Magic
Magic Name:l~*✿*☆♥Celestial Spider Soul♥☆*✿*~
Magic Type: Prevalent: Take Over, Auxiliary: Ancient
Description: A magic as ancient and ageless as stars, Celestial Spider Soul was spontaneously created the moment Aranea came into existence with the rest of the celestial spirits. She is the only known practitioner, though she could pass the art on to others if she chose to teach it. So far she has not, so if she were to fade away, the art would disappear with her.
Celestial Spider Soul allows Aranea to show the spider she was in the night sky. The Starry Sky Spider and its various monstrous forms. It allows her to use them in whole or part. She can channel the power of the stars and the space she once called home through the forms this art allows her to take.
Aranea uses her magic to defend herself against any who prove a threat. Threat used to be defined almost solely as anyone fighting whichever mortal wizard she was currently contracted to when summoned. Outside of that she rarely fought. There was no reason to.
Since her exile from the Celestial Realm, the definition of threat has shifted to defending herself against would-be heroes. Aranea now also uses Celestial Spider Soul to hunt down and capture mortals, and once they're captured it also allows the spider spirit to feed on that mortal's dreams for the energy she needs to stave off fading away into nothing.
Mortals who escape before all their dreams are drained away can recover, but most do not get away. Mos of her prey are drained completely of their dreams, and left as a mindless automaton. They are lucky if they don't end up a complete vegetable. That is if one can call complete amnesia and utter lack of will lucky. On the plus side, this means the celestial spider rarely has to kill, except in self-defense.
Strengths:
Weaknesses:
Added Spells: Proof of Approval
Magic Name:l~*✿*☆♥Celestial Spider Soul♥☆*✿*~
Magic Type: Prevalent: Take Over, Auxiliary: Ancient
Description: A magic as ancient and ageless as stars, Celestial Spider Soul was spontaneously created the moment Aranea came into existence with the rest of the celestial spirits. She is the only known practitioner, though she could pass the art on to others if she chose to teach it. So far she has not, so if she were to fade away, the art would disappear with her.
Celestial Spider Soul allows Aranea to show the spider she was in the night sky. The Starry Sky Spider and its various monstrous forms. It allows her to use them in whole or part. She can channel the power of the stars and the space she once called home through the forms this art allows her to take.
Aranea uses her magic to defend herself against any who prove a threat. Threat used to be defined almost solely as anyone fighting whichever mortal wizard she was currently contracted to when summoned. Outside of that she rarely fought. There was no reason to.
Since her exile from the Celestial Realm, the definition of threat has shifted to defending herself against would-be heroes. Aranea now also uses Celestial Spider Soul to hunt down and capture mortals, and once they're captured it also allows the spider spirit to feed on that mortal's dreams for the energy she needs to stave off fading away into nothing.
Mortals who escape before all their dreams are drained away can recover, but most do not get away. Mos of her prey are drained completely of their dreams, and left as a mindless automaton. They are lucky if they don't end up a complete vegetable. That is if one can call complete amnesia and utter lack of will lucky. On the plus side, this means the celestial spider rarely has to kill, except in self-defense.
Strengths:
- Confers various powers of the Heavens to the caster.
- Confers the basic powers and forms of a spider to the caster.
Weaknesses:
- Can harm allies, if caster is careless with the aim of the Heavenly elemental attacks the magic provides
- Benefits of different forms cannot all be used concurrently, meaning abilities of one form are neutralized by using another of the magic's forms.
Added Spells: Proof of Approval
- Unique Abilities:
- (D) Celestial Heritage: As a celestial spirit, Aranea came into existence with a couple talents above beyond her terrestrial arachnid cousins. Like the butterfly-like wings that allow her the gift of flight. The eyes of the celestial spider are another. Her true celestial spirit form's eyes always have a natural mystical pink glow. The mystical power they contain allow Aranea to lull any mortal who meets her gaze instantly to sleep for one post. The effects can be avoided by avoiding meeting her gaze. A mortal that has already been induced to sleep in a thread is immune to her gaze for five posts, starting from when they awaken. Gaze only functions in her natural celestial spirit form, and ceases to function if Aranea is robbed completely of Magic Power.
- (B) Cosmic Reflux: As an ancient Celestial Spirit, Aranea is still in tune with the Heavens, and can innately call upon their power to recharge her own, recharging her MP by 5% every post.
- (S) Dream Warrior: While in a mortal's dreamscape, the power of Aranea's Spell Damage is increased by n%.
