DISCLAIMER: I do not own the art nor name of ghostricks. These belong to there rightful owners.
Magic
Primary Magic: Summoning variant: ghostricks
Secondary Magic: NA
Caster or Holder: Caster
Description: Summoning magic itself works on the principle of summoning beings through various means to help the caster in there life, combat and noncombat. For this variant of summoning magic, the user focuses on summoning beings known as “ghostricks”.
Ghostricks are a type of spirits known for their tricks, mischief, numbers, and hiding. Originally the ghostricks stuck to one mansion, where rumors of ghosts would draw curious people in to receive the fright of their lives. Recently though less people came til no one did, and the poor ghostricks were miserable for it. They wanted to move on, but had no anchor to help them. That was until zecarayus arrived. Zecarayus arrived, and after it was realized that he practiced a spirit based magic, one of the masters of the ghostricks spoke with him. After learning that zecarayus needed help, the ghostrick, alucard, offered him a deal. Let him be the anchor for his ghostricks to travel around in civilization and cause their mischief, and he would be sent back to where he should had been. Zecarayus however wanted to make sure he had some control over the ghostricks to prevent losing his free will to them. Alucard denied this, and the two went back and forth with their own reasons. Finally alucard relented, and agreed that he would allow zecarayus some control over the ghostricks. Zecarayus would be allowed more control depending on how much he could be trusted though, and both made a deal.
Combat using ghostricks usually leads to one strategy, stall. Ghostricks are easily the best with this due to there nature of evasiveness and causing mischief in the form of debuffs or saves. More powerful ghostricks allow these stalling strategies to be taken advantage of. From doing collective damage, more powerful debuffs, and even new powers. Of course the user has master each trait before they can make the best use of this magic, but the one thing he does has is time.
Strengths:
-Ghostricks are powerful in deceptive ways, in some cases their involvement is not easily seen
-Numbers are the way to enhance their power, so as a summoner of them zecarayus will become able to summon more of them then normally possible
-Ghostricks are flexible in a battle, the spells and their summons are usually a fast as instant casts
-Ghostricks are naturally spirits, making them unaffected by some effects(can't be blood manipulated since they lack it as example)
Weaknesses:
-What ghostricks have in deceptive power they lack in actual power, the damage they do aren’t always the easiest to carry out
-Ghostricks like working with other ghostricks, meaning they don’t do well alone
-Ghostricks do vary in strategy, but there usefulness becomes less if the ones there helping doesn't know about them
-Being spirits, there unaffected by some effects regardless if there good or bad, and this condition leaves them susceptible against those who are meant to combat spirits(demon slayers as examples)
--If a ghostrick summon uses ghost'd by its own effect, then for that duration the user is unable to hide or have there magical presence hidden except by higher ranking effects.
Lineage:
Ghost'd!(active): The main trait that almost all ghostricks share that is also responsible for there ability to effectively stall. Ghost'd is a active ability that multiple summons and spells in this magic utilize. As such, it has several effects depending on what it affects. Below is the ability in detail, including all effects. This ability itself does not allow the user or there summons to activate ghost'd.
Free my ghostrick!(active):The caster has the natural sense of there ghostricks that works through disruption effects. This also means they can sense when a ghostrick is afflicted with a debuff or similar effects regardless of range. As such they can choose to sacrifice 5% of their current hp to cure them of the debuff and heal them for the same amount sacrificed from this ability, the ghostrick is also immediately ghost’d after this. The health lost from this ability cannot be healed for two posts except by effects higher ranking than the caster. Only works on debuffs at S-rank level and below.
Poltergeist(passive): While ghostricks or the caster are ghost'd, they have the ability to interact with the physical world in the same manner a haunting can. The ability to lift and throw objects are equivalent to the normal strength of a physical worker. This passive can be used ignoring ghost'd clause(damage caused by this is treated as melee damage of the rank of the being if any unaffected by buffs/debuffs that originate from the user).
Spells:
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Magic
Primary Magic: Summoning variant: ghostricks
Secondary Magic: NA
Caster or Holder: Caster
Description: Summoning magic itself works on the principle of summoning beings through various means to help the caster in there life, combat and noncombat. For this variant of summoning magic, the user focuses on summoning beings known as “ghostricks”.
