time inflicted by the summon. Once the bond has been cemented her summon she can call on them as long as the conditions are meet (not on cooldown.) If she lets go of one of her bonds the sign of her and the creature's bond fades away and regaining that bond is near impossible.
Strengths:
-Can summon an allies to help her in battle. This can range from natural to mythical creatures
-Does have a few extra spells, mostly buffs for her and her summons
-It is possible for her to travel through the gates to the creature home
Weaknesses:
-The summons have free will and can reject any offer she makes. Including the summon request or using their abilities
-Outside of her summons she has very few offensive options, most non-summoning spells are buffs
-Even though it is caster magic, Artemis must create a contract after the first summoning. Not all but some of the scars on her back are symbols of creating the contract.
-Artemis is relatively defenseless with out her summons.
Lineage: Aspect of the Vulcan
Unique Abilities:
-Can open gates to the creature's home (required to summon the creature, no usable in combat)
-Even though the gates only show up when summoning the creature it is possible to past through the gates to go to the creature's home.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
- D Rank Spells:
1.
Name: Shaman's Gate: Swarm of Wasps
Rank: D
Type: Offensive, Nature, Poison, Summon
Duration: The swarms lives for 2 post
Cooldown: 3 posts after the swarm dies
Description: Artemis summons a large swarm of venomous wasps (100 wasps). Each wasp does .1 damage per sting. The wasps can move at 15 miles per hour but will stop chasing an enemy once they are a mile away from Artemis. The Venom lowers the enemies strength (33%) for the duration. but can be treated to end early.
Strengths:
-Fire and forget, wasps will automatically seek out enemies.
-Venmon lowers the enemies strength
-The wasps live for the entire duration unless killed early and Wasps do not die after stinging. but once the duration is over they all die
- They use Artemis as a base so they will defend her if an enemy attacks her directly
Weaknesses:
-Can be stopped by a fair number of elements (fire burns them, wind blows them away, water stops them from flying)
-50% resistance of the poison for those who specialize in venom-related magic.
-Can be outrun
-Poor against enemies with thick/hard skin, or thick clothing covering them.
-Can only have 1 swarm at a time
-Relatively mindless, the go after what Artemis tells them to go after and fly back when Artemis is hit. They don't defend themselves but their 'base.'
2.
Name: Imprint
Rank: D
Type: Nature, Supportive
Duration: 4 posts
Cooldown: 5 posts
Description: Artemis and her summons focus on one smell in particular, filtering out all over distractions. While imprinting a smell both her and her summons move faster and hit stronger.
Strengths:
-Can follow one smell anywhere for the duration.
-She moves faster and hits harder during the duration. (Addtional .5 D rank damage her D rank summons summons. Her C rank summons deal 1 extra D rank damage)
-This focus forces her summons to attack the same person
Weaknesses:
-Part of filtering out all distractions means she has her eyes closes and moves only following her sense of smell. Because of this she can hit friendly targets on accident.
-Other strong smells can over simulated her, causing her pain. Perfumes and other strong orders are painful to her. (think a shirshu from avatar) (D rank for per extremely strong smell.)
-Since she is only focusing on one scent, people can sneak up on her.
-Can not summon additional help while this spell is active. She must used what she previously summoned. If she has more then 1 summon out her summons get no bonuses.
3.
Name: Shaman's Gate: Raigeki
Rank: D
Type: Nature, Lightning, Offensive, Summon
Duration: 5 posts
Cooldown: 7 posts
Description: Artemis open's the Shaman's gate and summons the electric charged tiger known ass Raigeki. This electric charged tiger has the passive ability of increasing it's allies movement by 25% if they remain within 20 meters. It's active ability allows iit to show an arrow of lightning that deals D rank damage and can pass through up to 3 enemies. This ability has a cooldown of 3 posts
Strengths:
-Resistant to Electric attacks (50% resistance)
-Strong against water users (50% damage bonus)
-It's active ability can hit multiple people, passive lets allies move and cast faster.
Weaknesses:
-Can only take 2 D rank hits and 1 C rank or higher hit.
-It's active ability can hit allies.
-Weak to earth (Takes 50% more damage vs earth)
-Deals half damage to Earth users.
4.
