- Post No.1:
- Samira Nassar wrote:
Magic Name: Celestial Avatar Summoning
Second Magic: Celestial Avatar
Third Magic: Avatar Aspect
Magic Type: Summoning (Solitary - 4 Summons)
Description:
In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.
Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.- Lineage:
Summoner of Divinities
Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017
Description:
The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.
Normal Abilities:
Magical Enlightenment:
The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. Samira's base Spell Damage is increased by 50%. However, because she is so magically focused her natural Strength/Melee Damage is decreased, lowering its base value by 50%, and she can not benefit from buffs that increase Strength/Melee Damage. 1 Effect
Spirit Deities:
Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Summon HP is increased by 30%.1 Effect
Dark Serpent:
At the time those of this bloodline were granted their powers and spirits, there was also a key made for a spirit that was beyond all control and rivaled that of Zodiacs. For generations he was imprisoned until his key became a part of Samira's fate and magic. This ability gives the user an extra H+ spell to be used in their summoning magic. This spell is to be used for the Crystal Key that is obtained naturally through a Primary or Solitary Summoning Magic, and it can be made even if a Zodiac Key already exists in that same magic. However, because the spirit within this key is still in a prison, it takes more to summon him into the mortal plane of existence. This key does not benefit from Spell Cost Reductions and costs double the MP to use. This extra spell is to be reviewed and graded in the magic application. 3 Effects - 2 Drawbacks = 1 Effect
Final Guardians:
Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage and their summoning magic. 2 B+, 2 A+, and one S+. Additionally, she also unlocks another S+ spell slot for use in another one of her magics. All extra spell slots are to be reviewed and graded in the magic application. 3 Effects
Summoner’s Wealth:
Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect
Master Summoning:
All of those within this bloodline have a natural talent and specialization with summoning magic whether they desire it or not. It overcomes the limits that most other summoners have and makes it so those with this ancestral trait have the ability to have more of their spirits at their call at once. Samira's Active Summon Cap is increased by 1 depending on what Summoning Magic Benefit she has. EX: A Solitary Summoning Magic would now have a 5 Active Summon Cap instead of 4. This also extends to her Re-quip magic and abilities due to the connection with the spirits. Her Re-quip cap is also increased by 1 depending on the benefit. EX: A Primary Re-quip Magic would now have a 4 Active Re-quip Cap instead of 3. 2 Effects
Ancestral Power:
There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect- Plot Abilities:
- Plot Abilities:
Janus, God Avatar of Portals
Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.
Blessing of Longevity
The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. For Plot purposes only she is immune to sickness and disease, and can keep going strong for long periods of time with no rest. Combat effects within the magic of others work as they are meant to. As another side effect to this blessing, those within this bloodline that have reached a very high point of power do not age normally. Their appearance remains at the age they were when reaching that high point. Samira is no exception to this.
Will of Minds Plot Version
Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Because of this, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.
Hidden Presence
Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.
Spirit Deities
Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.
Celestial Storage
Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.
Nassar Sanctum
Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.
Blank Sleep
Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.
Social Spirits
Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.
Fellow Celestials
Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.
Spirit Keys
Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.
- Lineage Spells:
- An Dagda, God Avatar of Druidry:
Name: An Dagda, God Avatar of Druidry
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.- Appearence:
- Active - Uaithne:
Category: Supportive
Type: AoE, Buff, Cleanse/Negation, Regen
Healing: 60
Range: 150m
Speed: 75 m/s
Duration: 8 Posts
Downside:
Description:
Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned he uses this ability, and the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies within a 150m range will be healed for the equivalent of 50% of B+ Spell Damage as well as have the power of their Spell Durability increased by 90% for the remainder of the duration. A negative status effect will also be removed once per post so long as it is B+ rank or lower. This requires the MP cost of the enemy spell that made the effect to be paid from Samira's own MP before it will take effect. Allies within range will also have 5% of their MP restored once per post.
