Primary Magic: Primary Celestial Spirit Magic
Secondary Magic: Secondary Holy Stigmata
Caster or Holder: Holder
Description:
Celestial Spirit Magic is a type of Magic in which the user summons Celestial Spirits by opening their gates through the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the rarer Gold Keys.
Strengths:
Weaknesses:
Abilities/Powers:
Secondary Magic: Secondary Holy Stigmata
Caster or Holder: Holder
Description:
Celestial Spirit Magic is a type of Magic in which the user summons Celestial Spirits by opening their gates through the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the rarer Gold Keys.
Strengths:
- Has access to a wide range of diverse allies
- Summons can provide immediate support
- Spirits can act on their own without much prompting from Kiersa
Weaknesses:
- Needs the keys in order to summon anyone.
- Certain Spirits need certain conditions to be summoned.
- Each Spirit has their own whims and desires, possibly refusing to follow orders
- Kiersa herself is more vulnerable than her Spirits
Abilities/Powers:
- Passive: Multiple Summoning. Kind of self-explanatory.
- Passive: Sense Celestial Magic. Can determine if someone is a Celestial Summoner/Spirit
- Passive: Celestial Protection: Kiersa herself receives 5% less damage for each Spirit she has summoned out, up to a maximum of 15%.
- Active: Celestial Empowerment: Once per thread, Kiersa can boost the power of one of her Celestial Spirits by paying double the MP cost of their summon, increasing their rank by 50%. I.E. Capricorn is B-Rank, Kiersa uses double the Mana that would take to summon Capricorn, Capricorn is summoned as B+50% Rank.
- Active: Purify Spirits: Given Kiersa's past and current leanings towards the holy magical arts, she can utilise that power in combination with her Celestial magic to restore corrupted Spirits back to their original selves.
It costs twice the MP it would take to summon the Spirit in question, and requires an entire post to cast. An extra post for each Rank higher than Kiersa the Spirit is.
- Signature Spell:
Name: Celestial Healing
Rank: User
Type: Light, Support
Duration: 1 post
Cooldown: 4 posts
Description:
This spell is a melding of her knowledge of healing magic from the Holy Stigmata magic, and the knowledge of the Celestial Realm her Spirits have been instructing her about. Just as the Spirits are called forth from the Celestial Realm, they are still connected to it, which is how they return there. It is this connection that Kiersa draws from to manipulate wounds and injuries on her friends and allies.
Kiersa hovers her hands over the targets injuries, and channels the energies of the Celestial Realm through them, specifically, the time differential part, essentially, speeding up the bodies natural healing process. Target has 10% HP restored. I.E. if Kiersa heals someone who is at 50% HP, they are then at 60% HP. Range is close quarters, cast speed is instant
Strengths:- Can heal nearly any wound nearly instantly that would heal normally over the course of days/weeks/months/years.
- Boosts the targets immune system to fight off poisons and diseases. Reduces their duration and damage by half. I.E. if the target is suffering D-Rank poison for four posts, they now instead suffer 1/2 D-Rank poison for two posts.
- Can be done at will in the Celestial Realm.
Weaknesses:- Needs there to be a Celestial Spirit summoned by Kiersa anywhere bar the Celestial Realm. No Spirit, no connection, no healing
- Requires Kiersa to be directly beside the target in order for the healing to work.
- Magical maladies such as curses are unaffected by the healing.
- Can't be used to heal the caster herself. Would result in a feedback loop of magic that would just backfire since she's the one channeling the energies to begin with.
- Can heal nearly any wound nearly instantly that would heal normally over the course of days/weeks/months/years.
- B-Ranks:
- Capricorn (Golden Key Goat):
Name: Capricorn
Rank: Casters
Type: Offensive
Duration: 4 posts,
Cooldown: 5 posts
Description:
"Open the Gate of the Goat! Capricorn!"
Capricorn is a tall humanoid, who possesses many goat-like traits: his body is covered in short, brownish white fur, with longer tufts covering his lower face, resembling a goatee, and the back of his legs, which greatly resemble those of a goat, being slightly bent backwards and ending in dark hooves.
