Mythical Creature Summoning Magic
Primary Magic: Mythical Creature Summoning
Secondary Magic: none
Caster or Holder: Lost, Caster
Additional Spell slots:
- 2x D-rank and 2x C-rank spell slots bought here
Description:
This Magic is a type of summoning magic that has long been lost to history, with the only records of it ever existing buried under the endless sands of the desert. That was until recently, when this lost magic manifested in Herakles Alexander, allowing him to summon creatures that people believed be of mythical or even divine origin, or even deities themselves. This magic connects Herakles to the mythical plain, a realm of existence that is, unlike ours, entirely made of magic, and allows him to form contracts with any of the mythical creatures that live in that realm and summon them into our own world, but requires a trained and muscular physique to maintain due to the strain the connection to the mythical plain puts on the user's body. In addition to that, Herakles can communicate telepathically as well as verbally ( for those with the ability to do so ) with any of his summons at any time, wherever they may be.
In combat, Herakles will use this magic to summon mythical creatures that'll support him in battle and provide different offensive, defensive or supportive capabilities. To summon one of the creatures Herakles has to concentrate on the name of the respective mythical creature.
Strengths:
- Versatile, strong magic with a variety of summons for different situations
- Each summon has their own unique magic, which can be anything from elements to enhancing of strength etc.
Weaknesses:
- Effects can potentially damage allies
- Elements can be consumed by relevant slayers unless stated otherwise
- Depending on the summon, the terms of the contract might call for additional requirements to summon a mythical beast
Unique Abilities:
- Resilience: The strong strain this magic puts on the user's body has hardened the user's muscles and grants a 25% reduction to all incoming damage
- Melee: Due to using this magic in conjunction with melee weapons the user has become rather proficient in their use of weapons, granting an additional 25% damage when using weapons in combat.
- Mythical Plain: Due to being directly connected to the ancient mythical plain, which is entirely composed of magic, the user can absorb magic energy from both realms. This grants an additional 4% MP regen per post.
- Sturdiness: Due to the fact that all summons of this magic are ancient mythical beasts they are sturdier than normal summons, giving every summon an additional 20 points of HP
Spells:
Primary Magic: Mythical Creature Summoning
Secondary Magic: none
Caster or Holder: Lost, Caster
Additional Spell slots:
- 2x D-rank and 2x C-rank spell slots bought here
Description:
This Magic is a type of summoning magic that has long been lost to history, with the only records of it ever existing buried under the endless sands of the desert. That was until recently, when this lost magic manifested in Herakles Alexander, allowing him to summon creatures that people believed be of mythical or even divine origin, or even deities themselves. This magic connects Herakles to the mythical plain, a realm of existence that is, unlike ours, entirely made of magic, and allows him to form contracts with any of the mythical creatures that live in that realm and summon them into our own world, but requires a trained and muscular physique to maintain due to the strain the connection to the mythical plain puts on the user's body. In addition to that, Herakles can communicate telepathically as well as verbally ( for those with the ability to do so ) with any of his summons at any time, wherever they may be.
In combat, Herakles will use this magic to summon mythical creatures that'll support him in battle and provide different offensive, defensive or supportive capabilities. To summon one of the creatures Herakles has to concentrate on the name of the respective mythical creature.
Strengths:
- Versatile, strong magic with a variety of summons for different situations
- Each summon has their own unique magic, which can be anything from elements to enhancing of strength etc.
Weaknesses:
- Effects can potentially damage allies
- Elements can be consumed by relevant slayers unless stated otherwise
- Depending on the summon, the terms of the contract might call for additional requirements to summon a mythical beast
- Lineage:
Gold Rush
Description:
Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability:
The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage:
Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
Unique Abilities:
- Resilience: The strong strain this magic puts on the user's body has hardened the user's muscles and grants a 25% reduction to all incoming damage
- Melee: Due to using this magic in conjunction with melee weapons the user has become rather proficient in their use of weapons, granting an additional 25% damage when using weapons in combat.