- Active - Lorg Mór:
Category: Offensive, Supportive
Type: Single Target, Buff
Damage/Healing: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per post. Regardless of which of these are chosen, Samira's Spell Damage and Spell Healing are increased by 45% for the remainder of the duration.
Revival - Using the handle end of his club, Dagda will heal a person as far as 300m for the equivalent of B+ rank Spell Damage. For plot purposes it will also revive dead NPCs and, if OOC permission is given, anything player related. Can be used one per post if chosen over Killing Blow.
Killing Blow - Dagda will use his club to strike an enemy, damaging a target for B+ rank Spell Damage. This is a Single Target ability that is normally melee range, but using his strength he can throw it as far as 300m at a speed of 300 m/s. This can be done once per post if chosen over Revival.
- Vishnu, God Avatar of Preservation:
Name: Vishnu, God Avatar of Preservation
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid. He is an intelligent and patient spirit that is curious in many things. Like Amaterasu, he can be easily amused and actually does enjoy trolling people if given the opportunity. So long as it isn't ridiculously distasteful. Does get irritated easily even thought he hides it quite well.- Appearence:
- Active - Dashavatara:
Category: Offensive
Type: Multi-Target, Immobilization, Buff
Damage: 90
Range: 225m
Speed: 165 m/s
Duration: 8 Posts
Downside:
Description:
This ability allows Vishnu to transform himself into any of his avatars of legend. The appearance change is for plot and cosmetic purposes of the spell. For the more combat oriented effects, the power of an avatar form is great and will affect even his melee strikes. His attacks now do 75% of B+ Spell Damage per hit for the remainder of the duration. This can also be released as a ranged form where the avatar energy will go as far as 225m at a speed of 165 m/s. The power behind the attacks has a chance to also stun targets that are hit, acting as immobilization. This lasts for a single post, and can only occur every other post for targets that were already affected by the effect and are hit again. As a final effect, the avatar grants a benefit to a max of 8 allies within range, boosting their Spell Damage and Strength by 45% each for the remainder of the duration. This buff does not stack.
- Active - Trimurti:
Category: Offensive
Type: Single Target, Buff, Piercing
Damage: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack towards a single target that goes as far as 300m at a speed of 300 m/s. After the attack is complete, Shiva and Brahma disappear until the next time they are called to perform this attack, which can be once per post. Additionally, Brahma and Shiva each provide a buff to the one that controls Vishnu, increasing Samira's Spell Damage and Spell Durability by 45% for the remainder of the duration. The damage part of this ability is capable of piercing through armor and magical defenses in order to do 50% of the intended damage.
- Zeus, God Avatar of the Sky:
Name: Zeus, God Avatar of the Sky
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.- Appearence:
- Active - Lightning Bolts:
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full A+ rank Spell Damage to a single target once per post throughout his duration. Range of 450m at a speed of 450 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive additional jolts that deplete 5% MP and 5% of HP once per post for the remainder of the duration. A second harmless bolt of lightning is also thrown towards his summoner upon activation, increasing her Spell Damage by 100% for the remainder of the duration.
- Active - Stormlord:
Category: Offensive
Type: Multi-Target, Immobilization, Single Target, Piercing
Damage: 113, 150
Range: 338m, 450m
Speed: 250 m/s, 450 m/s
Duration: 9 Posts
Downside:
Description:
A massive storm is created that lasts throughout the rest of the duration or until he ends it himself. The damaging component of the storm is a massive artillery of lightning strikes that appear and strike multiple targets, or the same target multiple times, within a 338m range of himself at a speed of 250 m/s. Each strike is capable of damaging for 75% of A+ Spell Damage. Those hit by the attack are also paralyzed for a single post. This ability can be used once per post, but the paralysis can only happen every other post to those that were already affected. Once per post and with the sacrifice of the multi-target components of this ability, Zeus can instead choose to combine the power of the storm into one devastating bolt of lightning instead. When unleashed, this bolt will do full A+ Spell Damage to a single target within 450m at a speed of 450 m/s. Regardless of which damage type is used, this ability will also pierce through armor and defensive spells in order to do 50% of its intended damage.
