Magic:
Primary Magic:
Celestial Spirit Magic
Secondary Magic:
N/A
Caster or Holder:
Holder
Description:
Celestial Spirit Magic is the art of summoning the embodiments of the constellations, Celestial Spirits from their world to ours, via magical keys. Aquar can employ the help of any Celestial Spirit whose key he possesses by making a contract with them. By channeling magic into a key and chanting, "Gate of [Constellation], I open thee! [Spirit's Name]!" The key then releases a golden light. With an ironic doorbell chime, the spirit appears in the midst of the golden light, causing the light to dissipate as they appear. Similarly, the spirits dissolve into golden light when dismissed.
Strengths:
≡ Diversity ≡
The wide range of Celestial Spirits to summon allows for the corresponding mage to respond well to many situations.
≡ Partnership ≡
Perhaps the greatest strength of Celestial Spirit magic is its ability to summon more entities to the field, which can change the tide of the battle in a heartbeat.
≡ Comrades in Arms ≡
The magic power of a Celestial Spirit Wizard transfers over to how much power a Celestial Spirit can bring over from the Celestial Realm.
≡ Plot Relevance ≡
As crappy as it sounds, Celestial Spirit magic gets a lot of time in the limelight, being endowed to the one of the main characters of the franchise, Lucy. That includes many powerful abilities such as, Star Dress, assess to Urano Metria and Gottfried, and summoning the Celestial Spirit King.
Weaknesses:
≡ Slow Start ≡
From the beginning, a Celestial Spirit Wizard is outclassed by other wizards due to their magic's fickle learning curve. Things don't get destructive until the user is able to easily summon two spirits.
≡ Wide Open ≡
When your magic exists in a separate being, it can be particularly hard to defend against or neutralize oncoming attacks. If your spirit has to leave for any reason, you're in for a special kind of trouble.
≡ Socializing ≡
All spirits, even Nikora are sentient creatures, meaning they have their own personalities. That means it entirely possible for you not to get along with one of your Celestial Spirits, or have them not respond to your calls for whatever reason.
≡ Spirits need their free time, too. ≡
Since all spirits have lives of their own, they have their own designated free-time and can take vacations at their master's expense. They can leave on their own whims if their plans get in the way of their master's summons.
≡ Wait, you need keys?! ≡
Like most holder magic, the magical item is needed to utilize their magic. Take Aquar's keys away and he'll have to rely on his other, lesser magics.
Lineage:
Blood:
Maelstrom
Description:
One of your many, many ancestors was an experienced and renowned sailor. The reason he was so good with the water was because he was also a master water mage, being able to literally "push" even the biggest of whirlpools aside to another area to make way for his ship, the S.S. Maelstrom. He was respected by every other sailor who knew of such feats and perished along with his sinking ship, as he waited for the rest of his crew to escape the quickly falling boat first, a true captain's death.
Ability:
The user of this lineage is able to move any water spell up to their own rank or lower (S Max) aside for what the MP would be for them to cast to move it themselves. Also, the user gains a water spell (S Max) in addition to their spells where they control nearby water for some use.
Usage:
Moving a water spell has a 5 post cooldown and is not a redirection but simply moving it. The water spell created will need a water source to be used.
Unique Abilities:
≡ Forced Gate Closure ≡
Through a couple of near-death experiences and some training, Aquar is able to send his Celestial Spirits home forcefully (before their duration is over) if he needs to at the expense of 40% of his mana.
≡ Vow of Secrecy ≡
Aquar can communicate to his spirits telepathically by when gripping their key.
≡ Vow of Loyalty ≡
For every spirit out on the field, Aquar regains 1% of his mana every post or 5% extra mana every 5 turns. (Depends whether Aquar is regenerating mana every turn or every 5 turns.)
Spells:
- Maelstrom:
- Reference:
Skip to 1:15 for offensive*!
Skip to 2:06 for defensive**!
Name:
Water Dancing
Rank:
D
Type:
Lineage, instant*, defensive**, water.
Duration:
1*-2** posts
Cooldown:
1 post longer than the duration.
Description:
Aquar derives up to 200 gallons of water (two average-sized bathtubs) from a waterbody within 15 feet (5 yards/~5 meters) away . He then brings the collected water into a loop around his body where it can either be *immediately hurled at the opponent for instant damage that matches the spell's rank or **be used to defend against two or less attacks of the same rank or lower. However, for each attack absorbed, it looses 25% of its attacking power. Either way, it can be shot at most 15 feet (5 yards/~5 meters) before becoming null and dropping to the ground.
Strengths:
≡ An all-in-one spell. Defensive and offensive.
Weaknesses:
≡ It requires a water source.
≡ The water's movement and attack is rather slow.
- Celestial Spirit Magic:
- D Rank:
- Aquarius:
- Appearence:
Name:
Gate of the Water Bearer Key
Rank:
D
Type:
Summon, zodiac key, water, offensive.
Duration:
3 post.
Cooldown:
5 posts. (Emotional cooldown is much longer.)
Description:
A rare, golden zodiac key with an bow in the shape of the Spirit it summon's urn and a shaft/tip in shape of a spout of water streaming out of it. Only usable when either the user or the key is in water. Once used, summons the moody, stubborn spirit, Aquarius. The strongest Celestial Spirit, tied with Leo the Lion or even surpassing him, said by Lucy. However, she barely listens and only shows her affection for her master under times of great stress.
≡ HP: 60 ≡
≡ ATK: 20 ≡
≡ Active Skill: ≡
Torrent: (Instant)
Out of her urn, Aquarius releases a powerful jet of water that can be manipulated to turn different directions by Aquarius. Can travel a total distance of 15 feet (5 yards/~5 meters) before fizzling out. Deals her default attack power in damage.
