Magic
Primary Magic: Celestial Spirit Magic
Secondary Magic: --
Caster or Holder: Holder
Description:
Celestial Spirit Magic is a form of magic in which the user is capable of summoning Celestial Spirits through the usage of various keys. These keys open Celestial Spirit Gates and are known for their ornate and decorative appearances. The keys are known to be separated into three classes. The first is are the more common Silver Keys. They are followed by the rarer Gold Keys, and finally, we have the rarest, Black Keys. These keys are counted in units with no regard of what color they were, and Celestial Mages are noted by how many 'units' they have obtained. When a Celestial Mage receives a Key and opens a spirit's gate for the first time, they must set up a contract with said spirit. This contract consists of days in which the spirit can or cannot be summoned by it's contractor and any other special terms. However, under certain circumstances, i.e. during battle, and a Spirit is summoned for the first time, the making of a contract may be suspended on a later date. Contracts can be broken if the Mage gets arrested, releases the Spirit by themselves, or dies.
Visa has been trained in Celestial Spirit Magic from a young age. However, she has only seen silver and black keys up until recently. As such, she's unaware of the value of Golden Keys. Currently, she tries to be as king to her spirits as possible and attempts to learn from them.
Strengths:
-Versatile Celestial Spirits have various magics available to each of them, allowing for various of combinations and magics for most occasions.
-Immortality Celestial Spirits are, for the most part, immortal.
-Tactical Celestial Spirits can act on their free will. This makes for on the fly decisions and changes to tactics.
Weaknesses:
-Key A spirit cannot be summoned unless the user has a key.
-Schedules As spirits live their own lives in their own world, they cannot be summoned willy nilly and have days off.
-Death If a master dies, the contracts of a spirit are void.
-Summoning Mostly a problem for Visa, due to her inexperience and timid nature, the spirits tend to summon themselves constantly to interject in her personal life when they're bored.
Lineage:
Unique Abilities:
-Visa is capable of preforming Celestial Magic on her own, similar to Urano Metria. Albeit, these spells are much weaker than it.
-Visa can summon four different certain celestial spirits based off the elements from the Celestial King's Elemental Court. These spirits require no key. They do, however, require part of the element or their Celestial home to be near her. These are the representatives and tenders of the spiritual aspects of the element. So, if Visa wanted to summon the Earth Representative, she would have to be near Earth or the Moon would have to be in the sky. As they tend to the elements, the spirits are capable of passing to and from the Celestial Spirit World to do their job. Only someone with Visa's lineage and magic specialization can beseech their assistance.
-Visa's spirits can self summon themselves once per thread. As they are forcing their own gate open, the summoning costs nothing for Visa, but the cool down, duration and spirit spell costs still apply. Obviously, no other spirits can be summoned for that duration.
Celestial Spirits:
Celestial Spells:
Primary Magic: Celestial Spirit Magic
Secondary Magic: --
Caster or Holder: Holder
Description:
Celestial Spirit Magic is a form of magic in which the user is capable of summoning Celestial Spirits through the usage of various keys. These keys open Celestial Spirit Gates and are known for their ornate and decorative appearances. The keys are known to be separated into three classes. The first is are the more common Silver Keys. They are followed by the rarer Gold Keys, and finally, we have the rarest, Black Keys. These keys are counted in units with no regard of what color they were, and Celestial Mages are noted by how many 'units' they have obtained. When a Celestial Mage receives a Key and opens a spirit's gate for the first time, they must set up a contract with said spirit. This contract consists of days in which the spirit can or cannot be summoned by it's contractor and any other special terms. However, under certain circumstances, i.e. during battle, and a Spirit is summoned for the first time, the making of a contract may be suspended on a later date. Contracts can be broken if the Mage gets arrested, releases the Spirit by themselves, or dies.
Visa has been trained in Celestial Spirit Magic from a young age. However, she has only seen silver and black keys up until recently. As such, she's unaware of the value of Golden Keys. Currently, she tries to be as king to her spirits as possible and attempts to learn from them.
Strengths:
-Versatile Celestial Spirits have various magics available to each of them, allowing for various of combinations and magics for most occasions.
-Immortality Celestial Spirits are, for the most part, immortal.
-Tactical Celestial Spirits can act on their free will. This makes for on the fly decisions and changes to tactics.
Weaknesses:
-Key A spirit cannot be summoned unless the user has a key.
