Hi Kaori! This is a really neat and creative magic; one I very much enjoyed reading. ^^ There are a few corrections needed that I listed in this lovely color. Please edit as needed and bump once you have finished! Thanks! ^o^
- Spoiler:
- ○Kaori wrote:Name: Charlotte of the Thirteenth Star
Height: 5' 1"
Gate: Banner Maiden
Key Color: Silver
Rank: D
Weapon Form: Cutlass
Personality: Charlotte is a fairly innocent girl. She's easily flustered, and stumbles while performing simple tasks if she doesn't focus. She's very easily worried by the smallest things, and is essentially the most gentle of Kaori's crew.
Duration: 3 Posts
Cooldown: 4 Posts
Active Ability: Ship Banner
Rank: D
Type: Supportive
Duration: N/A
Usage: Unlimited
Description:
Charlotte is able to summon any ship that Kaori owns to the battlefield. Unless that ship is one that can carry other ships inside it, using this ability to summon an extra ship will cause the previous one to leave the battle.
Passive Ability: Invulnerability
Charlotte is unable to be harmed, but at the same time she's unable to harm others. If she were to throw her hardest punch, with all her might, in her Celestial form she wouldn't even deal half of a point of damage.
Strengths:
• Lets Kaori call in any ship she needs
Weaknesses:
• Charlotte can't deal damage herself.
• Charlotte can't have multiple ships in the same place unless one of the ships is capable of storing other ships.Name: Jed the Undying
Height: 5' 11"
Gate: Undead
Key Color: Silver
Rank: C
Weapon Form: Bone Long Sword
Personality: Jed, short for Jediniah has an unusually friendly demeanor. He enjoys making horrible death puns, and seeing just how uncomfortable he can make people feel with them. While most would expect the zombie of the group to be a bit morbid, he's surprisingly high spirited.
Duration: 5 Posts
Cooldown: 6 Posts
Active Ability: Necrosis
Rank: C
Type: Supportive
Duration: Instant
Usage: 1 per summon
Description: Jed cuts his durability in half to extend his duration by 5 posts. This does not extend his cooldown since the cooldown begins when his duration ends.
Passive Ability: Un-kill
Whenever an enemy dies at Jed's hand, that enemy is resurrected as a C-Rank zombie. Unlike summoned creatures, this zombie dies in 2 hits or 1 hit to the head. These hits can be any rank, including D rank. Not all creatures can be resurrected through this ability. Holy beings turn to ash, other undead remain dead, other celestial spirits return to the celestial world, and other PC's are unaffected. Additionally these zombies cannot use magic, so their abilities are disabled. Specify how many zombies can be created. I suggest no more than six. Since 2x D rank hits to the head = 1 C rank hit, and most spells only allow a single summon to have 3x user rank damage as durability. Does that make sense? ^o^
Also specify that these C rank zombies deal C rank melee damage.
Strengths:
• Jed has potential to linger for a long time.
Weaknesses:
• Un-kill doesn't work for everything.
• Enemies resurrected by Un-kill are considerably weaker than they previously were.Name: Captain Scarlet
Height: 5' 6"
Gate: Chains
Key Color: Black
Rank: B
Weapon Form: Dual Shotguns
Personality: One of the more complicated of Kaori's spirits, Captain Scarlet was once a slaver who Kaori defeated through some less than honorable combat. She enjoys playing with mens' hearts, and torturing her victims. At the same time, she's known for being surprisingly caring towards her crew mates and has her own sense of pride. She commonly gets into arguments with Aquarius over ship roles since both of them are captains.
Duration: 4 Posts
Cooldown: 5 Posts
Active Ability: Chain Shot
Rank: B
Type: Crowd Control
Duration: 1 Post
Usage: 12
Description: Scarlet fires a bullet that's attached to a magical chain. This chain binds the target in place temporarily, but can be broken easily with magic. Connecting more chains doesn't increase the duration of the bind, but rather makes it harder for enemies to break free during that time. Area of Effect attacks can only destroy 1 chain, and each chain has a total of 20 points of durability. However, damage over time, area effects can reduce each chain to 1 health and destroy them 1 by 1 afterwards. Please give a cap to how many chains you can create. Also, area of effects may destroy all chains, not one. Please edit that as well.