≡ Active Skill: ≡
Whirlpool: (AoE, Duration)
Aquarius guides a whirlpool out of her urn, which can be moved up to 15 feet (5 yards/~5 meters) away before it weakens and dissipates (cannot be moved after Aquarius deals the initial damage). The whirlpool affects all in a 15 feet (5 yards/~5 meters) area of its target, dealing her default attack damage (20) to the enemy it was directed at and default damage * 0.75 (15) to those caught in its AoE and continues doing damage * 0.75 (15) to all trapped in it's midst. Although usually rather hard to escape, if a victim is close to the edge of the whirlpool, they can jump out and avoid continuous damage (still takes the initial damage, however). When in use, Aquarius is effectively immobilized.
≡ Passive Skill: ≡
He's Mine: (AoE)
If Aquarius in within 15 feet (5 yards/~5 meters) feet of Aquar and currently angry at him, he may roll a normal (number) die. If he rolls a 1 or 6, Aquarius will deflect all attacks aimed at him the next time the enemy attacks. Will work even if either Aquarius or Aquar is immobilized.
Strengths:
≡ Can levitate over most surfaces.
≡ One of the most powerful spirits, balanced in attack, defense, and speed.
≡ Her water can provide a water source for Aquar.
Weaknesses:
≡ Can only be summoned while either the user or the key is in water.
≡ May leave as soon as she is summoned/in middle of battle. (Adds the remainder of her duration to cooldown and still expends Aquar's mana, even if she leaves right after summon.)
≡ Usually ignores commands.
≡ Not afraid to include Aquar in her attacks, dealing half of the attack's full damage to him.
≡ Has a longer cooldown than other spirits. (Whether its because of the mana cost or her not answering is unknown.)
- Rota:
- Appearence:
Name:
Gate of the Dolphin Key
Rank:
D
Type:
Summon, stellar key, water, offensive.
Duration:
3 posts.
Cooldown:
4 posts.
Description:
A silver key with a mirror-shaped bow with a depiction of its respective constellation. Its tip is fashioned to look like a dolphin's tail. When used, it summons Rota, the Dolphin. He's naive, kind, and a coward. Like Aquarius, he levitates to compensate for his lack of legs.
≡ HP: 50 ≡
≡ ATK: 5 ≡
≡ Active Skill: ≡
Aqua Scale: (Instant)
By aggressively slashing his tail, Rota sheds some of his scales, which are turned into blade-like water projectiles that travel 15 feet (5 yards/~5 meters) before disappearing. Deals his default attack power in damage.
≡ Passive Skill: ≡
Oceania: (Support)
Rota's body constantly emits large quantities of water droplets, which form an everlasting source of water beneath him.
Strengths:
≡ Can levitate over most surfaces.
≡ Rota's fast. Like super fast.
≡ Supplies a water source for Aquar.
Weaknesses:
≡ He's painfully weak. (He hits like an angry puppy.)
≡ Rota's a coward, he will run back to the Celestial World if he's feeling skittish. (Adds the remainder of his duration to cooldown and still expends Aquar's mana, even if he leaves right after summon.)
≡ He can't even be summoned on most days, due to his and Aquar's contract terms.
≡ Shouldn't be summoned indoors -- causes water damage.
≡ He's not too smart. Give him a complicated plan and he'll get scared.
- Anser:
- Appearance:
Name:
Gate of the Fox Key
Rank:
D
Type:
Summon, stellar key, fire, offensive.
Duration:
3 posts.
Cooldown:
4 posts.
Description:
A key whose bow is a fox-mask and grooves are a set of claws. This key summons Anser, a kitsune. For a kitsune, at least, Anser isn't very powerful, sporting a single, white tail. She's headstrong and considers most things a game. Acts too childish for her actual age. Often dyes a strand of her bangs.
≡ HP: 40 ≡
≡ ATK: 6 ≡
≡ Active Skill: ≡
Will-O-Wisp: (Chain)
A single magical, dark blue flame that deals this unit's base ATK that travels 15 feet (5 yards/~5 meters) before burning out. Is able to be chained.
≡ Passive Skill ≡
Slow Burn: (AoE)
All enemies in a 15 feet (5 yards/~5 meters) radius loose -2 HP every time it is their turn to post.
Strengths:
≡ Heavy, fast hitter.
Weaknesses:
≡ Gets distracted easily.
≡ Exhaused quickly.
- Monoceros:
- Appearance:
Name: Gate of the Unicorn Key
Rank: D
Type: Summon, stellar key, non-elemental, supportive.
Duration: 3 posts.
Cooldown: 4 posts.
Description: This key has a bow molded into a bouquet, with a shaft and tip resembling this spirit's horn. When this key is used, it summons Monoceros, a uni-centaur. He's kind but can be kind of aloof. He likes letting people ride him. He usually doesn't fight, but can put his horn to use.
≡ HP: 60 ≡
≡ ATK: 1 ≡
≡ Active Skill: ≡
Celestial Blessing: Heal (Instant)
From the tip of his horn, Monoceros emits a healing ray that heals any ally in a 15 feet (5 yards/~5 meters) radius of a D ranked injury in 1 turn, and a C ranked injury in 2 turns.
≡ Passive Skill: ≡
Celestial Blessing: Gentilhomme: (AoE)
All allies within a 15 feet (5 yards/~5 meters) radius get +5 to damage dealt and -5 to damage taken.
Strengths:
≡ Can be ridden.
Weaknesses:
≡ What's an attack?
≡ He's an easy target, large and defenseless.
- Spell Fusions:
List of Spell Fusions:
:nobodycares:
Last edited by Aquar on 7th September 2016, 2:08 pm; edited 12 times in total