Username: Shipping Goddess
Secondary Magic Name: Chess Summoning Magic
Evidence of Accomplishment: https://www.fairytail-rp.com/t14653p400-magic-shop#292969
Description:
When summoning, Alex pulls a piece that they desire from the pouch at their waist, which is then tossed into the field of battle somewhat like a Pokemon. This chess piece then has a magic circle appear below it, which has an image of the chess piece being summoned on it. Then, the piece disappears, and emerging from the magic circle is the Chess warrior that Alex chose. When defeated, the chess warriors dissipate into golden light, and then the chess piece falls to the ground, and soon after ports back to the pouch where Alex keeps the rest of the pieces. This puts the summon on cooldown, like normal. When a piece is on cooldown, instead of being gold, the piece is silver.
Each of the pieces represents a piece in chess, the Pawn, Bishop, Knight, Rook, Queen, and King which is Alex themselves. Each of the pieces, when summoned, have a human appearance and abilities that represent their piece, such as the healing bishop. This adds a layer of depth to what was once just chess, where pieces knock down other pieces to take the king. This instead forces Alex to account for their own personal abilities, and how each summon would affect combat in any certain situation. Wether Alex wants the tanky Rook or the balanced offensive Knight is all up to the situation at hand.
Within battle, the strategy is simple, yet complicated. The magic itself is used as normal summoning magic is, to summon an ally to aid in battle, therefore giving you the strategic advantage. However to Alex it is much more than that, as they feel that once they throw a piece onto the ground, the real world becomes a game of chess, and that they are the king in charge of an army. Therefore, Alex's strategy with using the pieces is to make the pieces protect them, which would result in protecting any instance of Alex's failure, or "checkmate." Of course the defensive isn't always the right way to go, and Alex does make the pieces go on the offensive more often than not, but their priority over all else is preserving themselves. The pieces aren't meat shields porsay, however Alex would rather have the immortal souls of the pieces fall before Alex themselves do. This being said, Alex tries in combat to assure that everyone makes it out, pieces and otherwise.
Outside of combat, the pieces can be used just as they are - chess pieces. As they are a holder item they'll always be filled with magic, but that doesn't mean that they can't be used as their primary function as chess pieces. The pieces will often come out of their chess form, and into their human forms to talk and converse like normal humans, and can even create replicas of their pieces to challenge Alex, or anyone else for that matter, to a game of chess. This relationship between Alex and pieces goes beyond just simply the king and their servant, but instead to one of a group / band of summons who like the person they work for and protect them not only because of their tie, but because they want to. The pieces will often know Alex's order before they even give it, just because of their ties with the dream mage.
Strengths:
*The pieces are bound to Alex, and after the duration is over or if a summon is defeated, they'll return to Alex without worry
*With summoning comes the inevitable 2 on 1 or 3 on 1 that gives the summoning party strategic advantage
Weaknesses:
*Despite a chess set containing more than 1 of each piece, if one piece goes into cooldown, all of the copies of it will as well
*The magic comes with no direct spells that Alex performs, meaning if the summons were to get distracted or defeated, Alex would have no form of defense / offense from this particular magic
*If a summon's HP falls to 0, it goes straight into cooldown regardless of if the duration is complete or not
Abilities:
*King's Guidance: The King, Alex, always makes sure their pieces are in tip-top shape to guide them into battle. This ranges from private teaching sessions to full-scale practice battles. Through many of these sessions, the pieces began to get stronger than normal summons. This ability gives every summon 1 extra passive OR active ability.
Out of Combat / Plot Effect - due to the extra effort Alex has put into the chess pieces, they have also gained the ability to summon any of their spells at any time, for an indefinite period of time (out of combat only). However, any summon that is of higher rank than Alex wouldn't be able to have its effects in place or do any combat, it'd just be as though it's a normal person in the human world.