He has short, thin ears sitting on top of his head, with a distinctive, elongated oval form, and horns which curve downwards and jut frontwards framing his face. From his lower back sprouts a mildly long tail ending in a dark tuft of fur, and his fingers sport long and dark nails, highly reminiscent of claws.
His elongated face possesses marked cheekbones and a prominent, large nose; his eyes are always hidden away by a pair of black, mirror polished shades, with the lenses fusing into a single one, possessing a hollowed part in order for them to rest on Capricorn’s nose.
The shades, predictably, come with dark arms, which, however, aren’t shown resting anywhere, due to the Mage’s ears being elsewhere. Capricorn possesses prominent, toned abdominal, and, while initially portrayed as lean-built, was later given a more massive, muscular appearance.
Casting speed is instant
Abilities:
Passive: Magical Mentor; Capricorn has been known to instruct his summoners on ways to improve their magical power. His mere presence gives the Summoner a 30% boost in magical power, and the Summoner's allies a 10% boost. Range is twenty metres.
Active Ability:- Self-Summoning.:
Should Capricorn believe his summoner to be in need, he can summon himself to the field. Can be used three times per thread.
Strengths:- Can be Summoned without the Key in Kiersa's hand.
- Useful in a pinch.
- Can appear anywhere within a five metre radius of Kiersa.
Weaknesses:- Can only self summon three times.
- Won't work if the Key is broken.
- Still subject to normal summon cooldowns and durations.
- Kiersa has no control over these self-summons so cannot entice one to occur.
- Can be Summoned without the Key in Kiersa's hand.
Active Ability:- Saturn's Strike:
A powerful blow with the strength to crack open solid rock. This is an AOE strike that shakes the ground around him, forcing enemies to their knees and backsides, and renders them dazed and disorientated for one post. Area of Effect is radius of ten metres with Capricorn at the centre. Can be used once per summon.
Strengths:- Deals Capricorn's Rank in damage.
- Can be used against a single large target such as a dragon or other behemoth as a pin-point strike.
- Useful against large clumps of enemies.
Weaknesses:- Can only be used once per summon.
- Doesn't affect those in the air.
- Against dragons or other behemoths, loses its AOE quality for the pin-point strike.
- Not ideal on a ship or similar transport.
- Deals Capricorn's Rank in damage.
Strengths:- Expert in hand to hand combat: Will deal physical damage at summoner's rank + 10%. I.e. if Kiersa is C-Rank, Capricorn will deal C-Rank + 10% damage. If B-Rank, will deal B-Rank +10% damage. etc etc etc. This is a natural boost in power.
- Enhanced Strength: Is able to easily lift people or items no matter the weight.
- Enhanced Speed: Is capable of moving at speeds up to 60mph.
Weaknesses:- No ranged abilities.
- Protective. Whenever Kiersa's HP reaches 50% or lower, he will pull back from whatever he is doing and remain by her side. The furthest he will ever move from her is 2 meters in this state.
- Darkness magic deals 20% extra damage to him
- As he is a Zodiac Spirit, he costs more than he normally would and takes up the strongest spell slot. Costs 5% extra mana.
- Cepheus (King):
Name: Cepheus
Rank: B
Type: Offensive
Duration: 4
Cooldown: 5
Description:
"Open the Gate of the King! Cepheus!"
Despite being named the King Constellation, he is not related to the Celestial Spirit King in any familial way. Rather, he is named such as he is the ideal for mortal kings to aspire to. He is noble, valiant, kind, effectively the epitomy of what a king and knight should strive to be.
Contract: Cepheus has sworn to serve and guard Kiersa as her loyal Knight, as it is the duty of a knight to protect a sister of the cloth.
Abilities:
Passive = Allies within a ten metre radius of Cepheus receive a 1% HP regen per post he is summoned for as the veritable aura of the King's presence rejuvenates them.
Activated Ability:- Judgement:
- By taking the stance above, Cepheus' charges power into his sword then swings it horizontally and unleashing a wave of Holy magic that reaches up to 30m/100 feet away, with its maximum width being the same. Speed = 10m/s
Strengths:- Is a highly destructive attack, difficult to stop.
