Celestial Angel
Secondary Magic: Direct Link
Holder Type Magic
Description
In life, Azurius Tade used very simple magic. He imbued his weapons with magic power in order to strengthen his attacks. However, in death, he found his magical capabilities to be considerably greater. Upon becoming an Angel, Azurius was granted the ability to contract with Aries, the Celestial Spirit. This was the stepping stone to Azurius becoming a Celestial Wizard. In the hundreds of thousands of years thereafter, Azurius found himself coming across multitudes of other spirits. Some of these spirits asked for Azurius to contract with them, others thanks Azurius for his assistance and went their ways.
For those Celestial Spirits who remained at his side, they became great friends with Azurius and some had trained with him. Those that trained with him all inherited the Holy/Purifying properties of the angel, and those who trained in length with Azurius grew stronger along side him. As a result of this training, the spells of each summon are imbued with Holy/Purifying properties and can only be consumed by Holy element Slayers. Holy element, and Light element are different, so the slayer must be specifically Holy element (primary element) in order to consume it. Likewise, on a Holy Celestial hybrid slayer can consume the Celestial Spirits as they too are partly Holy. When a Celestial Spirit is consumed, it isn't actually killed but rather the magic binding that spirit to the current plane of existence is consumed which in turn forces the spirit to return to the Celestial Spirit World. Since Azurius is an angel, he has a pair of feathered wings that he may call on and materialize at any moment he needs. These wings cannot be destroyed, but any damage dealt to them is in turn dealt to Azurius as they are part of his being. Azurius may also change the color of each individual one of his feathers at will if he so chooses.
Strengths:
Weaknesses
Custom Lineage
Blessings of The Chosen
In a time when darkness ruled the world, Azurius Tade was one of the few members of a special set of humans able to control the energy of the world. He was one of even fewer who had learned to master this control, and even fewer still who used it to take up arms against the forces of darkness. While others in his classification had chosen to aid the darkness, Azurius took up a shotgun and a pistol, and poured all his power into them. During a terrible battle, Azurius was killed by the forces of darkness, and his weapons destroyed entirely, scattering their energy across time and space. Azurius’s soul was taken, molded into that of an Angel, one of heaven’s greatest and most terrible weapons, and as such he was forced to release his former memories. In exchange for the memories and the power in his weapon, Azurius gained power beyond that of the average angel, he gained free will… the one power his god had never once presented his emissaries. Azurius was also granted a multitude of blessings upon creation, and upon being sent to Earthland to assist in the battle against evil, he was given a promise that over time he would be blessed further, with a maximum of 5 blessings.
Ability
Before gaining power, Azurius was a great and powerful Maj. In Fiore's tongue, it means Wielder of Magic, or a Mage. He was capable of consuming his own element, and all magic imbued with it. He was able to store great deals of magic in his body, and regenerated it at rapid speeds while around allies, resting, or in certain areas. In his current life, that of a Seraph, Azurius is able to consume Holy or Purifying magic, store up to 150 more magic power, and regenerates MP at a rate of 3% per post. The storing of MP does not mean he starts at his maximum, but rather, he starts with the standard amount and must build it up over time. He gains +1% MP regeneration per ally he has (summons do not count), which caps at 5%, but while performing jobs inside Holy Grounds, Kyoka, or Hargeon Town this is increased to 10%. The ability for the MP regen to increase beyond 3%, as well as the ability to store more than the normal amount of MP is limited only to non-PvP occasions.
Usage
A set of highly powerful abilities that are unlocked at each rank.
Secondary Magic: Direct Link
Holder Type Magic
Description
In life, Azurius Tade used very simple magic. He imbued his weapons with magic power in order to strengthen his attacks. However, in death, he found his magical capabilities to be considerably greater. Upon becoming an Angel, Azurius was granted the ability to contract with Aries, the Celestial Spirit. This was the stepping stone to Azurius becoming a Celestial Wizard. In the hundreds of thousands of years thereafter, Azurius found himself coming across multitudes of other spirits. Some of these spirits asked for Azurius to contract with them, others thanks Azurius for his assistance and went their ways.
For those Celestial Spirits who remained at his side, they became great friends with Azurius and some had trained with him. Those that trained with him all inherited the Holy/Purifying properties of the angel, and those who trained in length with Azurius grew stronger along side him. As a result of this training, the spells of each summon are imbued with Holy/Purifying properties and can only be consumed by Holy element Slayers. Holy element, and Light element are different, so the slayer must be specifically Holy element (primary element) in order to consume it. Likewise, on a Holy Celestial hybrid slayer can consume the Celestial Spirits as they too are partly Holy. When a Celestial Spirit is consumed, it isn't actually killed but rather the magic binding that spirit to the current plane of existence is consumed which in turn forces the spirit to return to the Celestial Spirit World. Since Azurius is an angel, he has a pair of feathered wings that he may call on and materialize at any moment he needs. These wings cannot be destroyed, but any damage dealt to them is in turn dealt to Azurius as they are part of his being. Azurius may also change the color of each individual one of his feathers at will if he so chooses.