*King's Sight: Much like how on a chess board one can see everything that an opponent has, at a glance, Alex is able to "Size up" an enemy. This allows them to see the rank of the enemy, any weapons / armor / item / pet they hold, the rank of the weapons / armors / items / pets, what magic they hold, and their Unique Abilities. This DOESN'T allow Alex to see the spells of the magic or any abilities of weapons / armors / items / pets.
Spells:
Secondary Magic Name: Chess Summoning Magic
Evidence of Accomplishment: https://www.fairytail-rp.com/t14653p400-magic-shop#292969
Description:
- Image:
When summoning, Alex pulls a piece that they desire from the pouch at their waist, which is then tossed into the field of battle somewhat like a Pokemon. This chess piece then has a magic circle appear below it, which has an image of the chess piece being summoned on it. Then, the piece disappears, and emerging from the magic circle is the Chess warrior that Alex chose. When defeated, the chess warriors dissipate into golden light, and then the chess piece falls to the ground, and soon after ports back to the pouch where Alex keeps the rest of the pieces. This puts the summon on cooldown, like normal. When a piece is on cooldown, instead of being gold, the piece is silver.
Each of the pieces represents a piece in chess, the Pawn, Bishop, Knight, Rook, Queen, and King which is Alex themselves. Each of the pieces, when summoned, have a human appearance and abilities that represent their piece, such as the healing bishop. This adds a layer of depth to what was once just chess, where pieces knock down other pieces to take the king. This instead forces Alex to account for their own personal abilities, and how each summon would affect combat in any certain situation. Wether Alex wants the tanky Rook or the balanced offensive Knight is all up to the situation at hand.
Within battle, the strategy is simple, yet complicated. The magic itself is used as normal summoning magic is, to summon an ally to aid in battle, therefore giving you the strategic advantage. However to Alex it is much more than that, as they feel that once they throw a piece onto the ground, the real world becomes a game of chess, and that they are the king in charge of an army. Therefore, Alex's strategy with using the pieces is to make the pieces protect them, which would result in protecting any instance of Alex's failure, or "checkmate." Of course the defensive isn't always the right way to go, and Alex does make the pieces go on the offensive more often than not, but their priority over all else is preserving themselves. The pieces aren't meat shields porsay, however Alex would rather have the immortal souls of the pieces fall before Alex themselves do. This being said, Alex tries in combat to assure that everyone makes it out, pieces and otherwise.
Outside of combat, the pieces can be used just as they are - chess pieces. As they are a holder item they'll always be filled with magic, but that doesn't mean that they can't be used as their primary function as chess pieces. The pieces will often come out of their chess form, and into their human forms to talk and converse like normal humans, and can even create replicas of their pieces to challenge Alex, or anyone else for that matter, to a game of chess. This relationship between Alex and pieces goes beyond just simply the king and their servant, but instead to one of a group / band of summons who like the person they work for and protect them not only because of their tie, but because they want to. The pieces will often know Alex's order before they even give it, just because of their ties with the dream mage.
Strengths:
*The pieces are bound to Alex, and after the duration is over or if a summon is defeated, they'll return to Alex without worry
*With summoning comes the inevitable 2 on 1 or 3 on 1 that gives the summoning party strategic advantage
Weaknesses:
*Despite a chess set containing more than 1 of each piece, if one piece goes into cooldown, all of the copies of it will as well
*The magic comes with no direct spells that Alex performs, meaning if the summons were to get distracted or defeated, Alex would have no form of defense / offense from this particular magic
*If a summon's HP falls to 0, it goes straight into cooldown regardless of if the duration is complete or not
Abilities:
*King's Guidance: The King, Alex, always makes sure their pieces are in tip-top shape to guide them into battle. This ranges from private teaching sessions to full-scale practice battles. Through many of these sessions, the pieces began to get stronger than normal summons. This ability gives every summon 1 extra passive OR active ability.
