Magic
Primary Magic: Divine Celestial Spirit's
Secondary Magic:
Caster or Holder: Caster
Description: In ancient times, back when the world was first created, there were a select few beings that served the gods so faithfully, that they lived on as spirits for the rest of eternity in order to serve and protect the gods’ descendents. The gods’ granted these spirits powers and their own realm to inhabit as a thank you for their services. These spiritual beings have no keys in order to summon them, and only grant their power to those worthy of their help and are of divine lineage. When such a being is born into the world, they are also born with a lacrima embedded inside them, of which can be used to hear and call forth these spiritual beings. These Celestial spirits can be summoned when the user has attuned to their presence, either through meditation or by other means of them contacting the user on their own. Once attuned, the user can call them by spending magic energy, without the use of an item as a medium.
Strengths:
* Can summon spirits without the use of keys or other mediums.
* Summon's passive aura abilities can work off of each other.
* Each summoned spirit has a different type of magic, allowing for the user to be prepared for most situations.
Weaknesses:
* No personal offensive/defensive spells.
* Without a weapon or secondary magic, the user purely relies on the summons alone.
* Each summon that is aligned with an element also brings that element’s weaknesses with it.
* The spirits are of divine origins, giving them strength against demonic type enemies, but also brings a weakness to them as well.
Lineage: None
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?)
Primary Magic: Divine Celestial Spirit's
Secondary Magic:
Caster or Holder: Caster
Description: In ancient times, back when the world was first created, there were a select few beings that served the gods so faithfully, that they lived on as spirits for the rest of eternity in order to serve and protect the gods’ descendents. The gods’ granted these spirits powers and their own realm to inhabit as a thank you for their services. These spiritual beings have no keys in order to summon them, and only grant their power to those worthy of their help and are of divine lineage. When such a being is born into the world, they are also born with a lacrima embedded inside them, of which can be used to hear and call forth these spiritual beings. These Celestial spirits can be summoned when the user has attuned to their presence, either through meditation or by other means of them contacting the user on their own. Once attuned, the user can call them by spending magic energy, without the use of an item as a medium.
Strengths:
* Can summon spirits without the use of keys or other mediums.
* Summon's passive aura abilities can work off of each other.
* Each summoned spirit has a different type of magic, allowing for the user to be prepared for most situations.
Weaknesses:
* No personal offensive/defensive spells.
* Without a weapon or secondary magic, the user purely relies on the summons alone.
* Each summon that is aligned with an element also brings that element’s weaknesses with it.
* The spirits are of divine origins, giving them strength against demonic type enemies, but also brings a weakness to them as well.
Lineage: None
- Unique Abilities:
- Dispel Immunity:
- Dispel Immunity - All Divine spirits are immune to being dispelled from the battlefield, unless defeated or recalled back by the caster.
- Divine Kimono:
- Divine Kimono - Ruminal's Kimono changes color according to the summon that's currently in play (if more than one is currently out, then one must be chosen for this passive), then Ruminal gains the spells of that chosen summon. Costs 5% mp to maintain this transformation each post and the spell cost for the gained spells are the same based on the summon's rank and Ruminal's rank. Example: Ruminal is a D rank and the summon is also D rank, so the spells that Ruminal gained from said summon would cost him 10% mp. Summon's passives can't be overlap with itself using this ability and if the summon is defeated or recalled, this effect ends. Has a 2 post Cooldown between uses.
- Hallow Blessing:
- Hallow Blessing - As long as Ruminal has at least one summon in play by the end of his post, the divine spirit's presence empowers Ruminal, restoring 2.5% of his hp per turn.
- Spells:
- D rank spells:
- Ruby - The Playful Carbuncle:
- Name: Ruby - The Playful Carbuncle
Rank: D
Type: Light/Supportive
Duration: 3
Cooldown: 2 after duration has ended or 4 after defeated
Description: Ruby, The Playful Carbuncle, was once a human that served her gods by being a caretaker for her gods’ followers, and kept them from harm and healed the wounded with her radiant light that she was blessed with. After death, the gods transformed her spirit into a little carbuncle with a ruby atop her head so she could continue her work that she so much enjoyed. Her personality is playful, caring, and protective.
Passive: Ruby Light - Her ruby on her forehead produces a glow which protects all allies within range from damage. Range is a 15 meter radius which Ruby as the center point. The damage that is absorbed is equal to 20 damage for each spell an ally gets hit by.
Active: Radiant Light - Restores 1 ally’s hp by 5% up to 20 hp. Duration - 1 post, Cooldown - 2 posts
Strengths:
* Absorbs 20 damage per spell for allies within 15 meters of Ruby.