- Odin, God Avatar of Battle:
Name: Odin, God Avatar of Battle
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110
Speed: 110 m/s
Duration: 9 Posts
Description:
Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.- Appearence:
- Active - Souls of the Valkyrie:
Category: Supportive
Type: Burst, Buff, Teleport, Negation
Healing: 150
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Downside:
Description:
When activated, spirits that resemble valkyrie appear as they are called on and hover in a large circle instead of entering battle for themselves. Together, they act as support and are able to heal all allies within a 110m range of Odin for the equivalent of full A+ Spell Damage. For plot purposes this will also cause those that have fallen to rise again. For the plot effect to work on other players and anything they may own this requires OOC permission. A buff that lasts for the remainder of this ability's duration will also be granted to those that were healed, increasing their Spell Damage and Spell Durability by 50% each. Once per post, the valkyrie spirits are capable of selecting an ally and transporting them to another location within this spell's range for safety or any other reason they deem relevant. If affecting other players and whatever they own this requires OOC permission. Lastly they can negate a spell that is within range and is A+ rank or lower once per post. This requires the same MP be taken from Samira that was used to create the negated spell.
- Active - Souls of the Warrior:
Category: Offensive
Type: Multi-Target, Buff, Piercing, HP Drain
Damage: 113
Range: 338m
Speed: 250 m/s
Duration: 9 Posts
Downside:
Description:
When activated, warrior spirits will appear and grant each ally (max of 8 targets) within a 110m range and Odin himself their strength and battle confidence. Strength is increased by 100% for the remainder of the duration and does not stack through multiple posts. These souls of celestial warriors will spread out and damage targets for 75% of A+ Spell Damage with each strike that they do, and will pierce through armor and magical defenses to do 50% of the intended damage. Attacks made by these battle hardened warriors will also leave a negative effect on those they hit that drains 5% of a target's HP once per post for the remainder of the duration.
- Ma'at, Goddess Avatar of Order:
Name: Ma'at, Goddess Avatar of Order
Rank: S+
Type: Bronze Key
Damage: 52
Summon HP: 375
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Description:
The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.- Appearence:
- Active - Defensive Order:
Category: Defensive
Type: Burst, Immobilization, Debuff, Negation
Durability: 562
Range: 150m
Speed: 150 m/s
Duration: 6 Posts
Downside: Sacrifices 50% Duration for 25% more Durability
Description:
When activated, Ma'at will create a transparent energy barrier around herself that spreads as far as 150m at 150 m/s. This absorbs the damage that may be inflicted on herself, Samira, and other spirits even if it appears that they have been struck. In other words, it protects them all from damage up to 3x S+ rank Spell Damage. This is not for each of them and is a singular barrier that provides protection so long as they remain within its boundaries. Enemies can cross into the barrier's boundaries, but upon doing so a shockwave will emit from Ma'at that extends through the entire circular barrier at the same speed, and if it reaches the enemy they will be stunned and immobilized for a single post, as well as have their Spell Damage, Spell Durability, and Spell Healing reduced by 35% for the remainder of the duration. The barrier's strength resets every post during this ability's duration, and the immobilization shockwave can also happen every post to affect new targets. However, those that have already been affected can only be stunned every other post. Lastly, Ma'at can choose to power up her barrier by taking energy from Samira in order to negate a single spell that has entered its boundaries once per post. The cost to do this must match the same that was used to create the negated spell, and it must be of S+ rank or lower.
- Active - Spawn of Ammut:
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Debuff
Damage: 225
Range: 600m
Speed: 600 m/s
Duration: 6 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 600m at a speed of 600 m/s. If the target gets hit they will be damaged for full S+ rank Spell Damage. Being hit by the spawn will leave a lingering effect from the real Ammut. For the remainder of the duration the hearts, both physical and magical, will be judged as an enemy and thus they will be drained of 5% of MP and 5% of HP every post. A debuff will also be applied for the remainder of the duration that decreases the power of Spell Durability, Spell Damage, and Spell Healing by 35%.