-Schedules As spirits live their own lives in their own world, they cannot be summoned willy nilly and have days off.
-Death If a master dies, the contracts of a spirit are void.
-Summoning Mostly a problem for Visa, due to her inexperience and timid nature, the spirits tend to summon themselves constantly to interject in her personal life when they're bored.
Lineage:
- Elemental Wrath:
Description: There was once a powerful old wizard capable of using all the four basic elements of the land: Fire, Water, Wind, and Earth. He was extremely powerful and feared by all of Earthland. He once took on 5 dragons at once. The mighty magus defeated them, but ended up losing his arms in the process. Having no children, he passed his knowledge of controlling multiple elements at once to a wandering mage, who passed it down and kept it within his family for generations
Ability: Allows the user the ability to cast 1 spell of each element. 1 D rank earth, one C rank wind, one B rank water, and one A rank fire. The user can also combine all four elements into one S rank meteor type spell, capable of causing severe damage.
Usage: Each spell may be used once in a thread, unless the combined S rank is used. Once the combined S rank spell is used, none of the other spells may be activated in that thread. If one or more of the lesser spells have are used, the Meteor's rank gets reduced by an amount equal to the ranks of the used spells. The user must be the appropriate rank to cast the said spell(s).
Unique Abilities:
-Visa is capable of preforming Celestial Magic on her own, similar to Urano Metria. Albeit, these spells are much weaker than it.
-Visa can summon four different certain celestial spirits based off the elements from the Celestial King's Elemental Court. These spirits require no key. They do, however, require part of the element or their Celestial home to be near her. These are the representatives and tenders of the spiritual aspects of the element. So, if Visa wanted to summon the Earth Representative, she would have to be near Earth or the Moon would have to be in the sky. As they tend to the elements, the spirits are capable of passing to and from the Celestial Spirit World to do their job. Only someone with Visa's lineage and magic specialization can beseech their assistance.
-Visa's spirits can self summon themselves once per thread. As they are forcing their own gate open, the summoning costs nothing for Visa, but the cool down, duration and spirit spell costs still apply. Obviously, no other spirits can be summoned for that duration.
Celestial Spirits:
- Pisces (D):
Name: Pisces
Rank: D
Type: Defensive | Offensive
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Pisces currently take the form of two narrow eel like fish. When summoned, they appear to float in the air. The white fish is the mother while the black fish is the son. They are both about 3 meters (10ft) in length. The symbol for Pisces is etched into their foreheads along with various small decorative blue beads that run along the entirety of their bodies. They seem to be fairly eccentric, often laughing or shouting 'Gyu gyu' when summoned or doing actions. Pisces is a bit odd. As they are two spirits together, they have different days off. On Sundays, Visa cannot summon the mother while on Fridays, she can't summon the son. She cannot summon either of them on Wednesdays unless she plans ahead and contacts them as that is when they typically have their special family time.- Strengths:
-Duo As Pisces consists of two spirits, they have much more flexibility and possible combinations. They also each have their own spell usages. So, if Mother uses a spell but Son does not, then he can use it next turn without having his own cool down.
-Flight Yes, the fish can fly.
-Combat Pisces is trained in hand to fin combat and are masters of it.
-Water Magic Pisces is capable of using water magic.
-Strength Pisces has been noted to wield immense strength
- Weaknesses:
-Duo Because they are two separate spirits, they at times disagree, fight or refuse to work together. They also have separate days off along with a third day when neither of them can usually be summoned.
-Weird Pisces is a bit weird as a rule. The mother and son combo seem to be quite eccentric and understanding them or their actions can sometimes be impossible.
-Form Pisces has a true form of two adults. However, they can only manifest as fish currently due to Visa's inexperience.
-Fish They're fish. They can't really do complicated gestures other than wrapping their fins around something.
-Family As they're mother and son, they will always put the other above everyone else. As such, if one is in danger, they will neglect others, including their master, to save the other.
-Slippery As they are currently fish, Pisces are very slimy and incapable of holding onto things unless they wrap around it tightly.
-Water Magic They are currently incapable of using water magic due to Visa's inexperience.
- Passive:
Aside from general fishiness, Pisces can fly at up to 25MPH.
Pisces are mostly melee fights who at times will use water magic to boost their attacks. As such, they have a passive boost that adds +10HP to their attacks.