- (D) Celestial Heritage: As a celestial spirit, Aranea came into existence with a couple talents above beyond her terrestrial arachnid cousins. Like the butterfly-like wings that allow her the gift of flight. The eyes of the celestial spider are another. Her true celestial spirit form's eyes always have a natural mystical pink glow. The mystical power they contain allow Aranea to lull any mortal who meets her gaze instantly to sleep for one post. The effects can be avoided by avoiding meeting her gaze. A mortal that has already been induced to sleep in a thread is immune to her gaze for five posts, starting from when they awaken. Gaze only functions in her natural celestial spirit form, and ceases to function if Aranea is robbed completely of Magic Power.
- Spells:
- Signature Spell:
- Starfire:
Name: Starfire
Rank: S or same rank as player if player ranked lower than S
Type: Plasma (Fire), Signature, Ancient, Instant, Offensive, Multiple Target
Damage: At S Rank: 90HP; At A Rank: 75HP; At B Rank: 60HP; At C Rank: 45HP
Range: At S Rank: 300m; At A Rank: 225m; At B Rank: 150m; At C Rank: 90m
Speed: At S Rank: 225m/s; At A Rank: 165m/s; At B Rank: 110m/s; At C Rank: 65m/s
Duration: 1
Downside:
Description: Aranea channels stellar plasma into any number or all of her hands, and can then discharge the plasma by touch or by using her webbing as a conduit to deliver the plasma discharge from a distance. The plasma burns with the heat and brightness of a sun, because it truly is the stuff stars are made from.
- C Spells:
- Webbing Sac (1):
Name: Webbing Sac
Rank: C
Type: Celestial, Partial Take Over, Instant, Single Target
Damage:
Range: 120m
Speed: 120m/s
Duration: 1
Downside:
Description: The same purple strands of spider silk as her Celestial Silk spell, only Aranea weaves its it into a globe somewhat resembling a giant spider egg sac. Heart shaped strands poke off at every angle. Alone, a silky spider egg sac does no damage, but they can be hurled to glom onto a targets' feet. A successful hit of feet can immobilize the target for one post. Like the individual strands of Celestial Silk, the woven silk sac can be charged with another spell. The webbing sac can be flung to stick and deliver the spell charged into it. Cannot be cast concurrently with Celestial Silk.
Abilities:- Ability 1: Active: Gives a specialized spinneret to one of Aranea's hands that allows her to weave her spider silk into an orb-shaped sac, and hurl it all with without the aid of any other hand.
- Buff: +55% Spell Damage
- Ability 1: Active: Gives a specialized spinneret to one of Aranea's hands that allows her to weave her spider silk into an orb-shaped sac, and hurl it all with without the aid of any other hand.
- Celestial Silk (2):
Name: Celestial Silk
Rank: C
Type: Celestial, Partial Take Over, Instant, Multiple Target
Damage:
Range: 90m
Speed: 65m/s
Duration: 1
Downside:
Description: In her Celestial Spirit form, Aranea may shoot highly tensile purple strands of spider silk from any of her six hands. They are sticky with little purple hearts that sprout and curl randomly along each strand's length. In her human form, Aranea must hold her two hands together at the wrists to form even one strand. Each strand has a durability of 2 C rank hits. Alone they do no damage, but they can be charged and used as a conduit to deliver another spell's damage from range. Multiple sticky strands layered into an area can slow an individual that chooses to struggle through them with a 55% reduction in Speed. The quick and the nimble can dodge a sticky strand aimed for them. Cannot be cast concurrently with Webbing Sac.
Abilities:- Ability 1: Active: Gives a spinneret to each of Aranea's hands that allows her to produce and shoot her purple spider silk.
- Buff: +55% Spell Damage
- Ability 1: Active: Gives a spinneret to each of Aranea's hands that allows her to produce and shoot her purple spider silk.
- Dream Venom (3):
Name: Dream Venom
Rank: C
Type: Celestial, Partial Take Over, Damage Over Time, Single Target
Damage: 30HP
Range: 200m
Speed: 120m/s
Duration: 5
Downside: Dream Venom can only be delivered by spider bite. While spell can only be delivered at 0m, the range its effects remain active is 1 rank higher.
Description: Using the spider fangs given by the spell, Aranea bites and envenomates her target. If the subject is envenomated while sleeping, they suffer no HP damage. Instead, the venom keeps them asleep for the duration of the spell, while Aranea brings the fight directly into their dreams. The setting of the dreamscape is determined by the dreamer, and they change the setting once per post. Magic works normally. Damage in dream combat is made real by the minds of the dreamer and Aranea. If Aranea manages to bring the dreamer down to 0HP or 0MP while she is in the dream, the dreamer will go comatose instead of dying, and the venom will begin turning the mortal's dreams into the energy Aranea needs to avoid fading into oblivion in the mortal realm.
