Magic
Primary Magic: Celestial Spirit Magic
Secondary Magic: N/A
Caster or Holder: Holder Magic
Description:
Celestial spirit magic is a summoning based magic, allowing for the user to call upon the constellations, using various keys to conjure up the spirits from their home in the sky, a place called the spirit world. Each summon embodies their constellation, some more then others. They all have varying personalities and abilities, ranging from mages to full on combat assailants. Each spirit has their own set of rules that their summoner must obey in order for the user to be able to summon them. The very first time the key is summoned, the user and the spirit must sit down to talk about these requests, this is refereed to as a contract. As long as the user follows through with the contract, the spirit will be under their control, accepting them as a master, and fighting for them, and/or along side them.
Strengths:
Weaknesses:
Lineage:
Celestial Spirits:
Primary Magic: Celestial Spirit Magic
Secondary Magic: N/A
Caster or Holder: Holder Magic
Description:
Celestial spirit magic is a summoning based magic, allowing for the user to call upon the constellations, using various keys to conjure up the spirits from their home in the sky, a place called the spirit world. Each summon embodies their constellation, some more then others. They all have varying personalities and abilities, ranging from mages to full on combat assailants. Each spirit has their own set of rules that their summoner must obey in order for the user to be able to summon them. The very first time the key is summoned, the user and the spirit must sit down to talk about these requests, this is refereed to as a contract. As long as the user follows through with the contract, the spirit will be under their control, accepting them as a master, and fighting for them, and/or along side them.
Strengths:
- Each spirit has its own magic, giving the user a variety of attacks ranging from offensive, defensive, supplementary, or even elemental.
- Each spirit not only has their own spell set, but their own passive ability as well.
- The user can summon multiple summons (at a cost that is).
- The user can fight alongside their user.
- Spirits can act on their own free will, allowing for them to fight without the users control.
Weaknesses:
- The user cannot summon a spirit if the key is not in their possession.
- Each celestial spirit has a contract ,and they can not be summoned unless the requirements for that contract are meant.
- Each spirit has their own personality, meaning sometimes they clash with the user.
- The user can be damaged by attacks dealt by their spirit.
- Spirits are susceptible to Doll play magic and Take over magic.
- The spells of celestial spirits are taken from the users mana pool.
- Celestial spirits, when summoned, appear besides the summoner, meaning they can't just pop up behind the target and strike.
Lineage:
- Keeper of War:
Description: Legends tell of a vengeful monk who was banished from the monastery for his violent behavior who travelled the world; seeking to reek his vengeance. Wherever he went, violence-war-hatred-and discord erupted. However, he came to realization that the monastery monks would continue to foil his revenge by bringing peace to the lands. He sacrificed his body using a powerful dark spell to corrode it in ever lasting war. Some people are cursed with a fraction of this monk's vile gift at birth. They can call upon it to create violence and fighting within an area for a short time.
Ability: The user shouts and spreads a black mist over everyone nearby within a 100 meter radius. All communications cease for 3 posts, and everyone fights the person closest to them. If there are no enemies currently present within the infected, they will turn on themselves and begin causing bodily harm.
Usage: Can only be used 3 times per thread. Duration: 3 posts. Cool-down: 7 posts.
- Forced Close: Usually, spirits and masters have to agree in order for their gate to be closed, however, Maruko has the unusual ability to close the gate without the permission of the spirit. The spirit, however, do not have the luxury of closing their gate by themselves, they need permission from Maruko to go home. (gold keys can send them selves back to the spirit world due to their immense power)
- Star Dress: Star dress is a unique ability granted to Celestial spirit mages who have shared a significant bond with their spirits. By linking their magical energy to a gate key, the user of Celestial spirit magic can use that spirits passive ability and their spell(s). The user can only link with one key at a time, and the link only lasts for three posts, going through a 7 post cool down. (All spells used by the user while this ability is active cost an extra 2% of mana then the spell when cast by the spirit themselves.) The spirit the user links to does not have to be the spirit summoned. (this is canon)
- Self Summon: Once per thread, one of Maruko's spirits can summon themselves (as long as the contract requirements are meant). The summoning its self costs no magic power to Maruko himself, of course, the duration, cool down, and spell costs of the spirit still apply. But, no other spirits can be summoned for the duration of that summon.