- Mythical Plain: Due to being directly connected to the ancient mythical plain, which is entirely composed of magic, the user can absorb magic energy from both realms. This grants an additional 4% MP regen per post.
- Sturdiness: Due to the fact that all summons of this magic are ancient mythical beasts they are sturdier than normal summons, giving every summon an additional 20 points of HP
Spells:
- Signature Spells:
- 1. Nidhöggr (D-rank):
Name: Nidhöggr
Rank: D
Type: Summon - Offensive, Single Target
Duration: 5
Cooldown: 6
Description:
The summoner unleashes the power of the ancient world eater, Nidhöggr, and summons the creature to fight by their side. The Nidhöggr is a dragon like creature with a wingspan of almost 20m, antlers and extremely sharp teeth. In addition to that, the Nidhöggrs breath is colder than the boreal wind, colder than death itself.
Active Ability:
The Nidhöggr breathes out his extremely cold odem, freezing a single target within 60m in place, rendering them unable to move for 1 post. The effects of the breath can be countered by fire or fire magic.
-Duration: 1
-Cooldown: -
Strengths:
- Can immobilize foes
Weaknesses:
- Can be eaten by relevant slayers
- Can be neutralized by fire
- 2. Hydra (User-rank):
Name: Hydra
Rank: Ranks with the user
Type: Summon - Offensive, Single Target
Duration: 5
Cooldown: 5
Description:
The summoner unleashes the power of the legendary serpent, Hydra, and summons the creature to fight by their side. The Hydra is a beast with a large reptilian body and a multitude of serpentine heads equipped with sharp teeth. The Hydra attacks by breathing out rays of Zeus' holy lightning, obliterating all in it's path.
Passive Ability:
The Hydra gains one additional head per rank, giving it 2 at D, 3 at C and so on. With each head, the hydra also gains a 20% increase to damage output.
Strengths:
- High damage potential
Weaknesses:
- Can be eaten by relevant slayers
- Can only attack one target at a time
- D-rank Spells:
- 1. Pegasus:
Name: Pegasus
Rank: D
Type: Summon - Defensive
Duration: 3
Cooldown: 4
Description:
The summoner concentrates on the name of the winged horse, Pegasus, and it will appear before the summoner as a mount for them. Pegasus is a white horse with bird like wings on it's back, which grant it the ability to fly.
Passive Ability:
Due to it's wings, Pegasus and it's rider gain the ability to fly. This grants 25% additional movement speed.
Active Ability:
Pegasus' closes its wings before itself and the caster with the wings becoming as hard as steel. This can deflect up to 3x D-rank damage or attacks by projectiles and weapons such as arrows or swords. Can't be used when Pegasus is flying.
-Duration: 2
-Cooldown: 4
Strengths:
- Summoner can ride Pegasus, grants additional defensive capabilities while doing so
Weaknesses:
- Defense is limited
- Pegasus is relatively vulnerable during flight
- 2. Stymphalid:
Name: Stymphalid
Rank: D
Type: Summon - Offensive, Single Target
Duration: 2
Cooldown: 3
Description:
The summoner concentrates on the name of the voracious bird, Stymphalid, and it will appear before the summoner to attack their enemies. This bird looks similar to a hawk and has a beak, claws and feathers of steel. The beak and claws can even penetrate normal armor, and the feathers can be shot like arrows.
Passive Ability:
The beak, claws and feathers of the bird are hard steel, giving the Stymphalid an additional 25% of damage output.
Active Ability:
The Stymphalid will shot one of their steel feathers at one opponent like an arrow, striking them for D-rank damage.
-Duration: 1
-Cooldown: 2
Strengths:
- Simple, yet effective offensive capabilities
Weaknesses:
- Relatively weak
- Can only shoot one feather at a time
- 3. Centaur:
Name: Centaur
Rank: D
Type: Summon - Offensive, Multi Target
Duration: 2
Cooldown: 4
Description:
The summoner concentrates on the name of the hybrid archer, Centaur, and he will appear before the summoner to attack one or multiple of his opponents. Centaur has a bow which he uses to shoot up to 3 magical arrows of fire at foes.