Strengths:
✫ Holy element prevents the abilities of summons from being consumed by every slayer.
✫ Use of multiple spirits allows for greater versatility.
✫ Use of multiple spirits allows Azurius to have a team, even while technically running a solo mission.
✫ Use of multiple spirits allows for greater versatility.
✫ Use of multiple spirits allows Azurius to have a team, even while technically running a solo mission.
Weaknesses
✫ Holy element prevents any spell from being Unholy, as the two properties conflict each other. Use of an 'Unholy' element would create a Neutral element otherwise known as 'Non-Element' or it would create a Chaos Element with slightly reduced stats.
✫ Use of multiple spirits places strain on the body. Use of too many spirits would cause potentially horrific effects, and possibly death if done for prolonged periods of time.
✫ Use of summoning hinders the mage slightly, as they have less spell slots for spells that they personally can cast. It also places the summoner in the position where they must rely on their summons, instead of being self sufficient.
✫ Having multiple summons places the summoner, and the summons themselves, in a position where they must constantly coordinate with each other to avoid tripping each other up. If just one of them misses a beat, it's likely the entire group would have to pay for it.
✫ Use of multiple spirits places strain on the body. Use of too many spirits would cause potentially horrific effects, and possibly death if done for prolonged periods of time.
✫ Use of summoning hinders the mage slightly, as they have less spell slots for spells that they personally can cast. It also places the summoner in the position where they must rely on their summons, instead of being self sufficient.
✫ Having multiple summons places the summoner, and the summons themselves, in a position where they must constantly coordinate with each other to avoid tripping each other up. If just one of them misses a beat, it's likely the entire group would have to pay for it.
Custom Lineage
Blessings of The Chosen
In a time when darkness ruled the world, Azurius Tade was one of the few members of a special set of humans able to control the energy of the world. He was one of even fewer who had learned to master this control, and even fewer still who used it to take up arms against the forces of darkness. While others in his classification had chosen to aid the darkness, Azurius took up a shotgun and a pistol, and poured all his power into them. During a terrible battle, Azurius was killed by the forces of darkness, and his weapons destroyed entirely, scattering their energy across time and space. Azurius’s soul was taken, molded into that of an Angel, one of heaven’s greatest and most terrible weapons, and as such he was forced to release his former memories. In exchange for the memories and the power in his weapon, Azurius gained power beyond that of the average angel, he gained free will… the one power his god had never once presented his emissaries. Azurius was also granted a multitude of blessings upon creation, and upon being sent to Earthland to assist in the battle against evil, he was given a promise that over time he would be blessed further, with a maximum of 5 blessings.
Ability
Before gaining power, Azurius was a great and powerful Maj. In Fiore's tongue, it means Wielder of Magic, or a Mage. He was capable of consuming his own element, and all magic imbued with it. He was able to store great deals of magic in his body, and regenerated it at rapid speeds while around allies, resting, or in certain areas. In his current life, that of a Seraph, Azurius is able to consume Holy or Purifying magic, store up to 150 more magic power, and regenerates MP at a rate of 3% per post. The storing of MP does not mean he starts at his maximum, but rather, he starts with the standard amount and must build it up over time. He gains +1% MP regeneration per ally he has (summons do not count), which caps at 5%, but while performing jobs inside Holy Grounds, Kyoka, or Hargeon Town this is increased to 10%. The ability for the MP regen to increase beyond 3%, as well as the ability to store more than the normal amount of MP is limited only to non-PvP occasions.
D Rank: Blessings of Fortune (Passive)
• Azurius was blessed with the ability to find immense valuables, currency, and even have an occasional spat of amazing dumb luck (plot purpose, no PvP implications). During jobs, he is able to either gain +100% jewel reward, find an Armour/Magic Item/Weapon with the grade depending on the rank of the job, or he may have all players gain +50% jewel reward and he would gain +25%. The desired reward for the job must be listed at the beginning of the job. Items obtained CANNOT be traded between players (even alt/main), but they CAN be traded to The Armoury or any official shop to gain 50% of the item(s)'s value.
• Armour/Weapon/Item Grades:
D Rank Jobs - Nothing, but can find 5k Jewel
C Rank Jobs - 1x Strong Rank
B Rank Jobs - 1x Strong(+) Rank
A Rank Jobs - 1x Legendary Rank
S/SS Rank Jobs - 1x Legendary(+) Rank
10Y Jobs - 1x Legendary(+) OR 75,000 Jewel
100Y Jobs - 1x Artifact OR 200,000 Jewel
C Rank: Blessings of Power (Passive)
• Azurius was provided the ability to utilize a bonus attack, specific to his Holy magic that would enable him to be more effective in his mission. Azurius is able to register 1x Holy Element signature spell that is equal to his rank, max at S Rank. HOWEVER, all NPC's that would die at his hands are instead left incapacitated, and are protected from being killed by him. Players cannot be targeted by this signature spell, and are thus blessed with immunity. (Signature Spell must be registered with primary magic)
B Rank: Blessings of Talent (Passive)
• Azurius is able to summon +1x entity to the field but will suffer a -50% speed debuff while it is out. Additionally, the extra summon will enter the field with half its HP (for PvP).
