*Zodiac Charm Magic*
Primary Magic: Zodiac Spirit Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description:
Through the use of Zodiac Charms the user may open a portal to the Zodiac realm and bring forth a Zodiac Spirit, a spirit and a wizard must form a contract and once one is formed they may be called forth to help the caster in battle.
Strengths:
*Zodiac spirits are another mage alongside the caster, being able to do things almost no other mage can.
*A strong Zodiac Wizard can have more than one spirit out at a time resulting in strong combinations between wizard and spirits.
*A Zodiac Wizard may have many different spirits for many different purposes and techniques.
Weaknesses:
*If a Zodiac Wizard loses their charms they are unable to summoned their spirits
*A Zodiac Wizard is useless in a fight without their summons because they tend to have no means of defending themselves that's why sometimes they have weapons to defend themselves
*A Zodiac spirit relies on the casters magic to stay summoned, if the caster has no magic their portal closes and return to the Zodiac spirit realms
*A Zodiac spirit is not that strong compared to other mages that's why they are used according to their usefulness in a fight.
Secondary Magic: N/A
Caster or Holder: Holder
Description:
Through the use of Zodiac Charms the user may open a portal to the Zodiac realm and bring forth a Zodiac Spirit, a spirit and a wizard must form a contract and once one is formed they may be called forth to help the caster in battle.
Strengths:
*Zodiac spirits are another mage alongside the caster, being able to do things almost no other mage can.
*A strong Zodiac Wizard can have more than one spirit out at a time resulting in strong combinations between wizard and spirits.
*A Zodiac Wizard may have many different spirits for many different purposes and techniques.
Weaknesses:
*If a Zodiac Wizard loses their charms they are unable to summoned their spirits
*A Zodiac Wizard is useless in a fight without their summons because they tend to have no means of defending themselves that's why sometimes they have weapons to defend themselves
*A Zodiac spirit relies on the casters magic to stay summoned, if the caster has no magic their portal closes and return to the Zodiac spirit realms
*A Zodiac spirit is not that strong compared to other mages that's why they are used according to their usefulness in a fight.
Lineage:
- The Other Half:
Description: A very long time has passed since the initial curse that caused this "condition". One of your ancestors was in the middle of a war and was desperate enough to trade off his sanity for immense power. They were able to win the war and spare their village, but were quickly executed after it was all over. The village elder had hoped that they were the last of his "kind" while burning the body, but what they didn't know was that they had given birth to a child already. This condition wasn't initially spotted, so it was kept under wraps from everyone else. When the child was old enough, the remaining parent sent them off to avoid persecution from the village's residents.
Ability: The user is able to drown out any sense of pain and goes into a state of all out attack. Though, they still take damage, they don't feel it. This also clouds the ability to distinguish friend from foe.
They temporarily gain 100% HP more when used, but their true HP is damaged first. If damage would kill them normally, they continue to use the temporary HP for the duration. They don't need to breathe and seem to ignore massive damage to vital organs including brain, lungs, and heart.
The all-out attacking frenzy increases damage they do by 50%.
Once the spell ends if they took damage exceeding their normal HP, they die then rather than earlier when the damage was taken.
This effect automatically triggers if reduced to 0% HP, or can be activated intentionally. They can be healed while in this effect and if healed above 0% HP they won't die.
Usage: 6 posts. 10 post cooldown. The extra HP does not regenerate after use and if used again starts where it was before.
- Unique Abilities:
- Heart Beat Sensor:
- Heart Beat Sensor: Ophelia to have an ability to sense one person's heart beat (Within 60m radius )when she focuses herself which makes her viable for tracking someone.
- Spirit Link:
- Spirit Link: Ophelia somehow feels a link between her spirits, once a spirit gets killed (not literally) it triggers a pulse of magic that increases her attack by 25% for 2 post with 3 post cooldown.
- Kind Heart:
- Kind Heart: Ophelia's kindness is utilize to transfer magic power to her allies it triggers when she gets emotional (20%) which she needs to be really close to her target to transfer it though it only last for 3 post with 4 post cooldown and a major drawback to her as she will get unconscious once the transfer starts, It lases for 3 post
Duration: 3 post
Cooldown: 4 post
Unconscious effect: 3 post
- Force Realm Closure:
- Force Realm Closure: It allows Ophelia to force her summonings to return to their realm
- D Rank Charms:
- Charm Of The Rabbit:
- Name: Charm Of The Rabbit
Rank: D
Type: Normal Summon
Duration: 3 post
Cooldown: 5 post- Description:
Duration:1st post of charge the second one for attack (2 post total)
Cooldown: 3 post
Passive Ability: Usa can dig her way below the ground which makes her unpredictable when attacking.
Strengths:
*Due to her high speed and decent damage she can easily put out damage in time.
*She can out speed most of her opponent.
*She's able to do a surprise attack when she's below underground.
Weakness:
*Even though she have her mobility, she's not durable enough to absorb high amount of damage.
*She can be predicted by magics that are able to see through underground.
*Her patterns can be predictable.
*Her princess like attitude can be her drawback.
- Charm Of The Pig:
- Name: Charm Of The Pig
Rank: D
Type: Normal Summon
Duration: 3 post
Cooldown: 5 post- Description:
Active Ability: She's kind hearted though do not underestimate her as she posses the mud magic that allows her to slow her enemies. Mud flood is an aoe attack that allows Uri to slow down her opponent by 30% with a range of 20 feet wide and it can extend to 40 feet wide if there's a nearby source of mud.