- Deals an extra 10% damage to Dark/Shadow Magic users.
- Deals an extra 10% damage to Dark Celestial Spirits.
Weaknesses:- Deals 10% less damage to Holy/Light Magic users.
- Deals 10% less damage to Celestial Spirits.
- Requires the use of both of Cepheus' arms/hands. If one/both is broken, then can't cast Judgement.
- Without his sword in hand, Cepheus can't cast Judgement.
- Is a highly destructive attack, difficult to stop.
Strengths:- His regular attacks are Holy magic based, and thus deal 20% extra damage to demons, undead, and devils.
- The sword is Celestial Steel and is thus inedible to Dragon and God Metal Slayers.
- Master swordsman. His skills with a sword are capable of matching and surpassing any mortal masters of the art of the sword.
Weaknesses:- Has no ranged combat capability aside from Judgement
- Metal Devil Slayers however can consume the Celestial Steel sword since holy and metal magics
- After using Judgement, Cepheus' remaining duration is halved. I.e. if he used Judgement when his Duration is at 2 posts, he can only remain for 1 post.
- Will not fight against the Celestial Spirit King should someone somehow manage to summon him against his summoner.
- Draco (Dragon):
Name: Draco
Rank: B
Type: Offensive
Duration: 5 posts for combat, 10 for non-combat
Cooldown: 6 posts for combat, 11 for non-combat
Description:
The caster takes the key in their hand, fulfils the requirements of the contract, and then calls out, “Open the Gate of the Dragon! Honoured elder of the stars! Draco!” Takes on the form of an Oriental Dragon when in dragon form, an elderly man in red and gold robes with a scar over their left eye in human form.- DRAGON FORM:
- HUMAN FORM:
Draco is an old, gentle spirit, and is generally considered to be quite knowledgeable. He is quite favourable to a cup of tea, and will prefer to negotiate before utilising his power. He tends to refer to those he knows in a “suitable” familial term, even if there is no relation at all. He calls his summoner grand-child for example.
Casting speed is instant
Passive Ability:Can adjust his dragon form size for the area required, minimum size of 10 feet tall, maximum of 100 feet, whilst retaining his strength.
Active Ability:- Roar of the Celestial Dragon:
Draco takes in a quick breath before unleashing a torrent of raw Celestial energy towards his target. Range = 40m, speed = 20m/s, size is comparable to however large Draco's mouth is at the time.
Cooldown = 3 posts
Strengths:- Is mixed magical elements, so much harder for Slayers to consume.
- Can be used in either Dragon form or Human form.
- Is as quick to cast as taking a breath.
Weaknesses:- Requires the use of his mouth.
- Can only fire in a straight line.
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- Is mixed magical elements, so much harder for Slayers to consume.
Strengths:- Can imbue regular fire magic into the Celestial Roar
- Can breathe regular lightning magic into the Celestial Roar
- Capable of flight, max speeds of 120 mph.
Weaknesses:- Can only take on dragon form for combat
- Is vulnerable to Dragon Slayer Magic
- Takes 20% more damage from Darkness spells.
- Can only be summoned if the key is dipped in a flame or struck by lightning
- Their bonus breath magic attack is dependent on the flame/lightning component used in the summoning. I.e. can't breathe lightning magic if fire was used and vice versa.
- C-Ranks:
- Vulpecula (Fox):
Name: Vulpecula
Rank: C
Type: Offensive
Duration: 3
Cooldown: 4
Description:
"Open the Gate of the Fox! Vulpecula!"
Vulpecula, or Vulpy for short, is flirtatious and hyper-active. Sadly for her summoner, she's taken it upon herself to make it her personal mission to make Kiersa more "open" with herself, particularly when it comes to getting the nun to flirt and act like a "regular teenage girl". The only person she doesn't flirt with is her brother "Vulpix", because that would just be weird. She uses blue fire instead of the regular red, as she thinks blue fire looks far more beautiful and fulfilling.