- Active:
Name: Grand Slam
Rank: D
Type: Offensive|Defensive
Duration: 1 Post
Cooldown: 2 Post
Description: A very simple 'spell', this is basically either Mother or Son slamming their bodies into an opponent at their top flight speed of 25MPH for D rank damage or 20HP plus their passive buff, adding 10HP. So, 30HP.
Strengths:
-Brute Force As the spell relies on only their brute force, there is no incantation or wait time to preform it.
-Double Up! As Pisces is two spirits, they can each preform the spell on their own without effecting the other.
-Simple? The spell is really simple, so there really isn't anything else to say about it.
Weaknesses:
-Simple. As it's such a simple spell, it might be a bit easy for people to think around how to avoid it.
-Full Body Contact Pisces has to make full body contact with whoever they're attacking. So, some surfaces may hurt them.
-Straight Line While they can change the general direction of the attack, they cannot do complicated maneuvers while attacking.
-Big Considering the length of Pisces, it's very obvious when they're attacking and moving. There is no stealth with this attack!
- Diana (D):
Name: Diana
Rank: D
Type: Defensive | Offensive | Earth
Duration: 3 Posts
Cooldown: 4 Posts
Description:
The representation and tender of earth, Diana lives on the Celestial Moon where she watches over the spirit of her respective element. As a member of the Spiritual King's Elemental Court, she is not summoned with a key or gate but rather through a vocal plea for assistance when her element or home is visible. She is a very friendly and somewhat book smart spirit. Diana finds humans and their life on Earth Land fascinating. As the spirit who is closest to Earth Land, she seems to think of herself as an expert on humans despite constantly getting her facts wrong. This is due to her rarely being actually summoned as she does not have a key in circulation. The last time she was summoned was nearly one hundred years ago.- Strengths:
-Member of the King's Elemental Court As a member of his court, Diana does not need a key to be summoned.
-Earth Magic As the tender and representation of earth, Diana is capable of versatile earth magic.
-Constitution Diana is as hearty as the earth!
- Weaknesses:
-Easily Distracted As an Earth Land fan girl, Diana gets easily distracted by new technologies.
-Earth's Representative Because of her job, should a major event happen anywhere in Earth Land that relates to the earth, such a massive earthquake or mudslide, she will have to leave the battle to go tend to that.
-Hand to Hand Diana knows almost not hand to hand combat.
-Near Sighted Diana is nearsighted. Her glasses are actually glasses.
- Passive:
Diana has an earthen familiar by her side at all time. The familiar is only capable of something similar to orbital levitation around Diana. Basically, he is her moon. The familiar is capable of slamming into opponents to deal 10HP damage once every two posts.
- Active:
Name: Earthen Charm
Rank: D
Type: Offensive|Defensive
Duration: 3 Post
Cooldown: 4 Post
Description: As the tender of the earth, Diana can charm the earth into moving as she wishes. This allows for her to create shapes or attack with it. Her attacks can range from AoE earthquakes to direct attacks. However, she can only deal 20HP as a baseline of her attack. She can only attack once per post.
Strengths:
-Versatile Diana can create many things with the Earth. Her imagination is the limit!
-Resilient As it's literally stone and dirt, her spell is fairly resilient and excellent for defensive purposes.
-Natural Diana needs no special incantations to use the spell. This is her natural ability.
Weaknesses:
-Sitting Duck Diana cannot move while using this spell.
-One Trick Pony Diana is only capable of moving the earth in one manner every time the spell is activated. As such, she cannot be throwing around boulders and then suddenly cause an earthquake.
-Native Weakness Diana's elemental powers are obviously weak to spells that inhibit the earth.
-Slow Poke Diana cannot miraculously make the earth go super duper fast. She has to lift up earth and let it fall to do damage without causing an earthquake.
- Little Red Riding Hood (D):
Name: Little Red Riding Hood
Rank: D
Type: Defensive | Offensive
Duration: 3 Posts
Cooldown: 4 Posts
Description:
Little Red Riding Hood is the youngest of the Red Riding Hood sisters. She is summoned through the usage of a Silver Key. Her gate is the “Gate of Innocence: The Little Sister.” She is a fairly quiet young girl who only seems to smile no matter what happens. She rarely speaks and when she does, most claim it's chilling.- Strengths:
-Small Due to her small size, Little Sister is capable of being stealthy and hiding around the environment.
-Faster Little Sister is very speedy.
-Direct Little Sister doesn't disobey orders. She's very obedient.
-Sharp She's very quick to notice things and report them to her master.
