Magic
Primary Magic: Summoner Fusion
Secondary Magic:
Caster or Holder: Caster
Description: The user can summon creatures from the surrounding elements in order to fight and defend him from harm. These creatures are made of the energy found within the element, and take on the appearance and properties of said element when summoned. As such they also have the weakness of said element, and take more damage from an opposed element. Since they are made from the energy of an element, the user can also use the excess energy from an enemy spell in order create the creatures (example: flames burning on the grass after a fireball impacts). Unlike those summoned by Celestial wizards; these elemental summons can dismiss themselves by releasing the energy that made them. This causes a small explosion of elemental energy to everything around it. This explosion only happens at will, and does not occur if the summon is killed in combat or reaches the end of their duration. With a little concentration the user can also combine the summons together to create a hybrid summoned creature. These creatures take on both properties of the original creatures.
Strengths:
* Good diversity of summons
* Summons are immune to their own element
* Can be combined to create stronger summons
Weaknesses:
* Because of the large diversity of there is no specialization
* Can easily be countered with the right element
* Limited to elements that are nearby
* Can be interrupted during the calling of the summon
Lineage: Musashi’s Decent
Unique Abilities:
* While a summon is out the user resists 25% of all magic associated with that summon as long as it is in the field. Example: Ray (fire elemental) grants the user 25% fire resistance.
* The user can fuse two summons together into one, making a unique summon that has the properties and abilities of both. It lasts as long as the shortest duration of the parent summons (Example: Ray is summoned in round 1, Spike in round 2 and fused. Resulting fusion lasts for only one round after), however it has three limitations.
A. While the fused summon is out all restrictions of having multiple summons apply. Example: D-Rank Mage can't move while a fused summon is present, as if he had 2 summons at once.
B. The fused summon retains both the strengths and weaknesses of both summons as well as one passive ability and one active ability of the parents (chosen upon fusion).
C. A summon that has a weakness to a certain element can't be used to fuse with another summon that is of that element. Example: Ray (fire elemental) and Mist (water elemental) can't be fused because Ray is weak to water.
* All summons can dismiss themselves prematurely, creating a small explosion of elemental energy surrounding them (3ft diameter). This explosion deals damage equal to half their rank, and affects enemies and allies alike. This explosion does not occur if the summon is killed or reaches the end of their duration.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Fire Elemental (Ray)
Rank: D
Type: Summon, Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: The user can call forth the extra energy in fire by pointing at it and saying “Let the flame that both gives life and destroys it, come forth and be bound to my service”. The called forth flames combines together to form a husky made of solid red fire, though the fur is made of smoke that moves like actual fur. He’s quick and agile on account that it runs on four legs, and has a wicked bite.
Strengths:
* The smoke fur makes it harder to hit the body (10% evasion)
Weaknesses:
* Water magic is twice as effective against it
* Takes 10% max health damage in rain or water (anything from a puddle to a lake)
Active Ability: Flame Strike- Duration: Instant, Cool Down: 2 posts- Gathering the heat from his body and the surroundings into his mouth, Ray can create a ball of flame that he shoots with the force of a pitcher. This flame deals damage equal to his rank, but does not cause additional damage over time. Can be used even in water, but damage is halved. it can travel straight 50ft in 6 seconds, but disappears after that.
Passive Ability: Flame Aura- Ray has a near constant aura of flame that surrounds his body. This aura burns anything that comes in contact with him, and can’t be turned off. Deals 5 damage + 5 increased damage for every post in contact (1 round 5 damage, 2 rounds 10 damage, 3 rounds 15 damage; maximum 20 damage)
Name: Earth Elemental (Spike)
Rank: D
Type: Summon, Defensive
Duration: 3 posts
Cooldown: 4 posts
Description: Placing his hand on stone or dirt the user can call forth the latent energy by saying “Let the bones of the earth come together, and form a protector to defend me from my enemies”. The earth and dirt combines together, and out of the material a large turtle crawls forth. It stands 4ft tall and is made of dirt and rock. The head and legs are made of fine dirt and sand, while the shell itself is solid stone. Because of the element he comes from he’s slower than normal, but he can also take more damage.