Duration: 3 post
Cooldown: 4 post
Passive Ability: Snout Track allows her to smell anyone on a far distance of 40 feet radius.
Strengths:
*She can slow down her allies gain an advantage.
*She can easily track anyone when they're hiding or nearby.
Weakness:
*She's doesn't have an offensive skill which is her huge disadvantage.
*When her snout is blocked, she can't smell anything.
*Sometimes she gets too lazy to do something.
- Charm Of The Sheep:
- Name: Charm Of The Sheep
Rank: D
Type: Normal Summon
Duration: 3 post
Cooldown: 5 post- Description:
Active Ability: As a Zodiac Spirit, she's kind hearted and calm whose always ready to help everyone in need. Wool Mending allows her to use wool to heal her allies by applying it to everyone which heals 10 hp per post in a 30m radius.
Duration: 3 post
Cooldown: 4 post
Passive Ability: Mei is able to mend her allies by her aura that heals nearby allies by 2 hp in a 40 feet radius per post.
Strengths:
*She can heal allies which is very essential to them.
*Her wool acts as her med kit to heal her allies.
Weakness:
*She's doesn't have any skill to defend herself which means, she have to rely on her allies on protecting her.
*Her sent wool is fragile enough to be broken by a single attack.
*She often stay on the back line of the fight.
- Charm Of The Cat:
- Name: Charm Of The Cat
Rank: D
Type: Normal Summon
Duration: 3 post
Cooldown: 5 post- Description:
Active Ability: She's really not in part of the original 12 zodiac charms but she really finds her way to be one. Due to her sharp eyes and claws she's able to strike her enemies with almost no miss with the help of her really fast reflexes. Consecutive strikes allows her to attack consecutively while only focusing on that only target which deals 50% extra D rank unarmed melee damage.
Duration: 2 post
Cooldown: 3 post
Passive Ability: Night Vision allows Nyaa to see through the dark but she can only see through darkness equal to or lower to her rank.
Strengths:
*Her reflexes allows her to avoid most of the attacks that are going to hit her.
*Her damage deals massively if not avoided.
Weakness:
*She's not bulky enough to sustain a lot of damage.
*Her sight is her main weapon which means if her sight is blocked it's already her end.
*She can easily get distracted
- C RANK CHARMS:
- CHARM OF THE DOG:
Name: Charm Of The Dog
Rank: C
Type: Normal Summon
Duration: 5 post
Cooldown: 6 post- DESCRIPTION:
Active Ability: Being known as the Short-tempered spirit, most of the beings in the zodiac realm avoids her. Though it doesn't bother her due to the fact that she posses a powerful sound magic. Hound's howl allows Inu to render her opponents become slowed by 15% and reduce their normal attack damage by 10% though it also affects allies since its radius is 25 ft. unless they avoid hearing it.
Duration: 3 post
Cooldown: 4 post
Passive Ability: Among her friends, she have a unique ability that enables her to act like compass. When the said person or object is needed to be locate, Inu can look for it around 25ft. radius only
Strengths:
*A weakened enemy benefits her allies.
*Her locating skills is more accurate than Uri's.
Weakness:
*She's vulnerable from attacks to her blind spots when using her ability.
*Her locating skills relies on all of her senses, if she gets distracted or one of her senses gets blocked then it's over.
*It's best for her to have a partner when she uses her howl ability since it won't do much if she's alone.
- CHARM OF THE MONKEY:
Name: Charm Of The Monkey
Rank: C
Type: Normal Summon
Duration: 5 post
Cooldown: 6 post- DESCRIPTION:
Active Ability: Ki, the mischievous one. Most of the spirits hates her. In the zodiac realm you'll find a lot of things are stolen by her. She uses teleportation magic to steal things from her enemies and use it against them (If the item is similar to her rank). Pickpocket allows Ki to teleport on multiple targets to steal their stuff for around 90m radius.
Duration: 3 post
Cooldown: 4 post
Passive Ability: Tail flex allows Ki to grapple around structures (like trees) to maneuver around.
Strengths:
*She can weaken an enemies that are carrying items or weapons.
*She can escape attacks easily due to her mobility.
Weakness:
*She can be predictable.
*Less structures means less mobility fot her.
*Her personality can get in her way because she likes to talk a lot.
- CHARM OF THE ROOSTER:
Name: Charm Of The Rooster
Rank: C
Type: Normal Summon
Duration: 5 post
Cooldown: 6 post- DESCRIPTION:
Active Ability: Spirits describe her as a teacher or a principal, Piyo will do her best to lead everyone in the right path. Feather strike allows Piyo to use her wind magic to release 5 wind bullets with sharp feathers that deals 75% of C rank damage (30hp) upon hit as it can hit multiple targets. It can be reflected by another C rank spell or 2 D rank spell. Its range is also 90 m with a speed of 67.5m/s.
Duration: 2 post
Cooldown: 3 post
Passive Ability: Due to her strong legs, Piyo can jump really high to glide once she's in the air. At this point she can either carry her teammates or attack from above.
Strengths:
*She have a decent amount of mobility.
*She can be deadly and unpredictable.
Weakness:
*Her underside is vulnerable when flying.
*She is precised and it makes her pattern predictable.
*She takes her time when planning an attack which makes her vulnerable in this state.
Last edited by popcutefrenzy on 24th August 2017, 5:16 am; edited 30 times in total