Ghostricks are a type of spirits known for their tricks, mischief, numbers, and hiding. Originally the ghostricks stuck to one mansion, where rumors of ghosts would draw curious people in to receive the fright of their lives. Recently though less people came til no one did, and the poor ghostricks were miserable for it. They wanted to move on, but had no anchor to help them. That was until zecarayus arrived. Zecarayus arrived, and after it was realized that he practiced a spirit based magic, one of the masters of the ghostricks spoke with him. After learning that zecarayus needed help, the ghostrick, alucard, offered him a deal. Let him be the anchor for his ghostricks to travel around in civilization and cause their mischief, and he would be sent back to where he should had been. Zecarayus however wanted to make sure he had some control over the ghostricks to prevent losing his free will to them. Alucard denied this, and the two went back and forth with their own reasons. Finally alucard relented, and agreed that he would allow zecarayus some control over the ghostricks. Zecarayus would be allowed more control depending on how much he could be trusted though, and both made a deal.
Combat using ghostricks usually leads to one strategy, stall. Ghostricks are easily the best with this due to there nature of evasiveness and causing mischief in the form of debuffs or saves. More powerful ghostricks allow these stalling strategies to be taken advantage of. From doing collective damage, more powerful debuffs, and even new powers. Of course the user has master each trait before they can make the best use of this magic, but the one thing he does has is time.
Strengths:
-Ghostricks are powerful in deceptive ways, in some cases their involvement is not easily seen
-Numbers are the way to enhance their power, so as a summoner of them zecarayus will become able to summon more of them then normally possible
-Ghostricks are flexible in a battle, the spells and their summons are usually a fast as instant casts
-Ghostricks are naturally spirits, making them unaffected by some effects(can't be blood manipulated since they lack it as example)
Weaknesses:
-What ghostricks have in deceptive power they lack in actual power, the damage they do aren’t always the easiest to carry out
-Ghostricks like working with other ghostricks, meaning they don’t do well alone
-Ghostricks do vary in strategy, but there usefulness becomes less if the ones there helping doesn't know about them
-Being spirits, there unaffected by some effects regardless if there good or bad, and this condition leaves them susceptible against those who are meant to combat spirits(demon slayers as examples)
--If a ghostrick summon uses ghost'd by its own effect, then for that duration the user is unable to hide or have there magical presence hidden except by higher ranking effects.
Lineage:
- Gold rush:
Description: Centuries ago, a tribe came to Fiore from a continent that is so incredibly far away that to this day those who ventured to find it have failed; the tribe members claimed to have come from a place called "Egypt". Wherever the tribe went, they prospered beyond belief; to each country and continent they went to, they rose to become the most powerful group of people there. Eventually, they were captured by all dark guilds at the time for their fortune and ability to prosper, and when the tribe refused to cooperate, they were all killed. Luckily, some were not captured, so your bloodline still lives on today. However, you must be wondering - "How did they do it?". Well, it's quite simple.
The tribe from Egypt, which were known as Egyptians, were cast away from their homeland by raiders with absolutely nothing. An Egyptian goddess, who was saddened by what could potentially happen to her people, cast a powerful spell over the tribe to make them the luckiest people on the planet (literally!). Because of this, the tribe was able to find a significant more amount of jewels, items to sell, and they were said to be so lucky that they could even cheat death and danger; of course, that wasn't the case when they were completely obliterated...
Ability: The user is given 3 passive abilities and 2 active abilities, though they can only ever choose one ability from the passive and active parts of this lineage. Whenever going on a job, the user must always pick from one of the following abilities:
* Increase your own jewel reward by 100%
* Find a custom weapon, item, or armor (rank depends on the difficulty of the job; you get to choose the type of item)
* Increase the jewel reward of you and ONE other participant of the job by 50%
The user's active ability are the following:
* The user is able to sacrifice their EXP gained from jobs for additional jewels
* The user's luck will become at its peak (as though you needed any more...) and will now have great things overall happen to them. This ranges from getting a simple kiss from that one special person, to having your opponent stumble, causing them to, even if narrowly, miss the direction they were sending their spell at.