Out of Combat / Plot Effect - due to the extra effort Alex has put into the chess pieces, they have also gained the ability to summon any of their spells at any time, for an indefinite period of time (out of combat only). However, any summon that is of higher rank than Alex wouldn't be able to have its effects in place or do any combat, it'd just be as though it's a normal person in the human world.
*King's Sight: Much like how on a chess board one can see everything that an opponent has, at a glance, Alex is able to "Size up" an enemy. This allows them to see the rank of the enemy, any weapons / armor / item / pet they hold, the rank of the weapons / armors / items / pets, what magic they hold, and their Unique Abilities. This DOESN'T allow Alex to see the spells of the magic or any abilities of weapons / armors / items / pets.
Spells:
- For reference:
- Summoning Limits:
? D Rank - May have 1 Summon/Celestial Spirit on the field without any consequences. During Limit Transcendence, they may have a second on the field but will lose 10% of their max HP every post while this is occurring. The player will also be unable to move during this time.
? C Rank - Also can only support 1 Summon/Celestial Spirit, but will only lose 5% their max HP per post for having a second summon on the field. The player will also suffer a 50% movement speed penalty, as the strain is still massive but not as terrible as before.
? B Rank - Your body is more accustomed to having multiple summons/Celestials in this world, and as such you don't lose any health for doing so. You also will find that your body can move much faster than before, only suffering a 10% movement speed penalty.
? A Rank - For having 2 Summons/Celestial Spirits on the field, you suffer no penalties at all. However, you may also put a 3rd on the field for a dire cost. During Limit Transcendence, you may summon a 3rd Summon/Celestial Spirit for the cost of 15% of your max HP per post. During the time you have the 3rd entity out, you will be unable to move. This means you can't block, or attack.
? S Rank - As with A Rank, you can have 2 entities on the field just fine. During Limit Transcendence, you will lose 5% of your max HP per post for having a 3rd Summon/Celestial Spirit on the field. Also like before, you will be 100% paralyzed, being unable to attack, defend, or evade attacks.
? SS/H Rank - The pinnacle of summoning ability, you can summon 2 entities with no issues. You may summon a 3rd when not in Limit Transcendence, but will be unable to move due to the stress on your body from the usage of so much MP. However... During Limit Transcendence, you may summon a 4th Summon/Celestial Spirit, but will lose 15% of your max HP every post and the 4th entity will cost double MP to cast. That and you'll be 100% paralyzed, being unable to attack, defend, or evade attacks.
Basic attack damage:
Ranks Normal Grande
D-Rank 5 8
C-Rank 12 13
B-Rank 19 21
A-Rank 28 31
S-Rank 35 43
H-Rank 47 50
HP:
Ranks Normal Grande
D-Rank 50 N/A
C-Rank 100 N/A
B-Rank 150 180
A-Rank 200 240
S-Rank 250 300
H-Rank 350 420
- Pawn:
- D-Rank Spell Name: Pawn
Rank: D
Duration: 3 posts
Cooldown: 4 posts
Type: Summoning
Description:- Image:
Passive Ability - Pawn's Loyalty: For the duration of the summon, any damage taken by Alex is instead sent to the Pawn, and Alex takes none of it. However, should the Pawn take over it's entire health, Alex will take the remaining damage. (Let's say the Pawn only has 30 HP and Alex took a 40 damage spell, Alex would take 10 damage)
Active Ability - Tile Jump: On the first post, and only the first post of being summoned, the Pawn can actually teleport a distance of 10 meters in any 1 linear direction. This is similar to how a pawn can jump a tile in the game of chess.
Active Ability - Pawn Promotion: When this active ability is used, it becomes the active ability of any of the other summons of Alex's rank or below (Meaning at C rank it couldn't be the S rank spell), however the effects are minimized to what they'd be as a D rank spell. If a spell would deal B rank damage or protect from 2 C rank's damage, it'd instead deal D rank / protect against 2 D rank's damage. This effect can only be used once each time the pawn is summoned.