Strengths:
* Able to take more damage than normal (25% more health)
Weaknesses:
* Wind magic is twice as effective against it.
* Speed is reduced by 50%.
Active Ability: Earth Shield- Duration: Instant, Cool Down: 2 posts- By rearing up on his back legs and bringing his front feet down in a powerful force of earth energy; Spike creates an explosion of dirt and stone that comes up around him in a dome shield. This shield lasts for only one post (protection against one attack), but reduces that damage by 20 points. Afterwards the shield drops like a shower of dirt and pebbles.
Passive Ability: Deflective Armor- Because of the density and reflective nature of his shell, Spike can deflect attacks more easily than most. His shell grants him a 30% damage reduction against attacks of equal ranks, and less for ranks higher than his own (20% against C-Rank attacks and 10% against B-Rank).
Name: Water Element (Mist)
Rank: D
Type: Water, Healing
Duration: 3 posts
Cooldown: 4 posts
Description: Dipping his fingers in water (at least a gallon worth) the user can call forth the smooth energy within by saying “Cool waters that give all living things life, come to me and restore that which was harmed”. The water comes together to form what looks to be a mermaid about 1ft tall with two fish tails. The translucent water takes on a blue tone until she almost looks opaque. She glides along the ground almost like she’s ice skating.
Strengths:
* Because of her fluid nature she can squeeze in places others can’t, and can climb most surfaces.
Weaknesses:
* Lightning magic is twice as effective against it.
* Energy attacks affect it more than normal (10% weakness to energy based spells; example: fireballs, lightning bolts, etc)
Active Ability: Cling and Encompass- Duration: Instant, Cool Down: 2 posts- Mist can shoot out a ball of light green liquid about the size of a baseball. The liquid acts almost like a living thing, spreading until it covers about a 2ft surface. Anything that comes in contact with the ‘water’ is stuck like it was glue. It lasts for 1 post and disappears. Higher ranks are more slowed than stuck (C-Rank are slowed by 75%, B-Rank are slowed by 50%, A-Ranks and higher are unaffected). It travels up to 20ft in 3 seconds, but falls like it's affected by gravity after.
Passive Ability: Healing Touch- By simply touching her, or being touched by her, a restoring energy courses into the one touched. This healing energy restores health by 5% for every round touched, and self healing by 5%.
Name: Wind Elemental (Breeze)
Rank: D
Type: Wind, Supportive
Duration: 3 posts
Cooldown: 4 posts
Description: With his hand held palm up the user calls to the swift energy of the air by saying “Air that flows and wind that howls, come forth to my aid”. The energy in the air gathers the wind together to form a green translucent pixie about a foot tall with color shifting wings. She appears to be made of air, but is solid as stone when touched.
Strengths:
* Flight- making it hard to fight or avoid the attacks (10% evasion, 10% accuracy)
Weaknesses:
* Fire magic is twice as effective against it.
* Fragile (10% less health)
Active Ability: Sonic Spin- Duration: Instant, Cool Down: 2 posts- Using her increased speed, Breeze gathers wind energy into her wings as she makes one loop-de-loop. She then speeds towards her intended target and pulls her wings into a corkscrew motion. The gathered wind energy combined with her speed creates a wind tunnel that follows her straight flight path. It deals wind damage equal to half her rank, but deals it in a 20ft line that has a 5ft diameter. She travels 20ft/s when performing this spell.
Passive Ability: Tail Wind- Because of her wind nature Breeze is under a constant speed effect. This effect increases her speed by 50%,; and grants the summoner a 25% speed increase because of their link.