- Apophis, God Avatar of Chaos:
Name: Apophis, God Avatar of Chaos
Rank: H+
Type: Crystal Key
Damage: 82
Summon HP: 600
Range: 500m
Speed: 400 m/s
Duration: 25 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit aside from the Zodiac spirit she wields, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.- Appearence:
- Active - Void Shroud:
Category: Defensive
Type: Burst, Buff, Teleport, Negation
Durability: 945
Range: 500m
Speed: 400 m/s
Duration: 12 Posts
Downside: Sacrifices Effect for 25% more Durability. Sacrifices 50% Duration for 25% more Durability.
Description:
Upon activating this ability, dark colored particles surround this spirit and then extend to a 500m range to protect those this spirit considers as an ally. Firstly it acts as a sort of barrier that absorbs up to 3x H+ rank Spell Damage. This barrier recovers its energy and power every post throughout this ability's duration regardless of whether or not it has been destroyed. Enemies can walk into the protection particle zone, but they will not benefit from the damage absorption. Spell Damage for Samira and allies within range is also increased by 115% for the remainder of the duration. Apophis can also disappear once per post throughout the duration, turning into particles that fade into nothingness and then reappear in full form elsewhere within the shroud's range, acting as a teleport. Lastly, once per post when an enemy spell is used within the zone or if it travels through, the shroud particles erase it, negating it completely. The spell that is negated can be chosen at will. This effect also requires the same amount of MP be taken from Samira that was used to cast the negated spell, and can only be used to negate spells that are H+ rank or lower.
For plot purposes he can also erase any trace of his existence as a form of invisibility. This does not work in combat.
- Active - Obliteration:
Category: Offensive
Type: AoE, Single Target, Debuff, MP Drain, HP Drain, Piercing
Damage: 131, 262
Range: 600m, 800m
Speed: 500 m/s, 800 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% increased Damage
Description:
Apophis gathers his energy and then unleashes it as a massive wave of dark energy that obliterates everything in its path for cosmetic and plot purposes. Anything belonging to other players requires OOC permission before being destroyed. For the combat effect, those within a 600m range will be damaged for 50% of H+ Spell Damage. This can be used every post of the ability's duration. This wave can also be focused into a Single Target attack at the sacrifice of its AoE damage for that post. Apophis will gather his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 800m at 800 m/s when unleashed. Upon meeting its target, the sphere explodes, dealing H+ Spell Damage towards it. No matter which damage type is used, targets hit by it will experience the same effects. They will receive a debuff to their Spell Damage by 115%, as well as a 5% MP and HP drain every post. The negative effects last until this ability's duration has expired unless removed. This ability can also pierce armor and magical defenses in order to do 50% of its intended damage.
- Active - Chains of the Void:
Category: Offensive
Type: Multi-Target, Immobilization, Debuff, Negation, Piercing
Damage: 197
Range: 700m
Speed: 600 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% increased Damage
Description:
Snake-like moving chains made out of dark energy will travel as far as 700m at 600 m/s and attempt to wrap around several targets, trapping them and making them unable to move for 1 post. The energy chains will remain to trap any new enemies that enter the battlefield, although those that have already been trapped can only be so again every other post. Enemies will also be damaged for 75% of H+ Spell Damage per hit if they are struck by the chains, and they will also receive a debuff to their Spell Durability and Spell Healing by 57% each that lasts through the remainder of this ability's duration. A chain can be used to intercept and destroy a single enemy spell once per post if the MP that was used to create that spell is used to amplify its power. However, this can only be done to H+ rank spells or lower. Can be used every post of this ability's duration. Lastly, the power of the chains bypass the armor and magical defenses of others, piercing through them to do 50% of the intended damage.
