★ Rickens Celestial Spirit Magic ★
Primary Magic: Celestial Spirit Magic
Secondary Magic: N/A yet
Caster or Holder: Holder
Description: Through the use of Celestial spirit keys the user may open a gate to the Celestial realm and bring forth a Celestial spirit, a spirit and a wizard must form a contract and once one is formed they may be called forth to help the caster in battle.
Strengths:
Weaknesses:
Lineage:
Primary Magic: Celestial Spirit Magic
Secondary Magic: N/A yet
Caster or Holder: Holder
Description: Through the use of Celestial spirit keys the user may open a gate to the Celestial realm and bring forth a Celestial spirit, a spirit and a wizard must form a contract and once one is formed they may be called forth to help the caster in battle.
Strengths:
- Celestial spirits are another mage basically alongside the caster, being able to do things almost no other mage can.
- A strong Celestial Wizard can have more than one spirit out at a time resulting in strong combinations between wizard and spirits.
- A Celestial Wizard may have many different spirits for many different purposes and techniques.
Weaknesses:
- If a Celestial Wizard loses their keys they are unable to summoned their spirits
- A Celestial Wizard is practically useless in a fight without their summons because they tend to have no means of defending themselves
- A Celestial spirit relies on the casters magic to stay summoned, if the caster has no magic their gates closes and return to the Celestial spirit realms
- If you are not an extremely powerful Celestial Wizard keeping 2+ spirits out drains magic quickly.
Lineage:
- Disparity:
- Description: For generations, alchemists have been trying to create a certain potion. The potion was named Disparity. The reason it was named so is because the potions power was to give the ability to turn certain parts of your body into a certain material, such as iron. However, after an alchemist research facility exploded from research and destroyed an entire town, the research was banned. A family of low classed alchemists continued the research secretly, never giving up on the potion. After centuries of work, the recipe was finally perfected and completed, though only one was made and one of the alchemists got greedy and drank it. The alchemist received the power to turn himself into five different materials - Iron, obsidian, diamond, paper and wood. Each material has a certain increase in abilities, but also a weakness to it.
Ability: Gives the user the power to have their entire body or parts of it adopt the qualities of either Iron, obsidian, diamond, paper and wood. It's not possible to use more than one material at once, though the user is able to switch to different materials at will.
Allows to adopt the qualities of the following materials - Iron, obsidian, diamond, paper and wood. Each material serves a different function, and has weaknesses and strengths according to it.
Iron will moderately increase both strength and defense (25%), however, the user will receive more damage from lightning attacks (50% more damage taken) and lightning attacks will arc to strike them if they get within 30 meters of them.
Obsidian gives the user a sharp damage increase with melee attacks (50%), but their defense is decreased (25% boost to damage taken).
Diamond gives the user nearly impenetrable defense (75% damage reduction), however, they can not use magic while any part of them is diamond.
Paper gives the user speed (100% speed / 50% reflex), and even the lightest of winds may carry them into the air with some guidance on their part, however, their defense and attack lessen (50%) and they are weak against wind and fire based attacks (75% more damage taken but does not stack with the lowered defenses).
Wood gives a small amount of everything, but is prone to fire-based attacks (25% strength, speed, reflexes, 10% damage reduction. 50% more damage taken from fire elemental attacks).
Usage: Only one at a time. Each form lasts 2 posts and there is a 6 post cooldown after use. The user must specify what parts of their body is changed when used also.
- Unique Abilities:
- Celestial Warp:
- Rickens long exposure to celestial magic has caused him to be able to sense out the presence of other celestial spirits.
- Spirit Link:
- Rickens bond with his spirits allow them to share each others pain, if Ricken is taking damage his active spirit is able to take up to 20% of any damage Ricken receives. Ricken and the spirit must at least be within 25 meters of each other for the effect to stay active.
- Key Recovery:
- A Celestial Wizard without their spirit keys is as useful as a wizard with no magic, Thus Ricken has gained an almost 6th sense and can sense the location of his keys, if the keys are not within a 20 meter radius of Ricken he can only sense the direction in which they are.