- Telepathy: Most users of Celestial Spirit magic have the ability to communicate telepathically with their summons, no matter the distance between them as long as they are on earthland. 90 feet, +20 per rank.
Celestial Spirits:
- Aries (D):
Name: Aries
Gate: Gate of the Ram
Key: Gold
Rank: D
Type: Caster
Personality: A meek, and dare I say ... Sheepish ... Spirit. This ram is one of the kindest souls known to spirit kind. Even to the foulest of owners she'll be very kind and polite, even apologizing for things that she did not do wrong. Although, she'll voice her thanks for the kind actions of people, or being treated well by an owner. Despite all this, she is always willing to fight for her owner.
Strengths:- An Expert Hand-to-Hand Combatant: Aries has shown considerable skill in hand-to-hand combat, even using a jump spin kick against Leo right before Caelum shot them
- Utilizes Wool Magic. A cast-type magic that specializes in sweeping up and entangling many enemies at once causing them to go into a very relaxed state when swept up into the soft fuzz.
- As a Celestial Spirit, Aries cannot die, unless she is somehow forced to stay in the Human World.
Weaknesses:- Not a very destructive magic, it will not destroy the enemy. Only bind them for one post.
- While it can work in water, it can burned with sufficient fire power.
- Enemies with higher rank can break free with their vaster magic power!
- Draining Magic Power for the User if they take on too many opponents.
Duration: 3 posts
Cooldown: 4 posts
Abilities:
Passive Ability: Wool Defence: All people who attempt physical attacks on Aries risk their weapon and or fist get entangled in her wool! Though, it does not act as a shield against blades or anything else. It can be useful for trapping the enemy for a full-on entanglement for one post.- Active Ability:
Name: Wool Bomb
Rank: D
Duration: 1
Cooldown: 3
Description: Aries conjures a massive amount of Magical wool surrounding their opponent. She is able to summon a massive amount in various directions in a 10 feet range. Contact with the wool causes intense entanglement and sends them into a relaxed state
Strengths:- Has a massive range, and AOE entanglement that affect multiple enemies.
- Relaxing the target can serve to create rational thinking in certain cases!
- Is a surprisingly fast spell.
- Wool Magic can be used underwater!
- It's pink and fluffy.
Weaknesses:- Has little destructive power, it's meant to bind and relax.
- Can be burned by sufficient fire power, maybe cut free from an ally if they can't reach a sword.
- Several draining to the Celestial Wizard's magic power if they take on multiple enemies with this spell.
- Short bind time of one post.
- Can by broken out by vast magic power from a Higher Rank.
- Sadly, it's not cotton candy...
- Has a massive range, and AOE entanglement that affect multiple enemies.
- An Expert Hand-to-Hand Combatant: Aries has shown considerable skill in hand-to-hand combat, even using a jump spin kick against Leo right before Caelum shot them
- Lyn (D):
Name: Lyn, The Lynx
Gate: Gate of the Lynx
Key: Silver
Rank: D
Type: Melee
Personality: A fiery, prideful, foolhardy personality. Lynx is very charismatic being who brings passion to those around ... Or tries too. At times she can be rough around the edges, and have enough cat puns to give you a headache. She's very in-tune with her feline side despite being a humanoid. She loves nothing more than tough combat, and strong opponents. She cares deeply for her friends, human or spirit kind a like should they make it on her white list.
Strengths:- Powerful in close combat, able to contend with the best in terms of rank and power. She's skilled in Mixed Spirit Martial Arts.
