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    Thy Savage Gate

    Aquar
    Aquar

    Player 
    Lineage : Maelstrom
    Position : None
    Posts : 43
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Celestial Spirit Magic
    Second Skill:
    Third Skill:

    Completed Thy Savage Gate

    Post by Aquar 3rd September 2016, 2:38 pm



    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:

    Celestial Spirit Magic:

    Spell Fusions:



    Last edited by Aquar on 7th September 2016, 2:08 pm; edited 12 times in total
    avatar
    Guest
    Guest

    Completed Re: Thy Savage Gate

    Post by Guest 4th September 2016, 6:33 pm

    Spoiler:

    Approved~!
    avatar
    Guest
    Guest

    Completed Re: Thy Savage Gate

    Post by Guest 6th September 2016, 5:32 pm

    Unlocked at user's request.
    Aquar wrote:

    Magic:

    Primary Magic:
    Celestial Spirit Magic

    Secondary Magic:
    N/A

    Caster or Holder:
    Holder




    Description:

    Celestial Spirit Magic is the art of summoning the embodiment 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 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:



    Celestial Spirit Magic:



    Spell Fusions:




    avatar
    Guest
    Guest

    Completed Re: Thy Savage Gate

    Post by Guest 7th September 2016, 12:30 pm

    Hello Aquar! This magic looks great so far, there are just a few corrections needed, namely for Aquarius. I wrote them down below in this lovely color. Congrats on the golden key, by the way!

    Please edit and bump. ^.^


    Spoiler:
    Aquar
    Aquar

    Player 
    Lineage : Maelstrom
    Position : None
    Posts : 43
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Skill: Celestial Spirit Magic
    Second Skill:
    Third Skill:

    Completed Re: Thy Savage Gate

    Post by Aquar 7th September 2016, 2:09 pm

    Izayuki wrote:Hello Aquar! This magic looks great so far, there are just a few corrections needed, namely for Aquarius. I wrote them down below in this lovely color. Congrats on the golden key, by the way!

    Please edit and bump. ^.^


    Spoiler:

    Edited! Tysm.


    _____________________________________________________________________________________

    avatar
    Guest
    Guest

    Completed Re: Thy Savage Gate

    Post by Guest 7th September 2016, 2:35 pm

    Spoiler:

    Approved~!

      Current date/time is 5th November 2024, 2:23 am