A Rank: Blessings of Gale (Passive/Active)
• Azurius has his base speed increased by +50% while flying. He is able to flap his wings (once per 3 posts) to send a 10 foot long crescent shaped Wind attack at 1 opponent that deals damage equal to Azurius's rank (max S Rank). The active part of this ability may be used a maximum of 5 times, and costs 50% damage rank MP per use. If the effect of "Blessings of Talent" are in use (Azurius has 1 more than the normal amount of summons out) then the fight buff is reduced to +25% which essentially cuts the effect of the 'Blessing' in half instead of canceling it out entirely. The wind attack has a maximum range of 100 meters.
S Rank: Blessings of Wrath (Active)
• Azurius is granted a secondary state of being where he is able to access 1 spell of each rank (including H), HOWEVER he is unable to use his other spells in this state. He is unable to use any of his Unique Abilities, and cannot use his normal Primary OR Secondary spells. These spells must be included with either Azurius's Primary or Secondary magic application(s). The state of being, known as "Archangel Form" can last no longer than 10 posts, and be accessed once per thread. While in that form, Azurius deals 2x Damage to "Unholy" beings, fallen angels, and dark entities (not guild mages), but deals 25% less damage to Holy beings, normal angels, and light entities.
• Azurius was blessed with the ability to find immense valuables, currency, and even have an occasional spat of amazing dumb luck (plot purpose, no PvP implications). During jobs, he is able to either gain +100% jewel reward, find an Armour/Magic Item/Weapon with the grade depending on the rank of the job, or he may have all players gain +50% jewel reward and he would gain +25%. The desired reward for the job must be listed at the beginning of the job. Items obtained CANNOT be traded between players (even alt/main), but they CAN be traded to The Armoury or any official shop to gain 50% of the item(s)'s value.
• Armour/Weapon/Item Grades:
D Rank Jobs - Nothing, but can find 5k Jewel
C Rank Jobs - 1x Strong Rank
B Rank Jobs - 1x Strong(+) Rank
A Rank Jobs - 1x Legendary Rank
S/SS Rank Jobs - 1x Legendary(+) Rank
10Y Jobs - 1x Legendary(+) OR 75,000 Jewel
100Y Jobs - 1x Artifact OR 200,000 Jewel
C Rank: Blessings of Power (Passive)
• Azurius was provided the ability to utilize a bonus attack, specific to his Holy magic that would enable him to be more effective in his mission. Azurius is able to register 1x Holy Element signature spell that is equal to his rank, max at S Rank. HOWEVER, all NPC's that would die at his hands are instead left incapacitated, and are protected from being killed by him. Players cannot be targeted by this signature spell, and are thus blessed with immunity. (Signature Spell must be registered with primary magic)
B Rank: Blessings of Talent (Passive)
• Azurius is able to summon +1x entity to the field but will suffer a -50% speed debuff while it is out. Additionally, the extra summon will enter the field with half its HP (for PvP).
A Rank: Blessings of Gale (Passive/Active)
• Azurius has his base speed increased by +50% while flying. He is able to flap his wings (once per 3 posts) to send a 10 foot long crescent shaped Wind attack at 1 opponent that deals damage equal to Azurius's rank (max S Rank). The active part of this ability may be used a maximum of 5 times, and costs 50% damage rank MP per use. If the effect of "Blessings of Talent" are in use (Azurius has 1 more than the normal amount of summons out) then the fight buff is reduced to +25% which essentially cuts the effect of the 'Blessing' in half instead of canceling it out entirely. The wind attack has a maximum range of 100 meters.
S Rank: Blessings of Wrath (Active)
• Azurius is granted a secondary state of being where he is able to access 1 spell of each rank (including H), HOWEVER he is unable to use his other spells in this state. He is unable to use any of his Unique Abilities, and cannot use his normal Primary OR Secondary spells. These spells must be included with either Azurius's Primary or Secondary magic application(s). The state of being, known as "Archangel Form" can last no longer than 10 posts, and be accessed once per thread. While in that form, Azurius deals 2x Damage to "Unholy" beings, fallen angels, and dark entities (not guild mages), but deals 25% less damage to Holy beings, normal angels, and light entities.
Usage
A set of highly powerful abilities that are unlocked at each rank.