- Works especially well with allies, as she lands very powerful blows. Especially if they can slow down an enemy to do such.
- Is a very durable spirit, able to take blows better than most. As such it aids to defend somone, and works harder in close combat.
- As a Celestial Spirit, Lyn cannot die, unless it is somehow forced to stay in the Human World.
A cat is fine too.
Weaknesses:- Limited to melee range, as such anybody who is quick and nimble or can keep this fighter at bay will be at an advantage.
- Magic is limited to close combat, or enhancing physical attributes of hers to fight better. She has no range!
- Reckless personality can often spell trouble for the Caster and allies as she is rough around the edges and pride can get make fights that are not needed.
- Cat Puns.
Duration: 3 posts
Cooldown: 4 posts
Abilities:
Passive Ability: Lynx Fervor: Lyn is a very charismatic being, and her presence in battle is a powerful one. She is able to rally her allies in a 10 foot distance and encourage more willpower to go on after most would have given up with an additional +2% HP Regen buff over the full duration. And, even make them 15% faster. (Scales with rank.)- Active Ability:
Name: Star Blow
Rank: D
Duration: 1
Cooldown: 3
Description: A powerful caster magic that increase her normal damage by an extra 0.5 damage with melee attacks. The enhanced strike by can be augmented to any bodily part she chooses. The strike if connect are far more brutal, as they are assisted by magic.
Strengths:- Can surprise people with the enhanced blow if used on something unorthodox like head or elbows.
- A very powerful blow if it connects, assisted by magic can mean great damage to the enemy!
- Good for breaking through tough guards, or damaging beefy enemies.
Weaknesses:- Limited to Melee Range
- Straight forward, and still just as avoidable as any other hit from the body. Just has more power!
- Puts a lot of stress on the user, thus it cannot be used too often. Even after the initial cooldown.
- Enemies of Higher Rank and Greater Skill can easily throw her power hit off, or shrug it off too.
- Can surprise people with the enhanced blow if used on something unorthodox like head or elbows.
- Powerful in close combat, able to contend with the best in terms of rank and power. She's skilled in Mixed Spirit Martial Arts.
- Circinus (D):
Name: Circinus
Gate: Gate of the Compass
Key: Silver
Rank: D
Type: Support
Personality: An enigma to say the least ... And is oddly robotic except when it's being clingy to whoever is around him. Sometimes the ball can act like a dog, rubbing against someone. Fetching things, begging for petting. He shows emotions via light in the eyes and communicate through beeps unless equipped.
Strengths:- A very durable thing being made of a metallic body. This goes for the person it is equipped too as well. Not only giving them a stronger hit but also providing armor and take a blow for the ally of this creature.
- Circinus acts as a compass all the time, being able to float due to magnetic waves in the earth. As such he can always tell the direction he is going, and the person is equipped too can also tell direction as well by feeling the waves even when blinded.
- Commonly used for stealth due to it's ability to float silently. It's mechanical like eye can even gather details even in the dark. When equipped to a person it can share it's memories like photos directly into the brain via Magic.
- As a Celestial Spirit, Circinus cannot die, unless it is somehow forced to stay in the Human World.
Weaknesses:- Drains magical energy faster from the person it equips too, is not a thing that can be worn forever.
- Has little to no use on it's own in combat, is completely reliant on someone to equip to do anything. Otherwise it floats and beeps like crazy.
- Has to be willing to fight for the cause, or take damage for the holder to be used properly. Otherwise you can't force him to equip. At times he can be robotic in personality.
- Language Barrier when not equipped to someone. Otherwise all you hear from it is rapid beeps if something is sneaking up on you.
- Can have a confusing nature at times, and it's personality some may find strange. Pleasing this thing may prove to be more trouble than one would know. And, if not pleased he will not assist in battle!