Usage: Lineage has three passive abilities and two active abilities; you MUST pick one of the passive abilities at the start of any job. The second active ability of this lineage can only be used once per thread, with a duration of 4 posts; again, you can only pick pick one of the two active abilities.
Whenever the second passive ability of this lineage is used, the rank of the weapon/item/armor is found at the following job ranks:
* D-Rank: Nothing
* C-Rank: Strong
* B-Rank: Strong+
* A-Rank: Strong+
* S-Rank: Legendary
* SS-Rank: Legendary+
* 10Y: Legendary+
* 100Y: Artifact
Whenever the first active ability of this lineage is used, the jewels gained for the amount of exp sacrificed is as the following:
* 25 EXP: 1,000 (D-Rank)
* 50 EXP: 2,500 (C-Rank)
* 250 EXP: 7,500 (B-Rank)
* 1,250 EXP: 17,000 (A-Rank)
* 6,250 EXP: 30,000 (S-Rank)
* 18,750 EXP: 45,000 (SS-Rank)
* 56,250 EXP: 70,000 (10Y-Rank)
* 168,750 EXP: 100,000 (100Y-Rank)
Ghost'd!(active): The main trait that almost all ghostricks share that is also responsible for there ability to effectively stall. Ghost'd is a active ability that multiple summons and spells in this magic utilize. As such, it has several effects depending on what it affects. Below is the ability in detail, including all effects. This ability itself does not allow the user or there summons to activate ghost'd.
- Ghost’d:
Ghost'd can affect anything in theory, and because of this its duration can widely vary. What it can affect and its duration can be found in spells or abilities that utilize ghost'd. The user and there summons are able to leave ghost'd at will usually while others have to wait until the duration has ended. Below are the details that happen while a target is ghost'd which includes both positive and negative traits.
-The target while ghost'd is undetected by all senses except; ghostrick summons, the caster, and higher ranking mages then the user who can specifically sense spirits
-Ghostricks while ghost'd gain a 50% boost to there speed and the caster has a 25% speed boost while ghost'd
-While ghost'd, Beings(creatures, people, etc) are unable to cast any ability except those that affect only the being that does not buff, debuff, heal, or damage them. Also the ghost'd target(whether it be a being, object, or spell) cannot affect anything except itself while ghost'd(though they are still affected by there surroundings).
Free my ghostrick!(active):The caster has the natural sense of there ghostricks that works through disruption effects. This also means they can sense when a ghostrick is afflicted with a debuff or similar effects regardless of range. As such they can choose to sacrifice 5% of their current hp to cure them of the debuff and heal them for the same amount sacrificed from this ability, the ghostrick is also immediately ghost’d after this. The health lost from this ability cannot be healed for two posts except by effects higher ranking than the caster. Only works on debuffs at S-rank level and below.
Poltergeist(passive): While ghostricks or the caster are ghost'd, they have the ability to interact with the physical world in the same manner a haunting can. The ability to lift and throw objects are equivalent to the normal strength of a physical worker. This passive can be used ignoring ghost'd clause(damage caused by this is treated as melee damage of the rank of the being if any unaffected by buffs/debuffs that originate from the user).
Spells:
- Ghostrick Lantern:
Name: Ghostrick lantern
Rank: D
Type: Summon
Duration: 2
Cooldown: 3
Description:- picture:
- ghost’d:
Active: Lantern when summoned comes to the field with ghost’d active, can use the ability on itself, and can leave the ability as easily. However lantern cannot use this ability itself on the post they leave it.
- Ghostrick save:
Duration: one post
Cooldown: once per summon
description: Lantern targets an ally that is about to be struck by a attack and applies ghost’d on the attack, making it unable to effect anything for the duration. The attack remains ghost’d for the post and exits it after the post ends. When this is done, lantern suddenly appears next to the targeted ally leaving ghost’d. Lantern must be ghost’d for this spell to activate. The attack can only be ghost'd if it is the same rank or lower of lantern.