Unique Abilities
Aries
Golden Zodiac Key
Ranks Up With Azurius
10 Post Duration
11 Post Cooldown
The first sign of the Celestial Zodiac, as well as the on who
guards the gate of the Celestial Words. Aries, while she may
not look it, is a somewhat shy individual who prefers to stay
passively in the battle than to actively engage enemies. She
boasts the most base health of any summoning class, even
greater than an immaculate summon, as well as more melee
damage capability. While under contract with Azurius, Aries
remains as far back as Azurius wants, and only enters full on
melee combat when Azurius is in trouble himself. As the first
Celestial Spirit Azurius was contracted with, they share the
strongest attraction to each other; so much so that they can
be confused as lovers on some occasions, even though they
both claim they're merely good friends, family at best. Aries
has a natural ability to enter Azurius's realm for an unlimited
period of time while he's not in combat, but once it starts she
immediately leaves until properly called on. She also boasts
a pair of feathered wings that yield no bonuses. While not in
combat, Aries doesn't have the traditional ram horns you'd
expect to see. When combat initiates, her horns materialize
whether she wants them to or not.
Active Ability - Sign of The End
Duration - 10 Posts
Usage - Once Per Summon
Aries calls out "Close! Gate of Existence!" causing all mages including Azurius, to be unable to cast spells for 10 posts. If a summon is on the field, it's Active Ability will be disabled, as well as the active ability of all weapons, pets, armour, and even Lineages and Unique Abilities. Naturally, this also includes Azurius's active abilities. Spells 1 rank above this spell cost 2x
the MP to cast, but can still be cast. Spells 2 ranks above this spell cost 25% more MP to cast. Spells 3 ranks above this are not effected in the least by this spell. Additionally, the passive
effects of: Summons, Armour, Weapons, Unique Abilities, and Lineages are not effected at all. While this effect is in place, all MP regen is shut off, including Azurius's MP Regen. This has an effective range of 40 meters, and can be extended by 5 meters by having Azurius pour +1% MP per 5 meters into the spell.
Passive Ability - Sign of the Firearm
Aries is able to materialize any ranged weapon she or Azurius can think of. Naturally, Azurius must know the inner workings of the weapon in order for her to materialize it. Aries is the only one who may wield the weapons she creates, if anyone, even Azurius takes the weapon it will instantly vanish.
Active Ability - Sign of the Ram
Duration - Instant
Usage - 5 times per Summon
Aries glows bright golden and launches at an opponent that's within 50 meters of her at 200mph, ramming her skull into the target to deal Summon Rank Magic damage. Opponents equal to or below the rank of Aries are knocked back ten feet, as they
just got rammed.
Strengths:
Weaknesses
Signature Spells
✫ Celestial Master - Azurius is able to consume Celestial Spirits, and all Celestial element spells. In the case of Celestial Spirits, as stated in the description, what is actually being consumed is the connection between that Spirit and the current realm the mage(s) are in. This forces the spirit to return to the Celestial Spirit World. The only Celestial Spirits that can be consumed are those Summoned during the thread. Azurius cannot use this against Player Character Celestials, but can use them on Celestial Spirits they summon.
✫ Creation Master - Azurius is able to create any object he desires. As the heavens are home to all elements, Azurius is able to create nearly perfect replicas of objects. However, if a Weapon/Armour is created (or re-created) it will have NO abilities, but will be equal in durability and damage to a requip of his rank. Weapons/Armour can only be created once per 4 posts during PvP using this ability, but have no limit on how many times in the thread this can be done.
✫ Creation Master - Azurius is able to create any Creature he desires. As the heavens are home to all elements that could possibly know what's inside a creation, Azurius has no limits. However, Azurius must know the components, and the exact quantities of them in order to create the creature. Additionally, these creatures he creates have HP equal to half of a Normal summon of Azurius's rank. These creatures do not have any active or passive abilities. During PvP, only one creature may be summoned per 4 posts but there is no limit to how many times it may occur for the entire thread. All creatures created take up a Summoning Slot during PvP.
✫ Holy Archive - Azurius is able to manifest a type of console in front him that has information on all that he wishes to know. However, information regarding PC's is limited to what Azurius has seen first hand, or been told about directly from the individual. As an exploit to this exception, an individual could give Azurius false information and the archive would store it automatically, leaving Azurius to decipher fact from fiction.
✫ Angelic Touch - Those touched by Azurius, friend or foe, will have all health troubles aside from those they've earned themselves healed. Broken bones, heart complications, sickness, plague, failing organs, stroke, and even birth defects are all healed by Azurius placing hands on a target. Azurius may even undo death 1 time per thread, resurrecting the target with 25% of their max HP and 20% of their max MP. However, the target will find him/herself with all of their spells and Unique Active Abilities placed on cooldown even if they were never cast. Spells that were already on cooldown will have the cooldown restarted. If Azurius dies, and this ability was not used previously in the thread, it will automatically be used for him.