- Ascendant Abilities:
- X:
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)
- Y:
Master of the Other World:
Description:
In all magic there are prodigies and masters, those who from an early age are destined to be a natural talent in a particular magic or skill. For the Master of the Other World, this mastery comes in the form of summoning; they seem to see lines where others would not and are able to make contracts with their summons of choice which are lasting, and more binding than those made by a normal wizard. When these masters choose to show their power, they seem to be able to better control, and better understand their summons. For some, this is due to a deeper understanding, and even friendship, for others it is their will which allows them to overpower that of the summons.
Ability:
The user gains the ability to actively maintain one additional Summon spell on top of the active Summon slots they already have. If the user does not possess a magic that is at least of an Auxiliary Summoning type, the active summon cap is raised from one slot to two slots instead.
Usage:
Passive
- Z:
Truth:
Description:
There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability:
Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower. Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true, it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.
Usage:
3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
- Unique Abilities:
Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. A small invisible energy barrier exists around her that will activate whenever she is about to take damage, or at any time she deems appropriate. This is capable of absorbing up to 2x S rank Spell Damage, and will last 10 posts with its durability refreshing back to max every post. Furthermore, the divine energy that makes up Samira's shields and barriers in the spells and abilities of her magic, lineage, and equipment is of a stronger sort that protects them from shield piercing spells and abilities. This applies a counter effect to them that reduces the effectiveness of piercing spells and abilities by 50%.
Avatar Ascension - Active. - This ability allows for Samira to call on and fuse with one of her spirits for a duration of 10 posts. This not only grants her the Actives and Passives of the summon, but it also increases her Spell Damage by 70% for the remainder of the duration. Only one summon can be used in this way at a time, and it cannot be summoned separately while in this state. Additionally, this ability only works on S rank summons or lower. For plot only, this can be used on any spirit. Naturally, this also counts towards the active summon cap, and the MP cost of the spirit must also be paid as if summoning it normally.
Spirit Particles - Passive. Whenever a spirit is dismissed prematurely or destroyed, rather than return to the celestial realm completely part of the spirit will remain as moving energy particles that will damage those that come within user rank burst Range at user rank burst Speed for full Spell Damage of the spirit's rank. All values cap at S rank, which means a H or H+ spirit will only do S rank damage when in this form. The damage can happen once per post for a duration of 10 posts. This ability also affects the summoning particles. Some of these particles attach themselves to Samira and fellow spirits, increasing their Spell Damage by 60%.
- Signature Spells:
- Portunus, God Avatar of Keys:
Name: Portunus, God Avatar of Keys
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
This spirit when summoned is barely noticeable. He lacks the flashy entrance of the others and instead of a large fighting form he takes on the simple appearance of a small key. He materializes on Samira's keyring and remains there until his ability is used. For plot purposes he can be used as a world master key and unlock nearly everything except for player created locks and such. That requires OOC permission.- Active - Circle of Keys:
Category: Offensive
Type: Single Target, Buff
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Portunus will leave the keyring and command all other keys attached to leave as well. They then form a circle with Portunus at the center and from there the other keys release their energy to combine at the center point. Portunus then fires a beam of the combined celestial energy towards a single target that does S rank Spell Damage. This can be done once per post. 400m range, 400 m/s speed. Additionally, a small amount of the combined power of the keys transfers to Samira, increasing her Spell Damage by 70% for the remainder of the duration.
- Anhur, God Avatar of War:
Name: Anhur, God Avatar of War
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Anhur is different from the other spirits and can exist just fine outside the normal laws and traditions of his fellow god avatar spirits. However, his spirit is still attached to a key that has a while back been claimed by Samira during the search for him. Regardless of his "companion" form, the key can be used to access the spirit power that had been left behind within the key ages ago.- Appearence:
- Active - Guardian of War:
Category: Defensive
Type: Single Target, Negation
Durability: 360
Range: Self
Speed: Self
Duration: 10 Posts
Downside: Sacrifices Range and Speed for 50% more Durability
Description:
This ability allows the spirit of Anhur to become much more durable and resistant to damage, becoming much like unbreakable stone that is similarly found in the Guardian Form of his real body. For the remainder of the duration, this stone can withstand up to 2x S rank Spell Damage, with the durability resetting every post. He is also able to negate a spell or ability that gets within his melee range, though this can only be done once per post, be used against S rank spells or lower, and requires the same amount of MP be taken from Samira as was used to create the negated spell.