- Weaknesses:
-Small Due to her size, she isn't capable of reaching high places and can be easily contained.
-Naive Unless told otherwise by her master, Little Sister will trust anyone who speaks to her.
-Callous Little Sister doesn't seem to connect any of her actions to the results. As such, she can be somewhat callous with her childlike innocence.
-Child When hit, she will sometimes throw tantrums and begin crying.
- Passive:
Little Sister is capable of seeing directly into the hearts of others with her bright blue eyes. She can see when they're lying and sense their general mood.
- Active:
Name: Road to Grandma's House
Rank: D
Type: Supplementary|Illusion
Duration: 3 Post
Cooldown: 4 Post
Description: Little Sister is capable of creating an AoE illusion around her and those within her sight. This illusion is of a massive dark forest. The forest appears around each person and blocks their vision due to the density of the trees. Only Little Sister can navigate the forest properly with her passive ability.
Strengths:
-Blocks Little Sister's forest blocks sights and sounds, so those caught in the illusion can only see trees and hear the snarling of wolves.
-Navigation Sense of direction is somewhat lost in the forest. While compasses will still point the proper direction, the victims will find themselves unable to leave the forest no matter how much they run.
-Dark Even without the trees, visibility in the forest is dim.
Weaknesses:
-No Exceptions Everyone is effected, including Visa and her allies.
-Her World Little Sister is capable of moving about the illusion and entering people's line of sight should she not be behind where a tree is in their illusion. To Little Sister, the illusions are all real and she must hide behind trees to avoid being detected.
-Touch The illusion does not effect touch. So, while someone may be standing next to their friend, they wouldn't be able to see them. However, they would be able to touch them and hold hands to keep from being seperated.
Celestial Spells:
- Coelestis Pluvia Minor (D):
- Name: Coelestis Pluvia Minor
Rank: D
Type: Offensive | Celestial
Duration: 1 Post
Cooldown: 2 Posts
Description:
A member of the Celestial Spell family, similar to Urano Metria, Coelestis Pluvia Minor is a spell calling forth the magic of the celestial sky and constellations. One must have a key of some sort to use the spell. The spell occurs when the user spins the key and recites the spell: ”Show me thy appearance! Oh tithe of the stars in Heaven, Shine! Coelestis Pluvia Minor!” The magic spell appears as several bright lights aiming to impact on an opponent for 20HP.
Strengths:
-Surprise It isn't unheard of for Celestial Magic Mages to be able to use spells on their own, but most will still not see this coming!
-Learning Curve This is the first step to learning more complicated Celestial Magic spells.
-Low Cost This spell costs less than normal spells.
Weaknesses:
-Must have a key As this spell calls upon the Celestial powers, you must have a key to use it.
-Incantation time and spinning In the time Visa is spinning the key and speaking her key, someone may notice what she's up to and stop her.
-Very Bright The spell is extremely bright. In fact, while casting it, the area around her shines bright with the light of the stars. So it's nearly impossible to do this discreetly.
-Stationary Visa cannot move while chanting the spell.
- Almagest Minor (D):
- Name: Almagest Minor
Rank: D
Type: Defensive
Duration: 1 Post
Cooldown: 2 Posts
Description:
A member of the Celestial Spell family, similar to Urano Metria, Almagest Minor is a spell calling forth the magic of the celestial sky and constellations. One must have a key of some sort to use the spell. The spell occurs when the user spins the key and recites the spell: ”All the stars far and wide! Aspect become complete, Shine! Almagest Minor!” The magic spell appears as a bright shining sphere appearing in front, encasing or where ever within Visa's line of vision where it is needed. The sphere is a barrier that can absorb up to 35HP worth of attacks for one post. The sphere is 2 Meters or 6'5” in diameter.
Strengths:
-Surprise It isn't unheard of for Celestial Magic Mages to be able to use spells on their own, but most will still not see this coming!
-Learning Curve This is the first step to learning more complicated Celestial Magic spells.
-Low Cost This spell costs less than normal spells.
Weaknesses:
-Must have a key As this spell calls upon the Celestial powers, you must have a key to use it.
-Incantation time and spinning In the time Visa is spinning the key and speaking her key, someone may notice what she's up to and stop her.
-Very Bright The spell is extremely bright. In fact, while casting it, the area around her shines bright with the light of the stars. So it's nearly impossible to do this discreetly.
-Stationary Visa cannot move while chanting the spell.
- 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?)