✫ Creation Master - Azurius is able to create any object he desires. As the heavens are home to all elements, Azurius is able to create nearly perfect replicas of objects. However, if a Weapon/Armour is created (or re-created) it will have NO abilities, but will be equal in durability and damage to a requip of his rank. Weapons/Armour can only be created once per 4 posts during PvP using this ability, but have no limit on how many times in the thread this can be done.
✫ Creation Master - Azurius is able to create any Creature he desires. As the heavens are home to all elements that could possibly know what's inside a creation, Azurius has no limits. However, Azurius must know the components, and the exact quantities of them in order to create the creature. Additionally, these creatures he creates have HP equal to half of a Normal summon of Azurius's rank. These creatures do not have any active or passive abilities. During PvP, only one creature may be summoned per 4 posts but there is no limit to how many times it may occur for the entire thread. All creatures created take up a Summoning Slot during PvP.
✫ Holy Archive - Azurius is able to manifest a type of console in front him that has information on all that he wishes to know. However, information regarding PC's is limited to what Azurius has seen first hand, or been told about directly from the individual. As an exploit to this exception, an individual could give Azurius false information and the archive would store it automatically, leaving Azurius to decipher fact from fiction.
✫ Angelic Touch - Those touched by Azurius, friend or foe, will have all health troubles aside from those they've earned themselves healed. Broken bones, heart complications, sickness, plague, failing organs, stroke, and even birth defects are all healed by Azurius placing hands on a target. Azurius may even undo death 1 time per thread, resurrecting the target with 25% of their max HP and 20% of their max MP. However, the target will find him/herself with all of their spells and Unique Active Abilities placed on cooldown even if they were never cast. Spells that were already on cooldown will have the cooldown restarted. If Azurius dies, and this ability was not used previously in the thread, it will automatically be used for him.
Aries
Golden Zodiac Key
Ranks Up With Azurius
10 Post Duration
11 Post Cooldown
The first sign of the Celestial Zodiac, as well as the on who
guards the gate of the Celestial Words. Aries, while she may
not look it, is a somewhat shy individual who prefers to stay
passively in the battle than to actively engage enemies. She
boasts the most base health of any summoning class, even
greater than an immaculate summon, as well as more melee
damage capability. While under contract with Azurius, Aries
remains as far back as Azurius wants, and only enters full on
melee combat when Azurius is in trouble himself. As the first
Celestial Spirit Azurius was contracted with, they share the
strongest attraction to each other; so much so that they can
be confused as lovers on some occasions, even though they
both claim they're merely good friends, family at best. Aries
has a natural ability to enter Azurius's realm for an unlimited
period of time while he's not in combat, but once it starts she
immediately leaves until properly called on. She also boasts
a pair of feathered wings that yield no bonuses. While not in
combat, Aries doesn't have the traditional ram horns you'd
expect to see. When combat initiates, her horns materialize
whether she wants them to or not.
Active Ability - Sign of The End
Duration - 10 Posts
Usage - Once Per Summon
Aries calls out "Close! Gate of Existence!" causing all mages including Azurius, to be unable to cast spells for 10 posts. If a summon is on the field, it's Active Ability will be disabled, as well as the active ability of all weapons, pets, armour, and even Lineages and Unique Abilities. Naturally, this also includes Azurius's active abilities. Spells 1 rank above this spell cost 2x
the MP to cast, but can still be cast. Spells 2 ranks above this spell cost 25% more MP to cast. Spells 3 ranks above this are not effected in the least by this spell. Additionally, the passive
effects of: Summons, Armour, Weapons, Unique Abilities, and Lineages are not effected at all. While this effect is in place, all MP regen is shut off, including Azurius's MP Regen. This has an effective range of 40 meters, and can be extended by 5 meters by having Azurius pour +1% MP per 5 meters into the spell.
Passive Ability - Sign of the Firearm
Aries is able to materialize any ranged weapon she or Azurius can think of. Naturally, Azurius must know the inner workings of the weapon in order for her to materialize it. Aries is the only one who may wield the weapons she creates, if anyone, even Azurius takes the weapon it will instantly vanish.
Active Ability - Sign of the Ram
Duration - Instant
Usage - 5 times per Summon
Aries glows bright golden and launches at an opponent that's within 50 meters of her at 200mph, ramming her skull into the target to deal Summon Rank Magic damage. Opponents equal to or below the rank of Aries are knocked back ten feet, as they
just got rammed.
Strengths:
✫ 'Active Ability - Sign of the End' is basically the end of all magical capabilities, turning the fight into a battle of attrition.
✫ 'Passive Ability - Sign of the Firearm' allows Aries to be extremely versatile in combat.
✫ 'Passive Ability - Sign of the Firearm' allows Aries to be extremely versatile in combat.
Weaknesses
✫ 'Active Ability - Sign of the End' doesn't exempt Aries from its effect. Nor does it exclude Azurius, or any ally from its effect.