Aranea's presence in the dream ends when the spell's duration ends, Aranea is reduced to 25% of her total HP, Aranea consciously chooses to end it, the dreamer spends the MP necessary to counter the spell, the dreamer's companions manage to move the dreamer's unconscious body out of the spell's range or the mortal is defeated.
If the subject is envenomated while awake, then they remain awake, and suffer the venom's normal damage. They suffer an initial 50% of rank damage in the first post. The venom goes on to deliver 50% rank damage each post after until a total of 2.5x rank damage has been given by the end the spell's duration.
Whether the subject is envenomated while asleep or awake, the dream venom also absorbs and transfers 1% of the target's MP to Aranea each post for the duration of the spell for a total of 5%.
Abilities:- Ability 1: Aranea gains the fangs of a spider and specialized venom sacs to deliver her dream venom.
- Buff: +55% Speed
- Ability 1: Aranea gains the fangs of a spider and specialized venom sacs to deliver her dream venom.
- Silvered Moonlight (4):
Name: Silvered Moonlight
Rank: C
Type: Celestial, Ancient, Damage Over Time, Healing, Multiple Target
Damage: 22.5HP
Range: 90m
Speed: 65m/s
Duration: 5
Downside:
Description: Aranea channels silvered pure moonlight in any number or all of her hands, and can then discharge the moonlight by touch or by using her webbing as a conduit to deliver the moonlight discharge from a distance. The pure moonlight is considered silvered because it is condensed and flows like quicksilver when it leaves her hands. It only flows when Aranea wills it and stays in place otherwise. This makes it ideal to deliver the many curative properties pure moonlight is said to possess over the duration of the spell. Mainly it heals over time, starting with 50% of rank damage in the first post. It heals 50% rank damage every post after until a total 2.5x rank damage has been healed by the end of the spell's duration.
The silvered moonlight also reduces the cost of magic spells for the target by 50%, unless the target already has 50% magic cost reduction active. It does not stack past 50%.
- Arachnid Swarm (5):
Name: Arachnid Swarm
Rank: C
Type: Celestial, Full Take Over, Instant, Single Target
Damage:
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- D4 (6):
Name: (Name of the Spell )
Rank: (What rank is your spell? D, C, B, A, S, or H)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- D5 (7):
Name: (Name of the Spell )
Rank: (What rank is your spell? D, C, B, A, S, or H)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- D6 (8):
Name: (Name of the Spell )
Rank: (What rank is your spell? D, C, B, A, S, or H)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- Projectile Acid (9):
Name: Projectile Acid
Rank: C
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- C2 (10):
Name: (Name of the Spell )
Rank: (What rank is your spell? D, C, B, A, S, or H)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- C3 (11):
Name: (Name of the Spell )
Rank: (What rank is your spell? D, C, B, A, S, or H)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- Advanced Spells:
- D+:
Name: (Name of the Spell )
Rank: (What rank is your spell? D+, C+, B+, A+, S+, or H+)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
- C+:
Name: (Name of the Spell )
Rank: (What rank is your spell? D+, C+, B+, A+, S+, or H+)
Type: (Single Target, Multiple Target, Area of Effect, Burst. One can also put the subtype like Partial/Full take over here as well)
Damage: (Put the amount of damage the spell deals here, see the magic rules for how much damage each spell type deals)
Range: (Put the range of the spell, see tables and faq thread in the rules area for the range each spell type has)
Speed: (Put the speed of the spell, see tables and faq thread in the rules area for the speed each spell type has)
Duration: (How long does the spell last?)
Downside: (An optional field, a downside applies to the spell specifically in order to attempt to increase the range or speed. You can only increase either range or speed for a spell, so only 1 true downside is needed, naturally you could add more if you are inclined with no further effect.)
Description: (How the spell is cast, what it looks like, what it does, extra info. )
Strengths: (List all the positive aspects of the spell Like above, list all of the strengths of the spell. These strengths much represent your spell, and not the over-all strength of the magic.)
Weaknesses: (List all the negative aspects of the spell and all the weaknesses like above as well. You must have at least the same amount of weaknesses as strengths. These weaknesses must represent your spell, and not the over-all weakness of the magic)
Abilities: The abilities this Takeover spell has.- Ability 1:
- Ability 2: Only for Full take overs.
- Buff:
Last edited by Aranea on 11th November 2018, 2:47 pm; edited 12 times in total