Passive Ability:
Due to the lower half of his body being that of a horse, Centaur is faster than normal summons. This grants an additional 25% of speed.
Active Ability:
Centaur uses his bow to shoot 3 magical arrows of fire at up to 3 opponents, dealing 0.75x D-rank damage with each shot.
-Duration: 1
-Cooldown: 3
Strengths:
- Can target multiple enemies
Weaknesses:
- Fire can be eaten by relevant slayers
- Relatively weak
- 4. Scorpio:
Name: Scorpio
Rank: D
Type: Summon - Offensive
Duration: 3
Cooldown: 6
Description:
The summoner concentrates on the name of the giant arachnid, Scorpio, and it will appear before the summoner to attack his opponents. Scorpio is, as the name suggests, a gigantic scorpion with a length of over 5 meters. The scorpion is slow, but can burrow through the earth and poison enemies with it's sting.
Passive Ability:
The scorpion can use it's claws to dig tunnels through the earth.
Active Ability:
Scorpio uses the spike on his tail to attack an enemy, dealing D-rank damage. In addition to that, the target is poisoned, dealing 0.5x D-rank damage per round for 2 more rounds. However, Scorpio is a large and sluggish creature, and will thus move at 25% reduced speed.
-Duration: 3
-Cooldown: 4
Strengths:
- Can damage and poison an enemy
Weaknesses:
- Is slower than normal summons
- Poison can be eaten by relevant slayers
- 5. Minotaur:
Name: Minotaur
Rank: D
Type: Summon - Offensive, Buff
Duration: 3
Cooldown: 4
Description:
The summoner concentrates on the name of the hybrid berserker, Minotaur, and he will appear before the summoner, ready to use his axe to smash any foe. Minotaur is a brute with the body of a man and the head of a bull. Minotaurs advantage is his raw strength, being able to smash most things with the bloodstained axe he wields.
Passive Ability:
Minotaur is extremely muscular and trained, thus his body is more sturdy than those of other summons, granting him additional 20 points of HP.
Active Ability:
The Minotaur uses a battlecry that'll affect a single target within 60m, enhancing their morale, buffing their damage output by 25%.
-Duration: 3
-Cooldown: 4
Strengths:
- Can enhance damage output
Weaknesses:
- Affects only a single target
- Doesn't last long
- 6. Ladon:
Name: Ladon
Rank: D
Type: Summon - Offensive, AoE, DoT
Duration: 3
Cooldown: 5
Description:
The summoner concentrates on the name of the serpent dragon, Ladon, and it will appear before the summoner to use his fire breath to incinerate an area. Ladon is a large, serpent like dragon with extremely sharp teeth, fast reflexes and the ability to breathe fire.
Passive Ability:
Lardon has the body of a snake and is, despite it's size, quick and nimble, granting it an additional 25% in movement speed.
Active Ability:
Ladon uses his fire breath to set an area with a 20m radius within 50m of himself on fire, dealing 0.5x D-rank damage per round to anyone within it.
-Duration: 3
-Cooldown: 5
Strengths:
- Decent AoE/DoT attack
Weaknesses:
- Can be eaten by relevant slayers
- Damages friends and foes alike
- C-rank Spells:
- 1. Argus:
Name: Argus
Rank: C
Type: Summon - Offensive, Single Target, DoT
Duration: 5
Cooldown: 7
Description:
The summoner concentrates on the name of the 100-eyed monster, Argus, and it will appear before the summoner to attack his opponent. Argus is a large flying beast in the shape of a ball with the size of almost 5m, eyeballs covering most of it's body and 4 large tentacles hanging from it's torso, which it uses to manipulate things or as whips to strike enemies. In addition to that, Argus can spit a highly corrosive acid that can melt nearly everything.
Passive Ability:
Argus levitates, making it able to traverse any terrain without problems as well as granting a 25% speed increase.
Active Ability:
Argus spews highly corrosive acid at an opponent within 120m at a speed of 90m/s that'll melt most materials, doing 0.5x C-rank damage. Additionally, the acid will stick to anything and deal 0.5 rank damage per round for the next 4 rounds. This effect can be neutralized by water or water magic.