✫ 'Active Ability - Sign of the End' cannot be shut off, once it's in use, that's it; so the ability must be used tactically.
✫ 'Passive Ability - Sign of the Firearm' is limited to only Ranged weapons (bows, guns, cannons etc...) BUT is also limited further by what Azurius Tade knows how to make.
✫ 'Active Ability - Sign of the End' cannot be shut off, once it's in use, that's it; so the ability must be used tactically.
✫ 'Passive Ability - Sign of the Firearm' is limited to only Ranged weapons (bows, guns, cannons etc...) BUT is also limited further by what Azurius Tade knows how to make.
Signature Spells
- Reflect:
- Reflect
Signature
Defensive
Instant
1 Use Per Post
Azurius uses raw magic to create a barrier that will reflect the next 1 attack that hits it. This barrier can only reflect 1 attack normally, but if 2 attacks of this spells rank or the equivalent hit the spell within 0.02 seconds of each other that would be the exception to the 1 attack rule. Spells 1 rank above this spell, or below can be reflected. 2 Ranks or more above will be partially reflected and Azurius would take the difference in damage. If used on an AoE, this barrier is a 9ft radius spherical barrier.
Strengths:✫ Quick Defense
Weaknesses✫ Most the time, being 99.999% of the time that is, Azurius can only reflect 1 attack
✫ Cannot fully reflect attacks 2 ranks or more above this spell
- Blessings of Life:
- Blessings of Life
Lineage Signature
Supportive
Instant
1 Use Per Post
Cast using the above method (slowed down version in the
gif), Azurius is able to heal 1x Spell Rank damage to all non
enemies within 20 meters of his position. The range does not
increase with rank.
Strengths:✫ Very nice quick heal
Weaknesses✫ Range doesn't increase with rank
✫ Doesn't revive the dead, or cure any negative effects. Just a raw heal.
- Restore:
- Restore
D Rank Signature
Mobility
Instant
0 Post CD
Azurius is able to lose a set amount of HP and MP in order to refresh his ability to summon Aries to the battle field. For each rank above D Rank Aries is, Azurius loses 15HP. For each rank above D Rank Azurius is, he loses 3 MP. This spell, as all signatures do, costs NOTHING to cast, but it does cost something to execute. The HP lost is the true cost for refreshing the cooldown, the MP lost is used to 'charge' Aries with magic since the abilities that summons use takes power from the summon, not the summoner. The HP cost is increased by +10 for each post it is before Aries is off cooldown, this is added after the initial HP+MP cost calculation.
Costs Per RankRank HP MP D 0 0 C 15 3 B 30 6 A 45 9 S(SS) 60(80) 12(15) H 100 20
Strengths:✫ Allows Azurius to re-summon Aries much sooner
Weaknesses✫ Azurius loses HP
✫ Azurius loses MP
✫ Azurius loses more HP depending on how high in rank Aries is compared to this spell
✫ Azurius loses MORE HP depending on how many posts it is till Aries is off of cooldown by natural means.
Azurius's Spells
D Rank Spells
C Rank Spells
B Rank Spells
D Rank Spells
- Vince, the Guy:
- Vince, the Guy
D Rank
Silver Celestial Key
1 Post
2 Post CD
“Open, Gate of the Lover!”
The above said accompanied by Azurius waving a silver key with a middle finger on it will cause a black magic circle to appear, and this 6ft tall man will step out like a boss.
Active Ability – Swag Attack
Instant
2 Post CD
--Effect--
Vince winks at 1 target within 15 meters and a blast of magical energy deals D Rank Magic Damage to the target. If the target is a weak-minded Girl, or a guy who feels attraction to Vince, they take 50% more damage.
Passive – Swag
All women swoon over Vince, making dealing with them much easier. All men cower at his control of the ladies, and worship him and makes dealing with them much easier. All animals bows to this god of charisma, and makes them respect his awesomeness. Gods, and Demons give Vince praise, for he is the true god of sexiness; and demons feel inferior to him. Naturally, whether any of these effects players will be 100% up to that player.
Strengths:✫ Highly effective against weak minded individuals... and NPC's.
Weaknesses✫ Vince is a bit of a lazy bum so he doesn't stick around long...
✫ Vince's swag cannot touch mages who have strong wills
- Celestial Gate:
- Celestial Gate
Rank
Mobility
1 Post
2 Post CD
"Open! Gate of the Celestial World!"
This said, along with Azurius waving a silver key with a blueish-white end causes a magic circle to appear with a 5' 2" woman stepping out. As a plot device, Azurius may use this as a method of instantaneous transportation between cities, or to the Celestial Spirit World itself.
Active - Teleport
Instant
1 Use Per Summon
The Celestial Gate is able to teleport Azurius, or an ally with OOC permission, up to 10 meters away.