* Heals for 20 hp.
* Small and agile creature able to ride on a child's shoulder with ease.
Weaknesses:
* Healing spell doesn't scale with level.
* Healing spell range is very short at 1 meter.
* Aura's damage absorbing ability can be overlooked by B rank spells/damage and higher.
* If defeated in battle, cooldown to resummon is doubled.
- Cait Sith - The Mischievous Cat:
- Name: Cait Sith - The Mischievous Cat
Rank: D
Type: Illusionist
Duration: 3
Cooldown: 2 after duration has ended or 4 after defeated
Description: Cait Sith, The Mischievous Cat, was a being of mystery that served the gods as a jester of sorts. He would use his power of illusions to play harmless tricks on unsuspecting followers to amuse the gods. On his downtime, he would helping out the ones he played tricks on as a way of making amens. His personality is mischievous, cunning, and intelligent.
Passive: Mass Illusion - When summoned, Cait Sith produces an luminary aura to conceal allies from harm. How it works is the aura masks all allies presence within a 15 meter radius by creating clones to confuse the enemy. To determine if it works or not when Cait Sith is summoned, 1 counter is put in play and it increase by 1 up to 3 every time it’s Cait Sith's turn. Every time the enemy attacks, they roll a 6 sided die, and if they roll higher than the number of counters on Cait Sith, the attack goes through.
Active: Illusionary Strike - Cait Sith creates a random illusion to deal 20 damage to an enemy (It doesn't matter what the illusion is as long as the end result is only dealing 20 damage). The Illusion is created in the mind of the enemy it’s used on to deal mental damage.The range of which Cait Sith can cast this spell on an enemy is 15 meters. 1 post duration, 2 post Cooldown.
Strengths:
* Help allies have a chance to dodge enemy attacks.
* A mental based attack.
* Passive effects all allies and other summons within range.
Weaknesses:
* Weak damage attack.
* If defeated, cooldown to resummon is doubled.
* Low chance of dodging attacks.
* Only one attack spell.
- Fenrir - Lord of the Moon:
- Name: Fenrir - Lord of the Moon
Rank: D
Type: Wind/Offensive
Duration: 3
Cooldown: 2 after duration has ended or 4 after defeated.
Description: Fenrir, Lord of the Moon, was the first guardian of the moon, assigned by the gods, themselves; he watched over a local villages near the temple of the gods as their guardian protector. His personality is protective, wise, and calm.
Passive: Howling Moon - Fenrir howls to the sky when he is summoned and creates a wind aura that affects himself, as well as all allies, within 15 meters. The aura will increase all damage dealt by 10 and that extra damage will be dealt as wind damage. If the moon happens to be out at the time, the damage will be increased by another 10 making it 20 in total. If there is no moon out, this effect loses 5 damage, making it 5 in total.
Active: Millennial Decay - Fenrir dashes toward the enemy while turning his body into fabricated wind bullets as the shape of a pack of wolves. Deals 20 damage to a single enemy or damage is divided between multiple enemies up to 4. 1 post duration, 2 post cooldown.
Strengths:
* Can attack multiple enemies.
* Deals wind based damage; as a result, anyone who has a weakness to wind takes double damage.
* Buff allies and himself for extra wind damage.
Weaknesses:
* Passive only applies the bonus damage as wind damage, so attacking someone who has a weakness to wind only doubles the bonus damage and not the full spell damage.
* Deals weak damage to those strong against wind based attacks.
* If defeated, cooldown to resummon is doubled.
* Only one attack spell.
- Valefor - Lord of the Sky:
- Name: Valefor - Lord of the Sky
Rank: D
Type: Offensive
Duration: 3
Cooldown: 2 posts after duration ends or 4 posts after defeated
Description: Valefor was more of an independent guardian, he wandered the wilderness and watched over any traveling civilians from harm. His personality is brave, adventurous, and friendly.
Passive: Flight - Being a Lord of the sky obviously means he can fly. His flight speed is double of his ground speed and can carry up to 1 person on his back for a 25% flight speed decrease.
Active: Energy Ray - Fires an unaspected magical ray of energy at a target dealing 20 damage. 1 post duration and 2 post cooldown.
Strengths:
* Ability to fly and carry one person with him.
* Active ability is unaspected so doesn't loose damage from specific elements.
* Active ability is a small 1 inch by 1 inch laser beam making it fast and hard to avoid.
Weaknesses:
* When carrying someone, flight speed is decreased by 25%.
* Weak damaging active.
* If defeated in battle cooldown is doubled.
* If someone is quick enough, active ability can be hard to hit with.
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 Ruminal Blackflower on 10th April 2016, 2:08 am; edited 4 times in total