Celestial Soul: 13th Gate
Description: The 13th gate is Ophiuchus, the serpent-bearer, and is said to stand in the shadow of the celestial spirit king himself. Zack is a hybrid of human and this celestial spirit and via this magic he is able to assume his true form as the 13th spirit. This works similarly to takeover magic allowing the user to form parts of his true form or assume the full form.
This is effected by his eclipse mode and changes between its normal form and a dark form showing it as truly standing in the shadows.
Strengths:
Weaknesses:
Abilities:
Description: The 13th gate is Ophiuchus, the serpent-bearer, and is said to stand in the shadow of the celestial spirit king himself. Zack is a hybrid of human and this celestial spirit and via this magic he is able to assume his true form as the 13th spirit. This works similarly to takeover magic allowing the user to form parts of his true form or assume the full form.
This is effected by his eclipse mode and changes between its normal form and a dark form showing it as truly standing in the shadows.
Strengths:
- Damage done whilst in takeover is done to the takeover and not to the user
- Provides a powerful intimidating form
- Eclipse mode allows the user to change elemntal alignment
Weaknesses:
- Depending on whether in eclipse mode or normal mode the user is weak against light/dark based magic
- Makes the user a bigger target
- If a partial takeover is in cooldown the full takeover cannot be used and vice versa
- Takeovers can be put on forced cooldown if given enough damage preventing their use for a longer time
Abilities:
- Celestial Knowledge: As the embodiment of Ophiuchus the user knows lots about celestial by instinct allowing him to fight against celestial spirits effectively even if he has never met them before in his human form.
- Poison resistance: As the serpent bearer Ophiuchus is highly resistant to poison and that transmits into this magic giving a 25% resistance to poison damage.
- Normal mode:
- Eclipse mode:
- Crown of the 13th:
Rank: D
Type: Partial Takeover
Duration: 5 posts
Cooldown: 5 posts
Description: With this a magic aura of light/darkness (depending on the mode the user is in) forms over the head and transforms to form the head of the takeover (as seen in the images above.) The blade on the head is half a foot long in partial takeover, but increases to a foot long in full takeover.
Strengths:- Has a sharp point to the head allowing for extra damage on headbutts
- Looks intimidating
- Attacks to the head hurt the takeover head and not the user's actual head
Weaknesses:- Can be broken by 4 D ranks
- If it is broken then its remaining duration is put on cooldown
- Dark based attacks do twice as much damage in normal mode and light based attacks do twice as much damage in eclipse mode.
- Cannot be used if the full takeover is in on cooldown
Abilities:
Passive: This provides a passive boost to strength, endurance and speed of 10%.- Tentai Zutsuki:
Type: Offensive
Description: The horn of the head begins to shine brightly providing a boost of 1 D rank to headbutt based attacks. This aura surrounding the horn is five inches in size allowing him to be five inches further from a target when he tries to headbutt them.
Duration: 2 posts
Cooldown: 3 posts
Strengths:- Makes the users headbutts stronger
- Increases the range by 5 inches
- Provides light/dark damage
Weaknesses:- Less effective on opponent's strong against light/dark
- Make's the user stand out
- Close range only
- If he hits too hard an object then it can weaken the helmet
- Makes the users headbutts stronger
- Has a sharp point to the head allowing for extra damage on headbutts
- Legs of the 13th:
Rank: C
Type: Partial Takeover
Duration: 6 posts
Cooldown: 6 posts
Description: With this the user's legs begin to glow brightly before transforming and lengthening giving the user increased height of half a foot. The legs are very powerful allowing for increased kicking power as well as increased jumping ability. The feet are also clawed allowing for piercing attacks.
Strengths:- Increased kicking power
- Increased jumping power
- Claws on the feet allowing the user to add piercing to their kicks
Weaknesses:- Can be broken by 4 C ranks
- If it is broken then its remaining duration is put on cooldown
- Dark based attacks do twice as much damage in normal mode and light based attacks do twice as much damage in eclipse mode.
- Cannot be used if the full takeover is in on cooldown
Abilities:
Passive: Provides a 25% boost to the user's strength, endurance and speed.- Karui Hiza:
Type: Offensive
Description: The user focuses and the small gems on the knee glow brightly before launching off a powerful beam of light/darkness. The damage of each beam is equal to 1 D rank, but they have the piercing power of a C rank. These have a range of 30m which they cover in one second
Duration: Instant
Cooldown: 3 posts
Strengths:- High speed
- Decent range
- High piercing power
Weaknesses:- Linear direction
- Thin beam
- Less effective on those weak against light/dark
- Beams themselves do little damage alone
- High speed
- Increased kicking power
- Sword arm of the 13th:
Rank: B
Type: Partial Takeover
Duration: 7 posts
Cooldown: 7 posts
Description: With this the user's left arm glows brightly and transforms to the left arm shown in the image. This has a large dinosaur like head on the hand. A black hand emerges from the mouth. Should the user be wielding a sword in that hand then the mouth can clamp down on the sword giving increased grip. This is shown in the image.