Her contract is to summon her whenever she wants, or she'll summon herself just to see Kiersa flustered.
Passive = Azure Field. Whenever a Fire magic wielder is around, besides herself, her own fire magic gets a boost of 10%.
Activated Ability- Mirror Flame:
Vulpy carries around a mirror on her person that can allow her to copy the last fire magic based spell she's seen during the time she's summoned. Cast time is instant, duration and cooldown copy that of the copied spell.
Strengths:- The copied fire spell is as strong as the original.
- Can store up the spell for later use.
- Can copy Weak and Normal ranked NPC Fire Spells.
Weaknesses:- Can only copy the very last fire spell.
- Can only copy the spell if she's seen it cast.
- Mirror Flame can only copy spells up to the same rank as Vulpy herself is. Anything stronger just shatters the mirror, rendering it useless till she's sent back to the Celestial Realm.
- Cannot copy NPC Fire Spells if the NPC is ranked Strong or Boss.
- The copied fire spell is as strong as the original.
Strengths:- Can use punches, kicks and tailwhips of her own, imbued with her Azure Fire magic.
- Is very nimble and flexible, like an acrobat.
- Can copy Fire Slayer magic, resulting in an inedible Fire spell since its the mages own fire magic she's duplicating.
Weaknesses:- Can use her Mirror as a literal mirror.
- Weak against Water Magic for obvious reasons
- Won't fight her brother unless specifically ordered to
- Has no ranged firepower except for what she copies with Mirror Flame
- Fornax (Furnace):
Name: Fornax
Rank: C
Type: Offensive
Duration: 3
Cooldown: 4
Description:
"Open the Gate of the Furnace! Fornax!"
Originally a Dark Key that was contracted to the Dark Summoner Mage Nakiya Bre'tak, Fornax now serves Kiersa, albeit very grudgingly so. This living furnace is constantly back-chatting the nun, resulting in her very rarely summoning him.
Passive = Forge's Fire: Fornax's Fire magic contains traces of Iron and Earth in them, making it unsuitable for Slayers to try and eat it.
Activated Ability- Celestial Forge:
Up to three times per summon, Fornax can consume metal from either the surrounding area, or a Metal Slayers magic (up to the same rank as Fornax) to then create a Weak ranked weapon that deals C-Rank damage. The weapons only last for one post.
Strengths:- Can make any kind of weapon.
- Guns/bows/crossbows made by him don't need ammo.
- Can use any metal to make the stuff, including Slayer metal.
Weaknesses:- Can only make Weak-Ranked weapons.
- Weapons forged by Fornax can only deal C-Rank damage.
- Weapons forged could be eaten by Slayers since he's reforging their metal into a new metal.
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- Can make any kind of weapon.
Strengths:- Can shoot fireballs from his "chest" at a range of 10m, speed 10m/s, size of an average human skull.
- Is a literal walking forge and can make weapons of any shape and size.
- Can be used as an impromptu shield or anchor due to his size and weight.
Weaknesses:- Enemies could possibly steal the weapons Fornax makes, and use them themselves.
- Cannot make weapons unless he "eats" metal first.
- Water magic of equal or higher rank than Fornax will immediately put out his fires.
- Can only shoot fireballs in a straight line.
- Aquila (Eagle):
Name:Aquila
Rank: C
Type: Offensive
Duration: Combat = One Dice Roll Result, Non-Combat = Three Dice Roll Result
Cooldown: One post longer than the dice roll results
Description:
“Open the Gate of the Eagle! Aquila!”
Aquila tends to be blunt and doesn’t sugar-coat a situation, no matter how old the person is. If she believes you are doing something wrong, she will say so and exactly what it is you are doing wrong. If she praises you, then it is a genuine praise.
She is usually summoned by those who wish to learn how to dance, and thus usually refers to the times she is summoned as Lessons, even if the situation she has been summoned for is a combat role.
Casting speed is instant, cooldown is one post longer than the duration of the summon. See strengths and weaknesses for details.
Passive Ability: Expert dancer, which allows her to dodge any single target/melee ranged attack (once per post).