Passive Ability: Mana Leech
While something is connected to one of Scarlet's chains, each chain removes 2% of that things mana. When Scarlet's duration runs up, that mana is returned to Kaori. If Scarlet gets defeated, the mana does not.
Strengths:
• Good for keeping a lot of weak enemies at bay, or a few strong ones.
Weaknesses:
• Mana Leech only works if the chains stay connected.
• Mana Leech only give Kaori mana if Scarlet survives to the end of her duration.Name: Mammoth
Height: 9' 2"
Gate: Beasts
Key Color: Black
Rank: A
Weapon Form: Spear/Lance
Personality: A bit of a paradox, Mammoth is extremely intelligent. He enjoys reading books about the days before magic was a thing, and cooking. If you ever wanted to have a lengthy conversation about your place in the world, global politics, and cooking; he's your man. He's also good with children. They like playing with his horns, and petting the fur on his back. He has a natural instinct to protect children and women, and will always be happy to brawl with a friend- or crush his enemies.
Duration: 7
Cooldown: 8
Active Ability: Battle Fury
Rank: A
Type: Offensive
Duration: Instant
Usage: 7
Description:
Mammoth raises his hand and forms a hammer, slamming it on the ground and making it explode to release a shockwave that forces all enemies within 70 yards to stop moving for a few seconds as the wave rushes over them. All enemies hit by this takes half damage, and for the remainder of the post all damage Mammoth takes is cut in half. This is too many effects in one. Immobilization, damage, and a buff. Could you reduce the damage Mammoth takes to 25%, not half, please, and thanks. ^^
Passive Ability: Mammoth Hide
Being born as the Celestial incarnation of an actual mammoth, Mammoth has an extremely hard hide and hit. His durability is twice that of an A-Rank celestial spirit, and he deals 50% more damage with his attacks. However, all that muscle, magic, and thick skin is heavy. Because of that, his speed is 50% less than other celestial spirits of his rank. Twice is a 100% buff. Change this to 50% please. Most buffs are only able to cap at and be spread between 50%, but you have a drawback, so it's okay to have more.
(:
Strengths:
• Mammoth can take a hit.
• Mammoth can deal heavy damage.
Weaknesses:
• Mammoth's slower than other spirits.
• Mammoth doesn't have any armour of his own.
• While in spirit form, Mammoth doesn't have a weapon.Name: Captain Iron Fist, Aquarius
Height: 6' 7"
Gate: Sea Shanty
Key Color: Gold
Rank: S
Weapon Form: Katana
Personality: The leader of the crew, as well as a powerful Zodiac spirit; Iron Fist prefers to just be called Captain by others. He's fearless, and headstrong as it gets and is willing to enter even the roughest seas if his crew is willing to trust him. Where most would expect a rough, raspy voice with a weird accent; Iron Fist speaks like a normal person. He enjoys studying battle formations, and old tactics to improve his chances in a fight but never forgets to spend time with his crew. He's not a fan of long speeches, and believes that his crew will have increased morale if he fights hard himself.
Duration: 10
Cooldown: 15
Active Ability: Water Slash
Rank: S
Type: Offensive
Duration: Instant
Usage: 2
Description:
The captain punches in a direction and causes a blade of water to rise for 120 yards. The blade is 10 yards thick, and after rising out of the ground or sea it splits in half to tear whatever it cuts in half.
Active Ability: Cthulhu's Blessing
Rank: A
Type: Offensive
Duration: 7 Posts
Usage: 1
Description:
This ability activates as soon as Iron Fist is summoned. Water forms around him, moving at high speed in a single ring. When enemies get withing 3 yards of him, the water lashes out with a jet formed like a tentacle to hit the opponent(s). This attack deals melee damage.