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: Summoner Fusion
Secondary Magic:
Caster or Holder: Caster
Description: The user can summon creatures from the surrounding elements in order to fight and defend him from harm. These creatures are made of the energy found within the element, and take on the appearance and properties of said element when summoned. As such they also have the weakness of said element, and take more damage from an opposed element. Since they are made from the energy of an element, the user can also use the excess energy from an enemy spell in order create the creatures (example: flames burning on the grass after a fireball impacts). Unlike those summoned by Celestial wizards; these elemental summons can dismiss themselves by releasing the energy that made them. This causes a small explosion of elemental energy to everything around it. This explosion only happens at will, and does not occur if the summon is killed in combat or reaches the end of their duration. With a little concentration the user can also combine the summons together to create a hybrid summoned creature. These creatures take on both properties of the original creatures.
Strengths:
* Good diversity of summons
* Summons are immune to their own element
* Can be combined to create stronger summons
Weaknesses:
* Because of the large diversity of there is no specialization
* Can easily be countered with the right element
* Limited to elements that are nearby
* Can be interrupted during the calling of the summon
Lineage: Musashi’s Decent
Unique Abilities:
* While a summon is out the user resists 25% of all magic associated with that summon as long as it is in the field. Example: Ray (fire elemental) grants the user 25% fire resistance.
* The user can fuse two summons together into one, making a unique summon that has the properties and abilities of both. It lasts as long as the shortest duration of the parent summons (Example: Ray is summoned in round 1, Spike in round 2 and fused. Resulting fusion lasts for only one round after), however it has three limitations.
A. While the fused summon is out all restrictions of having multiple summons apply. Example: D-Rank Mage can't move while a fused summon is present, as if he had 2 summons at once.
B. The fused summon retains both the strengths and weaknesses of both summons as well as one passive ability and one active ability of the parents (chosen upon fusion).
C. A summon that has a weakness to a certain element can't be used to fuse with another summon that is of that element. Example: Ray (fire elemental) and Mist (water elemental) can't be fused because Ray is weak to water.
* All summons can dismiss themselves prematurely, creating a small explosion of elemental energy surrounding them (3ft diameter). This explosion deals damage equal to half their rank, and affects enemies and allies alike. This explosion does not occur if the summon is killed or reaches the end of their duration.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Fire Elemental (Ray)
Rank: D
Type: Summon, Offensive
Duration: 3 posts
Cooldown: 4 posts
Description: The user can call forth the extra energy in fire by pointing at it and saying “Let the flame that both gives life and destroys it, come forth and be bound to my service”. The called forth flames combines together to form a husky made of solid red fire, though the fur is made of smoke that moves like actual fur. He’s quick and agile on account that it runs on four legs, and has a wicked bite.
Strengths:
* The smoke fur makes it harder to hit the body (10% evasion)
Weaknesses:
* Water magic is twice as effective against it
* Takes 10% max health damage in rain or water (anything from a puddle to a lake)
Active Ability: Flame Strike- Duration: Instant, Cool Down: 2 posts- Gathering the heat from his body and the surroundings into his mouth, Ray can create a ball of flame that he shoots with the force of a pitcher. This flame deals damage equal to his rank, but does not cause additional damage over time. Can be used even in water, but damage is halved. it can travel straight 50ft in 6 seconds, but disappears after that.
Passive Ability: Flame Aura- Ray has a near constant aura of flame that surrounds his body. This aura burns anything that comes in contact with him, and can’t be turned off. Deals 5 damage + 5 increased damage for every post in contact (1 round 5 damage, 2 rounds 10 damage, 3 rounds 15 damage; maximum 20 damage)
Name: Earth Elemental (Spike)
Rank: D
Type: Summon, Defensive
Duration: 3 posts
Cooldown: 4 posts
Description: Placing his hand on stone or dirt the user can call forth the latent energy by saying “Let the bones of the earth come together, and form a protector to defend me from my enemies”. The earth and dirt combines together, and out of the material a large turtle crawls forth. It stands 4ft tall and is made of dirt and rock. The head and legs are made of fine dirt and sand, while the shell itself is solid stone. Because of the element he comes from he’s slower than normal, but he can also take more damage.