Strengths:
*Protects Alex from direct damage
*Pawn Promotion has the freedom of choice of choosing whatever Summon's ability it wants, allowing the Pawn great situational versatility
*Teleportation to avoid any possible attack
Weaknesses:
*Alex still takes leftover damage if the Pawn is killed due to its ability
*Pawn Promotion can't take the abilities from any Summon that is higher than Alex's rank
*None of the abilities the Pawn copies is nearly as potent as what it would be if it were used by the original summon
*Teleport ability can only be used on the very first post of the Pawn's summon
- Bishop:
- C-Rank Spell Name: Bishop
Rank: C
Duration: 4 posts
Cooldown: 5 posts
Type: Summon, Healing
Description:- Image:
Passive Ability - Divine Guard: When the Bishop uses its healing ability, a shield is placed over those who she's healed, which provides a shield of 20% (8 damage) of what she healed for.
Active Ability - Heavenly Light: Usable once every 3 posts. The bishop can heal one person within a 10 meter range, healing them for one full C rank's spell damage.
Active Ability - Silence: Contrary to a normal silence, which prevents the use of spells, the Bishop summons a ball of light, and launches it at the opponent, dealing C rank damage and covering a distance of 20 meters. Should this light ball connect, it'd make the next spell that the opponent casts cost an additional 50% mana. The additional 50% is dependant on the spell that the opponent uses and the rank they are, for example a D rank using a D rank spell would cost it 5% extra mana as 50% of 10 is 5, however a B rank using a D rank spell would cost it 2.5% extra mana, since 50% of 5 is 2.5. This effect can be used only once per summon of the Bishop, and the silence ends if the opponent uses a spell (thus costing the additional 50% mana) or if the Bishop's duration ends.
Strengths:
*Damage mitigation with Divine Guard
*Healing off possible damage with Heavenly Light
*Silence forces the opponent to expend more mana, or just not attack
Weaknesses:
*Divine Guard's damage mitigation isn't enough to fully withstand any attack from any spell
*During the usage of Heavenly Light, the Bishop must be completely stationary
*Silence can only be used once
*The ball of energy from Silence moves in a linear path
- Knight:
- B-Rank Spell Name: Knight
Rank: B
Duration: 6 posts
Cooldown: 7 posts
Type: Grand Summon
Description:- Image:
Passive Ability - Aegis: The knight has a shield, one that can obviously used to block attacks. However, what most don't realize is that the aegis cloaks the Knight in an invisible shield that permanently reduces damage by 12 (20% B rank damage) while the knight is on the field.
Passive Ability - Excalibur: The sword that the Knight has deals more damage than an actual basic attack from a summon. Instead, its damage output is increased by 8 (totalling to 29)
Active Ability - Pendragon Blade: The blade at the knight's side glows a bright golden color, and then the knight slashes with it. The sword then deals B rank damage, and has the ability to cut through metals as strong as titanium with ease. This has an instant effect with a cooldown of 4 posts.
Strengths:
*Aegis mitigates damage from the Knight
*Increased damage output
*Aegis's effect is permanent, for the entire duration of its summon. It can't be shattered.
Weaknesses:
*The shield that is on the Knight's arm actually doesn't nullify damage, it actually is apart of the Aegis. If the shield is hit, the Knight will still take damage
*Doesn't increase the damage output of its active ability
*Pendragon Blade requires melee distance
*Pendragon Blade can't slice through magical metals, only normal ones
- Rook:
- A-Rank Spell Name: Rook
Rank: A
Duration: 6 posts
Cooldown: 7 posts
Type: Grand Summon
Description:- Image:
Passive Ability - Rook's Resilience: The rook comes with a bonus 20% HP (totaling him with 288), however sacrifices his movement speed to 50% to do so.