Duration: 3 posts
Cooldown: 4 posts
Abilities:
Passive Ability: Compass Equip: Circinus is able to manipulate the magnetic waves in the earth in to float. On the flip side he acts as a compass, able to lead and recognize directions instantly. It's memory is photographic and almost perfect. It is able to transmit thoughts and images of the person it's equipped too.- Active Ability:
Name: Star Equip
Rank: D
Duration: 3
Cooldown: 5 Posts
Description:
Circinus is an adaptable creature, completely reliant on equipping to someone in terms of combat. The transformation depends mostly upon the Caster's power. But, takes into account the person it's equipped to. When it -willing- equips to another person. It will infuse with their body temporary offering more durability as a metal long gauntlet that covers the entire arm. It also insight from it's perspective from it's eye on the palm of the gauntlet. An extra 0.5 Damage Boost!
Strengths:- Excellent support for anybody, even the Celestial Wizard themselves. But, especially helps allies that enjoy close range combat.
- Willingly equips to people, an enemy can make it equip if stolen!
- Can be an extra eye to the combatant, aiding them with thoughts and tactics.
Weaknesses:- Drains the person it equips to slightly, be it the Caster of an Ally.
- If equipped to the Celestial Wizard it's an extra drain to their MP!
- Is not indestructible, or will protect the wielder from to many intense blows or even overly destructive blows. It can only take so many hits before being sent back to the spirit world
- Can sometimes control the arm or person body. Leaving them for some wrong moves if it decides a move is better
- Excellent support for anybody, even the Celestial Wizard themselves. But, especially helps allies that enjoy close range combat.
- A very durable thing being made of a metallic body. This goes for the person it is equipped too as well. Not only giving them a stronger hit but also providing armor and take a blow for the ally of this creature.
- Lyra (D):
Name: Lyra
Gate: Gate of the Lyre
Key: Silver
Rank: D
Type: Non-Combat
Personality: Lyra is an upbeat spirit, especially when she is summoned she shows nothing but joy to the wizard who summons her. A little on the eccentric or weird side. Most of all, she is caring and passionate about her work. Entertaining people is her game, and she has also prove quite knowledgeable in some forbidden chants and musical arts.
Strengths:- Takes very little magic power to sustain!
- Knowledgeable on Forbidden Chants and Musics, along with most music and lore surrounding it.
- Even if she does not play any music, she seems chipper enough to hold a nice coverstation with.
- As a Celestial Spirit, Lyra cannot die, unless she is somehow forced to stay in the Human World.
Weaknesses:- Non-Combat Spirit, unable to truly fight.
- Is a weirdo sometimes..
- It's assumed that she is not free all of the time and limited times to when you can summon her.
- Might create tension if she plays off of peoples emotions at the wrong time.
Duration: 3 posts
Cooldown: 4 posts
Abilities:
Passive Ability: Emotional Fervor: Lyra is a very calming figure who's presence can help quicken the health regeneration of her allies by 2% over the whole duration when she plays.- Active Ability:
Name: Emotional Reflect!
Rank: D
Duration: 1-3 Posts
Cooldown: 4 posts
Description: Lyra's songs themselves can embody the heart and feelings of the people who are listening. As such she can incorporate and play better music according to those around her! Unless something is request, then she plays as normal. Her relax music allows the listeners to regenerate MP 2% faster!
Strengths:- Can possibly stir up happy memories, and soothe those around her with her music.
- Can be therapeutic to have the entertainment of Lyra once in awhile by bringing a lot of good thoughts to their heart
- Harps are a very nice..
Weaknesses:- Non-Combat move.
- If no request is made, her music can reflect upon an individuals poor mood and stir up bitter memories.
- Could reveal to the enemies where they are. Music and singing isn't quiet, after all
- What if she breaks a string? What then?!
- Can possibly stir up happy memories, and soothe those around her with her music.
- Takes very little magic power to sustain!
- Fusion Spells:
- 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 Maerko on 19th August 2015, 4:12 pm; edited 2 times in total