Magic
Primary Magic:Summoning Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: With summoning magic the user can call upon other planes to send creatures in their aid. While the creatures it summon are generally friendly, they are not directly controlled by the caster. They act on their own whims, but being summoned does mean they are obligated to help the caster. They take orders, but they follow them on their own way.
For example summoning a wolf to fight an angel would result in a simple fight between a wolf and an angel. But summoning another angel to fight said angel would probably make both of them hate her, but the summoned angel still has to fight the other one. This can become problematic if ever encountered outside of a summon.
Strengths:
-While the magic isn't very versatile itself, the summoned creatures are.
-Allows the user to quickly gain allies where there are none.
Weaknesses:
-No Direct attacks spells
-No Direct Defence spells
-No other spells aside from summoning.
Lineage:
-Can summon generic pets without MP cost. These are treated as being a non-combat pet which can't be upgraded unless they are made in an actual spell. Only one can be out at a time.
-Mitsuki is Immune to negative spells/abilities of her summons that don't deal damage. If they deal damage and have a negative effect she is only immune to the negative effect.
-Mitsuki can communicate with all her summons in some way, even those that don't have a language.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Holy Wolf
Rank: D
Type: Summon, Holy
Duration: 3
Cooldown: 4
Description: The caster summons a wolf with golden fur from another dimension. This is not a regular wolf. This wolf can use light based magic to fend of the enemies of the summoner. It's still an animal so it can't speak, nor does it otherwise think about anything than survival. It's passive ability let's it track enemies even if their scent would normally be gone, either natural or magical. Though it only can be 2 days old or less. With it's active ability it can fire a beam out it's mouth for 15 meters which deals D-rank spell damage of Light element. This one has a cooldown of 2 posts. This wolf has claws that deal 5 damage on a hit. this wolf has 50 HP.
Strengths:
-good at tracking.
-Has a ranged attack.
Weaknesses:
-Not really strong in a melee fight.
-It's ranged attack is not so good against other light based creatures.
-it's passive is useless in combat.
Name: Imp
Rank: D
Type: Summon, Dark
Duration: 4
Cooldown: 5
Description: This little winged friend can be summoned from a world not unlike what humans call hell. It tries to appear as the most loyal servant one could think off. It's about 50 feet big. In truth it's planning to gain as many human souls as they can and their masters aren't save from this. though this magic does not allow them to kill their master and they must protect them to their fullest ability. Once something killed their master for them it's not below them to take their souls. It's fairly fragile though so it tends to use trickery above direct combat. It can fly rather fast and well, but it isn't physically strong enough to carry someone with them. It's passive let's it's physical attacks count as dark for the purpose of resistance and weakness. It's Active ability let it fire a bolt of poison which not only deals D-rank spell damage on contact, but also lowers the speed of D-ranked opponents by 20%. It has a cooldown of 3 turns. As it's sentient, it can speak. The imp as 50 hp and it's claws deal 5 dark physical damage on contact.
Strengths:
-Can debuff opponents.
-Can fly
Weaknesses:
-Doesn't really wish to serve it's summoner.
-Incapable of showing mercy.
-It's demonic nature makes it weak to holy or light based attacks or devil slayers(25%)
Name: Sylph
Rank: D
Type: Summon, Wind
Duration: 3
Cooldown: 4
Description: This small elemental creature has limited wind based power. It's about 30cm big and looks pretty much like a fairy tale fairy. It's not very strong in physical combat though so they tend to run away from combat or keep foes away with their wind based magic. The Sylph tends to be a shy creature. They can release a powerful gust of wind up to 15 meters which not only deals-D rank spell damage but also pushes them away by the same amount, assuming average human weight. This instantaneous ability has a cooldown of 4 posts. As it's passive ability it can fly 20% faster normal on D-rank. The Sylph has 50 hit points and can physically assault people to deal 5 damage. The Sylph can speak.
Strengths:
-Can fly fast
-Can push enemies away with winds.
Weaknesses:
-Not really strong in physical combat.
-Tends not to attack creatures directly.