Passive - Nonexistance
The form summoned is a partial creation, and cannot be killed or consumed. However, she takes up a summoning slot and if she attacks someone her physical form phases right through them and deals 0 damage.
Strengths:✫ Very fast transport
Weaknesses✫ While other mages could just up and teleport, Azurius must use a holder item (key) to do it.
✫ Azurius can have this interrupted if the key is knocked out of his hand before he finishes calling out the spell.
- Sybil, the Seer:
- Sybil, the Seer
D Rank
Silver Key
1 Post
2 Post CD
"Open! Gate of the Seer!"
This stated along with Azurius waving a silver key with an eye on the end causes Sybil to step out of a white portal. Sybil is 5ft 4 inches tall, and wields no weapons.
Active Ability - Detect
Sybil sends out a pulse of psychic energy that's purple in color and spherical for 15 meters. If an attack would be launched while she is in the battle this ability is instantly used. Once this happens, Azurius will be transported to the safest location within 20 meters of his current position.
Passive - Seer's Blessing
While Sybil is on the field, Azurius is able to sense all entities present within 20 meters of his location.
Strengths:✫ Gives Azurius some control on his scenarios in combat
Weaknesses✫ Sybil doesn't have as strong a bond with Azurius so she can't stay in his realm for too long.
✫ The ability to sense everyone around you doesn't mean he has the ability to HIT everyone around him. Opponents that are literally hidden in the shadows can be sensed, but not touched.
- Pyro, the Living Flame:
- Pyro, the Living Flame
D Rank
Utility
1 Post
2 Post CD
"Open! Gate of Flames!"
The above said while Azurius holds out a silver key with a live flame at the end that for some reason doesn't ignite anything it touches will cause a 5' 9" man to step out.
Active - Illuminate
1 Post
1 Use Per Summon
Pyro creates a flame in the palm of his hand that he can make glow as bright as he wants.
Passive - Unlock
Pyro's key can be used to unlock any door/gate Azurius needs it to. Pyro may do the same by touching the door/gate.
Strengths:✫ Double purpose
Weaknesses✫ No combat use at all...
✫ Doesn't actually summon anything
C Rank Spells
- Restore:
- Restore
C Rank
Active Ability
Instant
3 Post CD
While Sepharian, the Life Guardian is present this ability may be used. Sepharian instantly restores 10MP to 1x target. This is reduced by 1MP for each rank above Sepharian's rank that target is, and increased by 1MP for each rank below Sepharian the target is. Using this ability reduced Sepharian's duration by 1 post.
Strengths:✫ Restores MP to a target
Weaknesses✫ Can only be done while a very specific Celestial Spirit is on the field.
✫ Only 1 target can get restored per cast.
- Rejuvenate:
- Rejuvenate
C Rank
Active Ability
7 Post
1 Use Per Summon of Sterba
While 'Sterba, the Guardian of Death' is present on the field, this can be activated to apply the effect: all players on her side gain +20HP and +2MP for each enemy NPC that dies while she is there. This passive is not available in PvP as players do not count as NPC's... it's why they're called Players. If the NPC is Strong or Boss Rank this values are increased to +30HP and +5MP.
Strengths:✫ Restores HP + MP
Weaknesses✫ Holds no use in PvP
✫ Requires the NPC to DIE, which Azurius (check lineage) is unable to do himself.
- Sign of Amnesty:
- Sign of Amnesty
C Rank
Passive Ability
10 Post
1 Use Per Summon of Aries
Only usable while 'Aries' is summoned this can be cast to activate the effect: all allies effected by her 'Sign of the End' to receive the effect as though they were a rank above the ability(their spells cost 2x MP to cast) instead of being completely disabled. However, Azurius and his summons do not receive this effect.
Strengths:✫ Grants partial immunity to Aries's active ability.
Weaknesses✫ Doesn't grant Azurius any immunity.
✫ Doesn't grant anyone full immunity.
- Nature's Blessing:
- Nature's Blessing
C Rank
Active Ability
Instant
3 Post CD
Only available while "Teranius, the Nature Guardian" is present, use of this ability restores 5MP and 20HP to everyone, friend or foe, within 10 meters of Teranius.
Strengths:✫ Strong ability
Weaknesses✫ Heals and restores MP to both allies, AND enemies.
✫ Can only be used while Teranius is present.
B Rank Spells
- Sepharian, the Life Guardian:
- Sepharian, the Life Guardian
B Rank
Black Celestial Key
7 Post
9 Post CD
“Open! Gate of the Life Guardian, Sepharian!”
The above called along with Azurius swinging a black key with a white line running down it and a golden magic circle will appear with a 5’ 5” woman stepping out. Sepharian wields a bow that has a maximum range of 45 meters in PvP. She may also spawn a pair of feathered wings. Dealing damage to those wings deals damage to Sepharian.