Passive Ability - Great Shield: The rook's armor and shield are so durable that they can withstand hits and reduce damage. The rook can't be pushed back by the force of attacks, and has a permanent 20% A rank damage reduction for the duration of the spell.
Active Ability - Phalanx: The rook holds up his enormous shield, which then glows a valiant blue hue. The shield then can withstand 2 A rank hits, or 1 S rank hit worth of damage without ANY damage transitioned onto the rook himself. This lasts for 3 posts or until the maximum damage is sustained, and has a cooldown of 5 posts.
Strengths:
*The rook has bonus HP, increasing its survivability
*Great Shield permanently reduces damage, FURTHER increasing its survivability
*Phalanx is a shield ability, which nullifies damage and - well... I guess you get the point. He's a tank
Weaknesses:
*Loss of speed makes the Rook easier to attack without the worry of him dodging
*Phalanx only blocks damage that is on the shield, not his body
*The Rook can still be pushed back by the force of spells that are above its own rank
*If the Phalanx takes damage over 2 A ranks / 1 S rank, the Rook will still take the damage from it
- Queen:
- S-Rank Spell Name: Queen
Rank: S
Duration: 10 posts
Cooldown: 12 posts
Type: Grand Summon, Dark
Description:- Image:
Passive Ability - Royal Blood: The Queen is the most balanced, and the most powerful of all the pieces. This allows it to have a bonus 15% in speed (roughly 28 mph run speed), durability (reduces damage by 15), and basic attack damage (damage output is 49).
Active Ability - Mary's Blade: Surrounding her blade in dark energy, the Queen then slashes, sending a crescent of dark energy that is 30 meters in width, and travels a distance of 80 meters. This dark energy can slash any non-magically enhanced metal clean in two, and deals S rank damage to those hit. Can be used once every 8 posts.
Active Ability - Victorian Grenade: The Queen stabs her rapier into the ground, and soon a rose made entirely of dark energy 25 meters tall and wide surrounds her body. This will then explode, dealing 1.5x S rank damage to those within the initial 25 meters in any direction from the Queen, and deals 1 full S rank damage to those that are 26-75 meters away from the Queen. This has an instant effect and can only be used once per summon of the Queen.
Strengths:
*Increase to multiple stats including damage and survivability
*Victorian Grenade deals damage to any enemy that is around the Queen
*Victorian Grenade deals more damage the closer you are to the Queen, making it a devastating CQC attack
Weaknesses:
*All of the stats raised are porportionally low compared to other buffing spells, and even those by the lower-ranking summons
*Victorian Grenade deals damage to anyone within its area of effect, including allies
*Victorian Grenade deals less damage, even so less damage than an actual S rank spell,
the further you are away from the Queen
*Mary's Blade only travels in a linear motion
- King:
- S-Rank Signature Spell Name: King
Rank: S
Duration: 5 posts
Cooldown: 6 posts
Type: Summon
Description:- Image:
Passive Ability - King's Bond: Because this spell is actually Alex's one self, it doesn't count towards the total count for the spells that can be summoned. For example, at S rank a mage can only summon 2 summons without any penalties. The King does not count towards that, and therefore can technically be a 3rd summon without penalties.
Active Ability - King's Rally: While on the field, the King can let out a rallying cry, and his body will glow a bright golden light. All of the chess summons that are within 80 meters of him, aside from himself, will receive a boost to courage and will have their next basic attack deal full (their rank) damage. However, this effect will only last until the king is removed from the field, so if the King's duration were to end or if his HP would fall to 0, the effect would end. This can only be used once per summon of the King.
Strengths:
*Alex doesn't suffer from summoning penalties
*King's Rally can affect multiple summons at one time
Weaknesses:
*King's Rally only affects one attack per summon for the entire duration
*Only increases the damage of a basic attack, not an active ability
*If the king falls, the effect ends
Last edited by Shipping Goddess on 25th April 2017, 2:13 pm; edited 1 time in total