-Takes 25% more damage from Fire based magics.
-Isn't strong enough to carry anyone while flying.
Name: Boar
Rank: D
Type: Summon
Duration: 4
Cooldown: 5
Description: Summons a boar from another dimension. It's nearly identical to the ones found in Earthland. It's not particularly strong but can pack a punch for those that underestimate it. It's summoning capability is sadly not much outside of combat. It's also not sentient so it can't speak or understand languages normally. It's passive let's it physical attacks deal 25% extra bonus damage due to it's strong tusks. It's active ability it will charge over it's target(s) in a straight line. Dealing D-rank spell based damage due to it's tusks and trampling over them afterwards and knock them down. Particularly large or creatures above it's rank are immune to the knockdown effect. This instantaneous ability has a cooldown of 3 posts. If it comes close it will try to skewer it's enemies for 6.25 damage(5 base+1.25 from passive). The boar has 50 hp.
Strengths:
-Very useful in combat
-Can be summoned for a long time.
Weaknesses:
-Has a high cooldown.
-Not much it can't do outside of combat.
-Outside of fighting for the caster it acts completely on instinct.
Primary Magic:Summoning Magic
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Caster
Description: With summoning magic the user can call upon other planes to send creatures in their aid. While the creatures it summon are generally friendly, they are not directly controlled by the caster. They act on their own whims, but being summoned does mean they are obligated to help the caster. They take orders, but they follow them on their own way.
For example summoning a wolf to fight an angel would result in a simple fight between a wolf and an angel. But summoning another angel to fight said angel would probably make both of them hate her, but the summoned angel still has to fight the other one. This can become problematic if ever encountered outside of a summon.
Strengths:
-While the magic isn't very versatile itself, the summoned creatures are.
-Allows the user to quickly gain allies where there are none.
Weaknesses:
-No Direct attacks spells
-No Direct Defence spells
-No other spells aside from summoning.
Lineage:
- Magician's Spirit:
- Description: The first human gifted with the ability of magic became a powerful Sage of wisdom, and was the messenger of the Gods. Able to lift up mountains, part the oceans, conjure meteors, summon massive tornadoes, Open black holes out of thin air, call upon the stars themselves to come to his aid. However, he was not immortal, and though he did magnificent deeds and told the word of the Gods; he knew he would not live forever and that they would choose another. Unable to let go of his duties, he chained his spirit to the physical world so it can inherit a new host, and transfer his powers to them. Doing this however, relinquished all of his omnipotent power. Those who inherit his spirit, will gain him as a mentor of guidance; but will need to unlock the power of the magic themselves.
Ability: 25% increase to base MP as well as 25% to spell damage, ability to identify the enemies magic (Whether it's good / evil, elements, and general nature). Ability to summon mage to fight, able to communicate with an ancient spirit with vast information.
Usage: The user will passively gain an increase of MP and Spell power, as well as have the old Sage appear when needed for guidance. They can however, summon the mage to perform a powerful spell in times of great crises once per thread. Doing this however, will drain the user of their available magic, and relinquish the Sage's wisdom and guidance for the rest of the thread as well as suffering the effects of having 0% MP. The user must have at least 20% MP to summon the Sage to attack.
Spell: Flare of Solaria- Crash of the Majestic Sun; The Sage will appear next to the user and conjures a Meteor to fall from the sky upon a 30 meter radius + 15 per rank beyond D with an explosion of fifteen meter radius beyond that (+5 per rank beyond D), for 200% user-ranked spell damage. Range is 30 meters + 15 per rank above D away from the user.
-Can summon generic pets without MP cost. These are treated as being a non-combat pet which can't be upgraded unless they are made in an actual spell. Only one can be out at a time.
-Mitsuki is Immune to negative spells/abilities of her summons that don't deal damage. If they deal damage and have a negative effect she is only immune to the negative effect.
-Mitsuki can communicate with all her summons in some way, even those that don't have a language.