Name: Shaman's Gate: Zel
Rank: D
Type: Fire, Offensive, Nature, Summon
Duration: 5 posts
Cooldown: 6 post
Description: Artemis summons an monkey imbued with the fire element known as Zel. It has the passive ability to melt anything it wants. It's Active ability causes it to light itself a flame and charge at the enemy, tackling the enemy. 2 post cooldown on the active
Strengths:
-Deals more damage to ice and nature enemies (50% more)
-Resistant to fire (20%)
-Can melt locks and other metal objects as long as it is the same rank or lower
Weaknesses:
-Can only take 2 D rank hits and 1 C rank or higher hit.
-It can't melt anything that can take a C rank hit or higher)
-Takes double damage from water and earth spells (50% more damage)
-If Zel dies pre-maturely full cooldown still goes into effect.
- C Rank Spells:
1.
Name:Shaman's Gate: Frostbite
Rank: C
Type: Nature, Ice, Summon, Offensive
Duration: 4
Cooldown:5 posts after spells ends.
Description: Artemis summons an arctic wolf to help her in battle. The damage it deals is aligned with the ice element. As a passive it slowly starts to chill the area around it with in 10 meters. As an active ability it can can bite down hard on a single target, dealing C rank damage and additional d rank damage for 1 post afterward. The residual damage can be removed via healing or fire. Cooldown on this active ability is 3.
Strengths:
-Active and basic attacks it deals are Ice element.
-Resistant against ice (50%)
-The area around it becomes chilled, slowing enemies by 20%
Weaknesses:
-Takes double damage against fire
-Deals half damage to fire.
-Will disappear if it takes 1 B-rank or higher hit, 2 C rank hits or 4 D rank hits.
-If Frostbite dies before the duration ends the full cooldown still happens
2.
Name: Shaman's Gate: Nahiri
Rank: C
Type: Nature, Summon, Supportive
Duration:3 posts
Cooldown: 4 posts
Description: Artemis summons a large hawk imbued with the element of wind. It can can fly and has an active ability to fuse with an ally, losing it's ability to attack but giving the ally the ability to fly for the duration of the summon. It's cooldown is shared with the summon's cooldown. When not fused Nahiri uses it's talons and beak to tear into the foe with C rank physical damage.
Strengths:
-It's one of a few support based spirits
-Can give an ally the power to fly (ally grows spirit wings)
-It's basic attacks deal psychical damage
Weaknesses:
-To give the target the ability of flight it can no longer attack as it takes up occupancy inside the ally.
-Takes double damage from lightning attacks
-If an alley is giving the power of flight they take 50% more from electric attacks.
-If shot in the spirit wings that form when given the power of flight they can be shot down (damage is equal to the amount of damage Nahiri can take.
-Nahiri will disappear if it takes 1 B-rank or higher hit, 2 C rank hits or 4 D rank hits. If it gives the power of flight the spirit wings that spawn on the target take 1 C rank hit and 2 D rank hits
3.
Name: Shaman's Gate: Gnome
Rank: C
Type: Nature, Earth, Summon Defensive
Duration:5 posts
Cooldown: 6
Description: Artemis opens the Shaman's Gate and summons a boar imbued with the element of earth. Allies within 25 meters of Gnome gain a 25% bonus to their defenses. Gnome has an active ability to cause a shield of 5 pointed stones to hover around himself and one ally. The stones all together can take 1 C rank hit and 2 D rank hits. The stones last for 4 posts and have a cooldown 5.
Strengths:
-Gnome's basic attacks deal earth damage.
-Is resistant to electric attacks. (50% damage reduction)
-Can shield Allies
Weaknesses:
-Gnome will disappear if it takes 1 B-rank or higher hit, 2 C rank hits or 4 D rank hits.
-Takes double damage form water based attacks
-Deals 50% less to water based targets
-The shield it spawns have a weakness to water. 1 D rank water spell cause the stones to break
- Signature Spell(s):
Name: Overrun
Rank: C
Type: Offensive, Multi-Element
Duration: 1 post
Cooldown: 4 Posts
Description: Artemis opens all the gates to her all her summons just long enough for each to get one hit in.
Strengths:
-Can deal massive Damage, Damage is scaled to this spell's rank.
-Damage is Diverse and any secondary effects of the summons happen if the hit goes through.
-Can be used with a summon out.
Weaknesses:
-Puts all summons used on Cooldown
-Costs an additional 5 mana for each summon used.
-If a summon is out or on cooldown it can not be included in Overrun
-Only 1 summon per rank can be part of the attack (One D rank, one C rank, etc.)
- Locked Till B Rank:
List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Last edited by Artemis on 11th January 2015, 9:44 pm; edited 9 times in total