Strengths:
* Able to take more damage than normal (25% more health)
Weaknesses:
* Wind magic is twice as effective against it.
* Speed is reduced by 50%.
Active Ability: Earth Shield- Duration: Instant, Cool Down: 2 posts- By rearing up on his back legs and bringing his front feet down in a powerful force of earth energy; Spike creates an explosion of dirt and stone that comes up around him in a dome shield. This shield lasts for only one post (protection against one attack), but reduces that damage by 20 points. Afterwards the shield drops like a shower of dirt and pebbles.
Passive Ability: Deflective Armor- Because of the density and reflective nature of his shell, Spike can deflect attacks more easily than most. His shell grants him a 30% damage reduction against attacks of equal ranks, and less for ranks higher than his own (20% against C-Rank attacks and 10% against B-Rank).
Name: Water Element (Mist)
Rank: D
Type: Water, Healing
Duration: 3 posts
Cooldown: 4 posts
Description: Dipping his fingers in water (at least a gallon worth) the user can call forth the smooth energy within by saying “Cool waters that give all living things life, come to me and restore that which was harmed”. The water comes together to form what looks to be a mermaid about 1ft tall with two fish tails. The translucent water takes on a blue tone until she almost looks opaque. She glides along the ground almost like she’s ice skating.
Strengths:
* Because of her fluid nature she can squeeze in places others can’t, and can climb most surfaces.
Weaknesses:
* Lightning magic is twice as effective against it.
* Energy attacks affect it more than normal (10% weakness to energy based spells; example: fireballs, lightning bolts, etc)
Active Ability: Cling and Encompass- Duration: Instant, Cool Down: 2 posts- Mist can shoot out a ball of light green liquid about the size of a baseball. The liquid acts almost like a living thing, spreading until it covers about a 2ft surface. Anything that comes in contact with the ‘water’ is stuck like it was glue. It lasts for 1 post and disappears. Higher ranks are more slowed than stuck (C-Rank are slowed by 75%, B-Rank are slowed by 50%, A-Ranks and higher are unaffected). It travels up to 20ft in 3 seconds, but falls like it's affected by gravity after.
Passive Ability: Healing Touch- By simply touching her, or being touched by her, a restoring energy courses into the one touched. This healing energy restores health by 5% for every round touched, and self healing by 5%.
Name: Wind Elemental (Breeze)
Rank: D
Type: Wind, Supportive
Duration: 3 posts
Cooldown: 4 posts
Description: With his hand held palm up the user calls to the swift energy of the air by saying “Air that flows and wind that howls, come forth to my aid”. The energy in the air gathers the wind together to form a green translucent pixie about a foot tall with color shifting wings. She appears to be made of air, but is solid as stone when touched.
Strengths:
* Flight- making it hard to fight or avoid the attacks (10% evasion, 10% accuracy)
Weaknesses:
* Fire magic is twice as effective against it.
* Fragile (10% less health)
Active Ability: Sonic Spin- Duration: Instant, Cool Down: 2 posts- Using her increased speed, Breeze gathers wind energy into her wings as she makes one loop-de-loop. She then speeds towards her intended target and pulls her wings into a corkscrew motion. The gathered wind energy combined with her speed creates a wind tunnel that follows her straight flight path. It deals wind damage equal to half her rank, but deals it in a 20ft line that has a 5ft diameter. She travels 20ft/s when performing this spell.
Passive Ability: Tail Wind- Because of her wind nature Breeze is under a constant speed effect. This effect increases her speed by 50%,; and grants the summoner a 25% speed increase because of their link.
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 Seenter on 20th November 2016, 4:42 pm; edited 4 times in total