Active - Life Arrow
5 Posts
One use per summon
Sepharian fires an arrow at any area that causes a 40 meter wide explosion. This explosion deals 1.5x B Rank damage to all enemies. This ability leaves behind a strange impression for a 4 post period afterwards that causes all enemies in the effected area to suffer a -25% speed reduction, lose 10HP per post (not 10%), and if the opponent is a Weak NPC, or has less than 10% of their max HP remaining, they will be bound in place for 1 post.
Passive - Forgiveness
Friendly fire is turned off while Sepharian is on the field. The exeption to this is Aries's "Sign of the End"
Strengths:✫ Powerful abilities
Weaknesses✫ Passive ability doesn't hold a candle to "Sign of the End" (Aries's Active Ability)
✫ Active ability is Holy element (pure) and can be consumed by Holy Slayers. The slayer must be HOLY element, not LIGHT element. Ascendant Demon Slayer still constitutes as being Holy even though the primary element is Light, but it's Holy Light.
- Sterba, the Death Guardian:
- Sterba, the Death Guardian
B Rank
Black Celestial Key
7 Post
9 Post CD
“Open! Gate of the Death Guard, Sterba!”
This said, along with Azurius waving a black key with a crimson line down the middle and a 5’ 5” woman will step out from a black magic circle with a crimson glow. Sterba attacks by using black orbs that move at B Rank sprinting speed +25% for a maximum range of 45 meters. Sterba is a mix of Holy, Unholy, Light, and Dark and thus, is Chaos Element. This makes her and her magic unable to be consumed, BUT it also makes it so she has the same HP as a Silver Celestial Spirit. Sterba has a pair of black and crimson wings she may fly with, hitting these wings will deal damage to Sterba.
Active - Death Blast
2 Posts
One Use Per Summon
Sterba places her hands together forming a red sphere with energy sparking inside. After a 1 post charge time, Sterba will fire a 5 foot thick, 30 meter long blast of Death at an opponent. If the attack lands, it will deal 1.5x B Rank damage to the opponent hit, as well as sending them flying 10 feet back. If the opponent is a rank above this ability, they will fly 5 feet back; and resist the knock-back effect with sheer strength if they’re 2 ranks above this ability. This ability is infused with Dark, Demonic, Light and Holy magic as death is something brought about by gods and demons; as such cannot be consumed by slayers. However, if a Darkness Demon Slayer and Light God slayer (Or Light Demon and Darkness God Slayer) are working together, they may team up to split the attack into its 4 components and consume it as such, each gaining full benefits of consuming a B Rank spell.
Passive – Death
All beings are able to be killed while Sterba is present, be it a man, a god, a demon, or those supposedly immune to death. Those immune to death will have their immunity stripped away, and replaced with a resistance to Death magic depending on their rank relative to Sterba. Those equal rank have a 25% resistance to Death magic, and +10% resistance for each rank above Sterba the opponent(s) is(are). If they’re below Sterba’s rank, they have a -25% resistance to Sterba’s rank with -10% more for each rank below Sterba the opponent is. Gods and Demons take 4x the damage from Sterba’s master, this however only applies to non-player controlled NPC’s and is not a PvP-enabled effect.
Strengths:✫ Extremely powerful summon
Weaknesses✫ Has less HP than a summon of its type
✫ Opponents equal to and above Sterba’s rank still have some resistance to death magic
✫ 4x damage buff to Gods and Demons only applies to NPC’s, and not players
✫ Active knock back effect doesn’t affect 2 ranks above Sterba
- Teranius, the Nature Guardian:
- Teranius, the Nature Guardian
B Rank
Silver Celestial Key
7 Post
9 Post CD
"Open! Gate of the Nature Guardian!"
The above called, as well as Azurius waving a silver key with a tree on the end will cause this 20 foot tall Dyrad to come forth. The Dyrad is 100% unable to move, and 100% unable to attack. When summoned, Teranius is rooted into the ground.
Active - Life Stream
7 Posts
One Use Per Summon
Those within 50 meters of Teranius, when this is activated, receive a +10% HP regen buff, +5% MP regen buff, and their spells gain +20% efficiency. This applies for both allies, and enemies.
Passive - Stand Firm
Teranius is unaffected by Earth spells equal to or below his rank, and has a 50% resistance to those 1 rank above him, 25% for 2 ranks above, and 0% for 3+ ranks above. He has double the HP of a Silver Celestial Spirits, BUT he has a -100% speed debuff and a -100% damage debuff on magic and melee. IF an effect would increase his speed or damage, it would decrease it by that much instead. Teranius also has a natural +30% defense buff.
Strengths:✫ Amazing summon as far as abilities go.
Weaknesses✫ Teranius cannot move, and no effect can give him the ability to move
✫ Teranius cannot deal damage with any melee attacks, and no spell effect can change that.
✫ Active ability helps BOTH allies AND enemies.
Proof of Spell Slots:
+1x C Rank Slot - Direct Link
+1x B Rank Slot - Direct Link