Active Ability: Nu's Scorn
Rank: B
Type: Offensive
Duration: Instant
Usage: N/A
Description:
Iron Fist extends his hand in the direction he wants to target and a 4 yard diameter jet of water erupts from that spot. Does this do anything, such as damage? If it's just for making water, it's fine.
Active Ability: Full Reload
Rank: C
Type: Supportive
Duration: Instant
Usage: 3
Description:
Only usable while aboard a ship, Iron Fist is able to reload all the weapons on the ship at once. Doing this does not remove the cooldown from abilities.
Passive Ability: Captain's Grace
While on-board a ship, the range and damage of all guns is increased by 50%. This returns to normal as soon as Iron Fist steps off the ship.
Passive Ability: Hydrokinesis
Iron Fist can control water with his mind. Incoming water attacks can be easily manipulated so long as they're the same rank as him or lower. The weaker the attack the more control he has over it. Naturally, his ability to control the attack depends on various factors beyond power. First, he needs to have enough time to react to the attack. Then he needs enough time to take control of it, and bend it to his will. If you wish to control the attacks of those of equal or lower rank, it must be instant, with a cooldown. Otherwise, you are basically immune to water attacks.
Strengths:
• Iron Fist has no shortage of attacks
• Iron Fist can use his attacks even if water isn't obviously preset due to underground aquafers.
Weaknesses:
• Iron Fists's passive ability can only be used while on a ship.
• Iron Fists's hydrokinesis can only be used against equal or lower rank attacks.
• Iron Fist has a problem with attacking sexy women.
Kaori's Celestial Crew allows her to command her ships from just about anywhere. The crew members all have their own abilities that they bring to the table, making them a force worth reckoning with. The crew in total is made up of a variety of characters, from a girl who has no business being out at sea to a an ex-slaver, and then a zombie. Naturally, the crew is nothing without their captain; a man who died and made a deal with the Celestial King for a second chance at avenging his former crew. The deal made him the spirit in charge of water, Aquarius and gave him immense magical capabilities. His unwavering honor lead him to pledge loyalty to Kaori, making it so she can call on him any time she needs his assistance. Naturally, she can call on her spirits just to talk; for which they're always willing to answer.
Passive Ability: Magical Mastery
Due to Kaori's training with Aquarius in mastering her celestial magic, Kaori's magic overall has been changed. Spells Kaori cast cost 50% change this to 25% less mana, and deal 25% more damage against undead, unholy, dead, and spirits. However, in exchange for all of this magical talent; Kaori is physically weaker. Spell effects are 30% greater on Kaori.
Passive Ability: Celestial Armory
Each of Kaori's spirits posess the ability to turn into, or be summoned as a weapon. This weapon is treated as a requip of its rank, and retains the same active and passive ability as its summon form. Kaori can turn the weapon into the summon at anytime, so long as the weapon is active on its duration. Kaori can also summon the spirits as weapons without activating them as spells, but in this form, they have no abilities at all.
Strengths:
• Allows Kaori to command her fleet from almost anywhere, at any time.
Weaknesses:
• The varying levels of her summons makes them somewhat niche.
• Kaori can't change the elements of her summon's spells since they aren't her's.
Name: Heal
Rank: S-Rank Signature
Type: Support
Duration: Instant
Cooldown: Once per post
Description:
Kaori causes the stars to rain down upon an area equal to 20 yards (doubles each rank) S rank signature spells are locked until S, so you can just state this has a 100 meter range. and heal all friendly targets within heals them for how much?. The severity of the wounds it can heal is dependent on the rank of the spell, starting at light lacerations and ending at completely broken or missling limbs.
Strengths:
• Heals wounds over a wide range
Weaknesses:
• Doesn't stop magic effects like 'bleed' or 'burn' from dealing damage over time even though the cosmetic effect is gone.
• Due to the holy element of the spell; dead, undead, unholy, and spirits are not healed.