Strengths:- Increased grip on sword
- Increased punching power with the hand
- Due to the horns on the hand the user can do piercing damage with back hand attacks
Weaknesses:- Can be broken by 4 B ranks
- If it is broken then its remaining duration is put on cooldown
- Dark based attacks do twice as much damage in normal mode and light based attacks do twice as much damage in eclipse mode.
- Cannot be used if the full takeover is in on cooldown
Abilities:
Passive: Provides a 40% boost to the user's strength, endurance and speed.- Choetsu Kiba:
Type: Offensive
Description: Runes light up on the sword and it is surrounded by an aura of light/darkness that allows it to have increased cutting power of 1 A rank meaning it does 1 A rank extra damage. It also gives a five inch range increase.
Duration: 2 posts
Cooldown: 6 posts
Strengths:- Boosts sword damage by A rank
- Provides light/dark elemental damage
- Extremely high piercing power
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Weaknesses:- Requires the user to have a sword
- Close range
- Less effective on those strong against light/dark
- Make's the user stand out
- Boosts sword damage by A rank
- Increased grip on sword
- Cannon Arm of the 13th:
Rank: A
Type: Partial Takeover
Description: The user's right arm glows brightly and transforms to form the arm shown on the image. This has a large wolf head at the end and out of the mouth comes a black hand. The mouth can be closed to protect the hand or grip tightly to a sword.
Duration: 8 posts
Cooldown: 8 posts
Strengths:- Increased punching power
- Can protect the hand by closing the wolf head/can also be used to grip onto a sword tightly
- Large punching area
Weaknesses:- Can be broken by 4 A ranks
- If it is broken then its remaining duration is put on cooldown
- Dark based attacks do twice as much damage in normal mode and light based attacks do twice as much damage in eclipse mode.
- Cannot be used if the full takeover is in on cooldown
Passive: Provides a strength, speed and endurance boost of 55%- Daiko Taiho:
Type: Offensive
Description: From the mouth of the wolf head extends a large cannon. From this the user can launch a powerful blast of light/dark energy shaped like a snake. This beam has a maximum range of 60m which it covers in two seconds. The user can make the snake change direction up to four times. It does A to damage on contact and explodes on contact with a radius of 20m. Those caught in the blast get 1 B rank damage.
Duration: Instant
Cooldown: 7 posts
Strengths:- High range
- AOE
- Can change direction to catch opponent off guard
Weaknesses:- Can easily catch allies in the blast
- Can cause a lot of collateral damage
- Less effective on those weak against light/dark
- Prevents use of hand whilst its on cooldown
- High range
- Increased punching power
- 13th Gate Unlock:
Type: Full takeover
Rank: S
Duration: 11 posts
Cooldown: 12 posts
Description: The user's body glows brightly and then the whole body transforms to become what is shown in the image. This gains all the active and passive abilities of the partials. It even gains a 50% boost on all the partial abilities. Furthermore, it increases the user's body size so that he is now 8ft in height and all his limbs are extended to show this. Swords wielded in this form also increase in size to suit the form.
Strengths:- Gains all passives from its partials at a 50% boost
- Gains all actives from its partials
- Larger size gives increased reach
Weaknesses:- When it goes on cooldown it puts all partials on cooldown
- Cannot be activated if any partial is on cooldown
- Weak against darkness in normal mode/light in eclipse mode
- Can be destroyed by 5 S ranks of damage putting it on a forced cooldown. This forced cooldown is longer and is equal to remaining duration + cooldown so it could put the cooldown all the way to 23 posts.
Abilities:
Passive: A passive boost of 50% to all active abilities gained from partials.- Gains all passives from its partials at a 50% boost
- Signature Uchu No Chikari/Uchu Kuchiki-Kan:
Rank: Perfected (S)
Type: Offensive
Duration: Instant
Cooldown: 7 posts
Description: With this Zack holds his palms together and begins to form a sphere of orange/black energy. He then raises the hands above his head and the sphere grows to be 100ft in diameter before he hurls it at the ground or at a target. Those caught within the sphere receive S rank damage.
Due to the fact this requires transformed arms and thus a high increase in power to his already high strength he can throw it 300 meters maximum.
When it hits the target it generates it creates a huge explosion that is 100 meters in size. Any caught within this explosion receive 7 C rank(or 0.75S rank damage). Due to the huge area of effect he can easily harm his allies and cause massive collateral damage.
If he does not have any arms transformed then he is unable to use this spell.
If he only has one arm transformed then the sphere size, the explosion range and the damage are all halved.
Strengths:- Huge damage
- Huge area of effect
- Impressive looking
Weaknesses:- Needs both arms in takeover to be used at full power. Otherwise power, range, speed etc is halved
- Need at least one arm in takeover for this to be used
- Can easily harm allies
- Single shot
- Huge damage