Spells:
Spell Template
Note: BE SPECIFIC AND ADD DETAILS
Name: Holy Wolf
Rank: D
Type: Summon, Holy
Duration: 3
Cooldown: 4
Description: The caster summons a wolf with golden fur from another dimension. This is not a regular wolf. This wolf can use light based magic to fend of the enemies of the summoner. It's still an animal so it can't speak, nor does it otherwise think about anything than survival. It's passive ability let's it track enemies even if their scent would normally be gone, either natural or magical. Though it only can be 2 days old or less. With it's active ability it can fire a beam out it's mouth for 15 meters which deals D-rank spell damage of Light element. This one has a cooldown of 2 posts. This wolf has claws that deal 5 damage on a hit. this wolf has 50 HP.
Strengths:
-good at tracking.
-Has a ranged attack.
Weaknesses:
-Not really strong in a melee fight.
-It's ranged attack is not so good against other light based creatures.
-it's passive is useless in combat.
Name: Imp
Rank: D
Type: Summon, Dark
Duration: 4
Cooldown: 5
Description: This little winged friend can be summoned from a world not unlike what humans call hell. It tries to appear as the most loyal servant one could think off. It's about 50 feet big. In truth it's planning to gain as many human souls as they can and their masters aren't save from this. though this magic does not allow them to kill their master and they must protect them to their fullest ability. Once something killed their master for them it's not below them to take their souls. It's fairly fragile though so it tends to use trickery above direct combat. It can fly rather fast and well, but it isn't physically strong enough to carry someone with them. It's passive let's it's physical attacks count as dark for the purpose of resistance and weakness. It's Active ability let it fire a bolt of poison which not only deals D-rank spell damage on contact, but also lowers the speed of D-ranked opponents by 20%. It has a cooldown of 3 turns. As it's sentient, it can speak. The imp as 50 hp and it's claws deal 5 dark physical damage on contact.
Strengths:
-Can debuff opponents.
-Can fly
Weaknesses:
-Doesn't really wish to serve it's summoner.
-Incapable of showing mercy.
-It's demonic nature makes it weak to holy or light based attacks or devil slayers(25%)
Name: Sylph
Rank: D
Type: Summon, Wind
Duration: 3
Cooldown: 4
Description: This small elemental creature has limited wind based power. It's about 30cm big and looks pretty much like a fairy tale fairy. It's not very strong in physical combat though so they tend to run away from combat or keep foes away with their wind based magic. The Sylph tends to be a shy creature. They can release a powerful gust of wind up to 15 meters which not only deals-D rank spell damage but also pushes them away by the same amount, assuming average human weight. This instantaneous ability has a cooldown of 4 posts. As it's passive ability it can fly 20% faster normal on D-rank. The Sylph has 50 hit points and can physically assault people to deal 5 damage. The Sylph can speak.
Strengths:
-Can fly fast
-Can push enemies away with winds.
Weaknesses:
-Not really strong in physical combat.
-Tends not to attack creatures directly.
-Takes 25% more damage from Fire based magics.
-Isn't strong enough to carry anyone while flying.
Name: Boar
Rank: D
Type: Summon
Duration: 4
Cooldown: 5
Description: Summons a boar from another dimension. It's nearly identical to the ones found in Earthland. It's not particularly strong but can pack a punch for those that underestimate it. It's summoning capability is sadly not much outside of combat. It's also not sentient so it can't speak or understand languages normally. It's passive let's it physical attacks deal 25% extra bonus damage due to it's strong tusks. It's active ability it will charge over it's target(s) in a straight line. Dealing D-rank spell based damage due to it's tusks and trampling over them afterwards and knock them down. Particularly large or creatures above it's rank are immune to the knockdown effect. This instantaneous ability has a cooldown of 3 posts. If it comes close it will try to skewer it's enemies for 6.25 damage(5 base+1.25 from passive). The boar has 50 hp.
Strengths:
-Very useful in combat
-Can be summoned for a long time.
Weaknesses:
-Has a high cooldown.
-Not much it can't do outside of combat.
-Outside of fighting for the caster it acts completely on instinct.
Last edited by Mitsuki Genji on 30th January 2017, 9:03 am; edited 1 time in total