-Duration: 5
-Cooldown: 7
Strengths:
- Strong single target attack, can melt materials
Weaknesses:
- Can be neutralized by water
- Long cooldown
- 2. Manticore:
Name: Manticore
Rank: C
Type: Summon - Offensive, Multi Target
Duration: 3
Cooldown: 4
Description:
The summoner concentrates on the name of the manhunting monster, Manticore, and it will appear before him to attack multiple opponents. Manticore has the body of a lion, bat like wings and a spiked reptilian tail. Manticore can shoot the spikes to cause a hail of up to 6 sharp and pointy arrow like spikes with a length of around 30cm. In addition to that, Manticore possesses 3 rows of sharp teeth can cut through armor and steel easily.
Passive Ability:
Manticore has extremely sharp teeth and claws, giving it a 25% increase in physical damage output.
Active Ability:
Manticore will shoot up to 8 metal spikes from his tail to target one or multiple enemies at speeds of 60m/s, dealing 0.25x C-rank damage with each shot. ( Must roll a dice when this attack is used, rolled number determines the number of shots that miss the target. Can ONLY be used in PvE. )
-Duration:1
-Cooldown: 4
Strengths:
- Attack can target a group of enemies
Weaknesses:
- Can be eaten by relevant slayers
- Decent chance of missing a target
- 3. Dryad:
Name: Dryad
Rank: C
Type: Summon - Support, Healing
Duration: 3
Cooldown: 5
Description:
The summoner concentrates on the name of the tree spirit, Dryad, and it will appear before him to heal them and their allies. The Dryad is a nature spirit, covered in leaves and branches that produces an aura able to close wounds.
Passive Ability:
The Dryad heals itself for 10 HP every post due to it's regenerative abilities.
Active Ability:
The Dryad spreads her aura in an area of 50m around herself, healing the summoner and allies in range for 0.5x C-rank HP per post for 3 posts.
-Duration: 3
-Cooldown: 4
Strengths:
- Can heal summoner and allies in the AoE
Weaknesses:
- Heals only those in an area around her
- Heals for a relatively low amount of HP
- 4. Roc:
Name: Roc
Rank: C
Type: Summon - Offensive, AoE
Duration: 3
Cooldown: 5
Description:
The summoner concentrates on the name of the gigantic bird, Roc, and it will appear before him to serve as a mount for them. The Roc is a creature that looks like a bird of prey, the only difference being it's massive size. The Roc is so large it could carry an elephant in it's claws, although it is more practical to ride on it's back.
Passive Ability:
The Roc is able to fly and can serve as a mount for it's summoner. This grants a speed increase of 25%.
Active Ability:
The Roc will use its gigantic wings to produce a stream of wind in an area with a 30m radius, dealing 0.5x C-rank damage to enemies and knocking them back 20m.
-Duration: 1
-Cooldown: 3
Strengths:
- Knocks enemies back
Weaknesses:
- Low damage
- Only affects those of equal or lower rank than the user
- 5. Karkinos:
Name: Karkinos
Rank: C
Type: Summon - Offensive, Single Target
Duration: 4
Cooldown: 6
Description:
The summoner concentrates on the name of the colossal crab, Karkinos, and it will appear before him to fight his enemies. Karkinos is a crab of gigantic proportions with it's body being more than 7m in length. Karkinos is also able to spew out pressurized water. However, Karkinos can only be summoned in water.
Passive Ability:
Karkinos is protected by a hard shell, which grants him a 25% reduction to incoming damage.
Active Ability:
Karkinos spits out a stream of highly pressurized water with a range of 120m at an opponent at 90m/s , hitting them for C-rank damage. The stream is also able to penetrate materials like wood, steel et cetera.
-Duration: 1
-Cooldown: 3
Strengths:
- Can penetrate conventional materials
Weaknesses:
- Can be eaten by relevant slayers
- Karkinos can only be summoned in the water
Last edited by KebabViking2 on 27th November 2017, 1:29 am; edited 10 times in total