Active Ability:- Imperial Bolt:
By concentrating all her power into a single point, her fingertips to be precise, Aquila can shoot out a bolt of Lightning magic towards the enemy. Range is 10m. Speed is 15m/s, size is an average fist, cooldown is three posts.
Strengths:- Deals 10% more damage to Water magic users/wet people.
- Cannot be consumed by Lightning Slayers due to Celestial magic mixed in with it.
- Can be used even if restrained.
Weaknesses:- Takes an entire post to charge.
- Its her one and only ranged attack.
- Could get redirected by a lightning rod.
- Deals 10% less damage to Earth magic users.
- Deals 10% more damage to Water magic users/wet people.
Strengths:- Can fly up to speeds of 40mph.
- Is able to empower her fists and feet with Lightning magic which deal C rank damage.
- If summoned for anything outside of combat, will stick around for a random amount of posts, determined by three dice rolls, minimum 3 posts, maximum 18 posts.
Weaknesses:- Is restricted to close quarters combat
- Is afraid of fire magic to the point that if confronted with it, be it friend or foe, she will refuse to fight or aid the one using it. Will only aid a fire wielder if ordered directly by her summoner to do so.
- Will not fight another Celestial Spirit, Dark or regular directly.
- Can only fly if open to the sky. If inside a building, Aquila cannot fly.
- If originally summoned for reasons non-combat, but is then drawn into a combat situation, Aquila will remain for one post of combat.
- D-Rank:
- Crux (Southern Cross):
Name: Crux
Rank: D
Type: Support
Duration Five posts
Cooldown Six posts
Description:
"Open the Gate of the Southern Cross! Crux!"
Crux appears to be an aged celestial spirit. His head beholds a giant, metal cross with floral-like golden patterns. He also has a white-haired mustache sprouting from his nostrils that also appears like tiny crosses.
Oftentimes, he closes his eyes however, he will eventually open these if he found his objective. He seems to be wearing a medieval-like outfit, complete with green pants and wooden pointed shoes. His arms and legs are skinny, and appears to be tanned orange. On his arms are blue-colored knots attached to his wrists and elbows.
Casting speed is instant
Ability: Celestial Library: Crux knows nearly everything there is to know about Celestial Spirits, and can relate this information to his Summoner and allies. This can be used once each time he is summoned.
Strengths:- Has access to a far ranging variety of information
- Can communicate telepathically with his summoner
- Levitates off the ground
Weaknesses:- Has no combat capability whatsoever
- Can take between one and five posts before the information is found (use dice roll)
- Can only collect information pertaining to matters involving Celestial Spirits
- Has a tendency to fall asleep
- Has access to a far ranging variety of information
Argos Trio
Carina (Keel), Puppis (Poop Deck), and Vela (Sail) are the 3 parts of the obsolete constellation Argo Navis, the ship Argo. Their symbols fit together to make a picture of the Argo.- Carina (Keel):
Name: Carina
Rank: D
Type: Offensive
Duration: 3
Cooldown: 4
Description:
Being the youngest of the Argos Trio, Carina tends to be reckless and stubborn. She tends to think with her sword first before anything else.
Passive Ability: Can travel across water like it was solid ground, and allow one other person to do so as well.
Active Ability:- Water Slash:
Carina can swing her sword to cast an arc of high pressure water towards her target. It travels at 10m/s, has a range of 10m, and is 1m wide. Used once per summon.
Strengths:- Can cut through normal metals and stones.
- Gains 10% more power if used near water.
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Weaknesses:- Can only be used once per summon.
- Can be dodged with some relative ease due to its small size.
- 50% reduction if in a hot environment such as a desert or volcanic region.
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- Can cut through normal metals and stones.
Strengths:- Can telepathically communicate with her "sisters".
- Moves 10% faster when on water.
- Is a better swords(wo)man than the average human.
Weaknesses:- If summoned without Puppis, roll a dice. If it lands on Odds (1,3,5), then Carina will not listen to Kiersa and just do her own thing unless otherwise dismissed. If it lands on Evens (2,4,6), then Carina will obey her Summoner as normal.