- D-Rank Keys:
- Name: Gate of the Squire
Rank: D
Type: Stellar Key
Duration: 3
Cooldown: 5
Description:- Appearance:
Squire is extremely agile and the ultimate master of poise and grace, defeating his opponents with a flurry of quick and precise attacks. He has an elemental affinity with the wind using it to glide his fist to their targets.
Abilitys:
Wind Strike: Squire bends the wind around him using it to hasten the speed of his punches. Squires punches become 20% faster, however as a downside his punches become much weaker dealing 35% less damage. When Squire activates this ability it appears as though white wind is swirling around his fist. This ability has a duration of 3 post and a cooldown of 4.
Strengths:- Squires loyalty to Ricken knows no bounds protecting him with his own life.
- Squires agility is great againts larger opponents, he can easily take down large foes due to his speed and quick punches
Weaknesses:- Squire is quick but not defensive, quicker opponents or aoe spells will deal heavy damage.
- Squire will often underestimate most opponents even those much stronger.
- Squire is an expert at one on one combat but has a troublesome time with many groups of stronger enemies.
Name: Gate of the Ursa Minor
Rank: D
Type: Stellar Key
Duration: 3
Cooldown: 4
Description:- Appearance :
Ursa Minor is usually used by Ricken as a sort of stuffed animal to carry around, but despite his small appearance he can be used for combat.
Abilitys:
Claw Strike: Ursa Minors claws grow in length (Grow about 6 inches) and become as sharp as talons, he then slashes a target with his sharpened claws causing D rank damage and minor bleeding to the hit area.
Strengths:- Due to Ursa Minors small stature he is quick and hard to hit resulting in easy strikes for him.
Weaknesses:- Ursa Minor is very frail and can only take a small amount of damage before being knocked out.
- Ursa Minor only is useful in one on one combat, large groups of enemies are difficult for Ursa Minor due to his lack of aoe attacks and strength.
List of Spell Fusions: N/A
Name Gate of the Pixie
Rank: D
Type: Stellar Key
Duration: 3
Cooldown: 4
Fused Spells N/A
Description:- Appearance :
Pixie is a small spirit similar to Ursa Minor except Pixie's magic involves protection rather than fighting.
Abilitys:
Pixie Bubble: Pixie shields a target (or herself) with a protective barrier absorbing up to 1 C rank attack or 2 D rank attacks, the barrier leaves a light-pinkish bubble around the target and looks like glass shattering around the target when broken. The barrier has a radius of 2 feet around the target. If the barrier is not shattered within 3 post it dissipates on its own. Pixies barrier has a cooldown of 4 post
Strengths:- Pixie is useful as a supportive spirit aiding allies with her shield(s)
Weaknesses:- Pixie has no offensive abilities leaving her extremely vulnerable to attackers
- Pixie is very fraile and cannot handle many attacks without being sent back.
Name: Gate of the idol
Rank: D
Type: Stellar Key
Duration: 3
Cooldown: 4
Description:- Appearance:
Idol may look like a world class singer but her songs could shatter glass... Idols songs deal damage to her foes in a (poor) attempt to soothe them.
Abilitys:
Pop Rocks: Idol sings a sharp tune and "musical" notes appear around her soon shattering into sharp stones dealing 50% of D rank damage to each foe struck by a stone. Once the stones shatter they fly at the the target(s) at a speed of 10 meters per second, the stones can only travel 15 meters before dissipating. The rocks are fairly small only being a few inches round. The longer Idol sings the more notes are summoned (Idol can sing up to 2 post, 5 rocks are summoned for each post uninterrupted) while Idol is singing she cannot move, if she is hit during this time she stops singing. Pop Rocks takes 3 post to cooldown.
Strengths:- Idol can deal with large groups of enemies well due to the "aoe" factor of Pop Rocks
- While not singing she is quite agile able to dodge attacks in almost a ballerina type fashion.
Weaknesses:- Not being able to move during Pop Rocks leaves Idol extremely vulnerable to attacks
- Idol is often caught up in her own singing and forgetting about a fight leaving herself vulnerable.
- Idol does not do well with targets that can rush her quickly, giving her no time to set up her song and deal damage.
Last edited by Ricken on 10th December 2016, 3:37 am; edited 2 times in total