-Lantern is small and mobile, and comes with a save to help out its allies
-Is easily able to group up with others due to its save
Weaknesses:
-Lantern is quite weak in terms of actual combat prowess, at most it can ram someone by surprise
-It’s save ability leaves it vulnerable, and can only be used once per time it’s summoned
-It is going to be better to use on ghostricks or the caster since most may be surprised by its sudden appearance(lantern may also take this chance to scare the being).
-Very conditional, it only has a temporary effect when used on attacks that stick around longer then a post
- Ghostrick Jackfrost:
Name: Ghostrick Jackfrost
Rank: D
Type: Summon
Duration: 2
Cooldown: 3
Description:- picture:
- Ghost’d:
Active: Jackfrost when summoned comes to the field with ghost’d active, can use the ability on himself, and can leave the ability as easily. However Jackfrost cannot use this ability himself on the post he leaves it.
- Surprise!:
Duration: one post
Cooldown: once per summon
description: Jackfrost targets an ally that is about to be struck by a attack and applies ghost’d on the attacker of said attack. The attacker remains ghost’d for their post and exits it on the end of their post. When this is done, Jackfrost suddenly appears next to the targeted ally leaving ghost’d. If the attacker is higher ranking then jackfrost, then the ghost'd duration is changed to a few moments(to be exact with time about half a minute). Jackfrost must be ghost’d for this spell to activate.
Strengths:
-Jackfrost is small and mobile, and comes with a save to help relieve pressure for a little bit
-Is easily able to group up with others due to its save
Weaknesses:
-Jackfrost is quite weak in terms of actual combat prowess, at most he can cause a cold chill or freeze non-magical things
-It’s save ability leaves it vulnerable, and can only be used once per time it’s summoned
-Surprise! does not stop nor block an incoming attack unless it is a physical one attached to the ghost’d target
-A ghost’d enemy can very well take advantage of their new status, even if it is for a little bit
- Ghostrick Mary:
Name: Ghostrick Mary
Rank: D
Type: Summon
Duration: 2
Cooldown: 3
Description:- picture:
- Ghost’d:
Active: Mary when summoned comes out with ghost’d active, can use the ability on herself, and can leave the ability as easily. However mary cannot use this ability herself on the post she leaves it.
- Bad luck:
Duration: one post
Cooldown: once per summon
description: Mary targets an ally that is about to be hit by a attack, and when said ally is hit by the attack she applies the ghost’d active on them for the post. After they disappear, a broken mirror appears in front of the one who landed the attack before broken shards start shooting outward to them, with the image of a wraith woman with blood red glowing eyes shrieking at them. The glass shards deal 50% D-rank spell damage in a meter in front of her, but the glass shards come out remarkable fast and is meant to send the target fleeing in the opposite direction in terror. Mary must be ghost’d for this ability to be cast, and exits ghost’d near the ally when they leave ghost’d applied by this spell.
-Allows an ally to escape a potentially hairy situation
-Mary’s bad luck spell has the potential to scare multiple enemies away with her sudden appearance
Weaknesses:
-By herself, mary is not the most potent in terms of combat. At most she can serve as a levitating baseball bat
-Mary’s bad luck spell has varying effectiveness depending on who is hit by it, the least the spell does is to distract the enemy for a moment
-If the ally isn’t use to being ghost’d, then this can easily be considered a debuff for them
- Ghostrick Vanish:
Name: Ghostrick Vanish
Rank: D
Type: utility
Duration: one post
Cooldown: 2
Description: The user when they cast this spell is considered a spirit and becomes ghost’d for the post. However this comes from borrowing the power of a ghostrick, meaning a ghostrick summon must be currently out for this to work. In addition the ghostrick summon is unable to become ghost’d by it’s own means during the duration and gains the casters magical presence(while the caster loses theres for the duration of this spell). And if the ghostrick summon is defeated and sent back, the user takes normal spell damage based on the rank of the summon.
Strengths:
-Good escape spell for the user
-Also diverts attention away from the user
Weaknesses:
-Requires a ghostrick summon to be out
-Becomes vulnerable as they are considered a spirit during this
-If the ghostrick summon is defeated while this is active, then the user takes damage for it
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?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by weretiger5411 on 4th July 2017, 1:51 pm; edited 10 times in total