- Has no ranged combat capabilities outside of her Ability.
- Can be easily distracted by anything that provokes her.
- Has a competitive streak that often has her at odds with Kiersa's non-Celestial companions.
- Puppis (Poop Deck):
Name: Puppis
Rank: D
Type: Offensive, Supportive
Duration: 3
Cooldown: 4
Description:- Spoiler:
Puppis is the oldest sister of the Argos Trio, and tends to find herself staying within hearing range of their Summoner, so that she can coordinate the other two with far greater efficiency, according to their Summoner's wishes.
Her contract with Kiersa is simple. Summon her whenever she sees the need, but allow her to make suggestions regarding the Trio's deployment, assuming a higher ranking Spirit is not in the vicinity under Kiersa's command.
Passive Ability: Can travel across water like it was solid ground, and allow one other person to do so as well.
Active Ability:- Explosive Tri Shot:
Once per summon, Puppis can fire off an arrow that splits into three arrows, each of which explode on impact. These each deal 1/3 D-Rank damage, with a meter wide AOE. Range = 15m, Speed = 10m/s
Strengths:- .
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Strengths:- Can telepathically communicate with her "sisters".
- Moves 10% faster when on water.
- Has ranged combat capabilities with infinite arrows.
Weaknesses:- Arrows are regular arrows, nothing magical about them except for the Ability.
- Has no close quarters capabilities.
- Can become distracted by anything out of place... she's a bit of a neat freak.
- Overprotective of her Summoner, refusing to move further than two metres away from her.
- Vela (Sail):
Name: Vela
Rank: D
Type: Supportive
Duration: 3
Cooldown: 4
Description:
Vela is the middle sister of the Argos Trio, and can be considered a bit of an airhead at times.
Passive Ability: Can travel across water like it was solid ground, and allow one other person to do so as well.
Active Ability:- "Full Sail!:
Vela can enhance the attack/movement speed of her Summoner, and/or her allies by 5% so long as they stay within ten metres of her. Lasts for 2 posts.
Strengths:- .
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Weaknesses:- .
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Strengths:- Can telepathically communicate with her "sisters".
- Has a short range (3m) Wind Magic attack that acts like a mini-tornado.
- Moves 10% faster when on water.
Weaknesses:- If summoned without Puppis, roll a dice. If it lands on Evens (2,4,6), then Vela will not listen to Kiersa and just do her own thing unless otherwise dismissed. If it lands on Odds (1,3,5), then Vela will obey her Summoner as normal.
- Is less than able than the average human when it comes to actual combat. A child could beat her up.
- Can be easily distracted by anything fluttering on the wind aka butterflys, balloons, scraps of paper blowing in the wind etc.
- Is afraid of heights and will refuse to go anywhere near anything that flies, even if Puppis is around.
- Argo Navis:
Name: Argo Navis
Rank: D
Type: Supportive
Duration: 10
Cooldown: 11
Description:
The Argo Navis is a proud magical celestial vessel, said to be the finest ever constructed of its age... back in the day. Its very rarely called upon due to the nature of how to summon it, since the Constellation Classifications made the constellation become divided into the Trio.
Contract: Can only be summoned when Carina, Puppis and Vela are summoned at the same time. There is no Key, as this Spirit is a "Fusion" of the previously named three Spirits.
Strengths:- Can sail through the skies as easily as the seas.
- Can carry an entire crews worth of passengers, up to 100 people.
- Doesn't get automatically summoned when the Trio are summoned at once. It's a conscious choice on Kiersa's part.
Weaknesses:- Requires Carina, Puppis and Vela to be summoned at the same time in order to be called upon.
- Has no combat capability whatsoever.
- Has next to no sentience, just enough to obey orders.
- Can be forced to separate into the Trio if it takes too much damage, reducing their durations to a single post after separation. Too much damage = Four D-Rank attacks, two C-Rank attacks, a single attack from anything higher.
- Can sail through the skies as easily as the seas.
Last edited by JaffaArchfiend on 1st June 2015, 6:12 am; edited 11 times in total