- Passives:
Spirit Bond - Samira's Spell Damage is increased by 50% - Replaces B Rank Spell Slot
Isis' Boon - Samira's MP pool is increased by 50% - Replaces B Rank Spell Slot
Magic Flow - Samira's spells cost 50% less MP. She also regens 5% MP every post. - Replaces a S Rank Signature Spell
Celestial Defense - Samira has a 50% Resistance towards Physical Damage and 5% more MP - Replaces A Rank Signature Spell from Lineage
- Plot Spirits:
- These are spirits that were originally in the magic but were removed due to mainly being for plot and fun. They serve no combat purposes nor will they participate.
- Jing Wei:
- Cupid:
- Aphrodite:
- Awilix:
- Bacchus:
- Apollo:
- Nox:
- Janus:
Celestial Avatar Summoning
Ahote- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Gold Rush
Position : -
Posts : 2244
Guild : Hidden Blades
Cosmic Coins : 10
Dungeon Tokens : 0
Age : 22
Mentor : N/A
Experience : 2,246,236
Character Sheet
First Skill: Forbidden Flame Arts
Second Skill:
Third Skill:
- Post n°76
Re: Celestial Avatar Summoning
Ahote- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Gold Rush
Position : -
Posts : 2244
Guild : Hidden Blades
Cosmic Coins : 10
Dungeon Tokens : 0
Age : 22
Mentor : N/A
Experience : 2,246,236
Character Sheet
First Skill: Forbidden Flame Arts
Second Skill:
Third Skill:
- Post n°77
Re: Celestial Avatar Summoning
- Post No.2:
- Samira Nassar wrote:Planner Guide: 20 Slots due to 5 Purchased/Rewarded slots
6 B (2 of them Passives)
8 A
6 S- B Rank Summons:
- Loki, God Avatar of Tricks:
Name: Loki, God Avatar of Tricks
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Tricks! Loki!” a spirit that normally takes on the guise of a jester appears. He is a master shapeshifter and quite enjoys using illusions and tricks to annoy others. Loki can be a bit of a jokester and enjoys toying with others. However, he is also a spirit that enjoys staying alive and unharmed so he knows when to stop. Unlike Agni, he can take on a more serious and sinister nature in certain situations, and does actually make use of his brain for things other than tricks. He is, however, often ignored by the others. Mainly due to his habit of turning them into random things and keeping them that way.- Appearence:
- Active - Target Dummy:
Category: Offensive
Type: Burst, Teleport
Damage: 80
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Once Loki activates this ability, if attacked, a waving target dummy will pop up in his place and take the hit while he himself disappears elsewhere within 50m. The dummy will then explode, causing full B rank Spell Damage to enemies within 50m of the explosion. This can happen once per post for the remainder of the duration of this ability. 50 m/s.
- Active - Shapeshift:
Category: Offensive
Type: Single Target
Damage: 80
Range: 200m
Speed: 200 m/s
Duration: 6 Posts
Downside:
Description:
Not only can he change his own form, but he can also change that of his enemies as well as his allies. Due to some people may not liking what they are transformed into, OOC permission is required. Otherwise, this ability will do full B rank Spell Damage and can be used every post of his duration. So as not to be an auto hit, the damaging component of the ability is a tossed Jack in the Box and other toys that were once normal beings but have been transformed at an earlier time. An ability that can be used as far as 200m away at 200 m/s.
- Pele, Goddess Avatar of Volcanoes:
Name: Pele, Goddess Avatar of Volcanoes
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Volcanoes! Pele!” a woman with glowing eyes, lava colored hair, and skin marked with tattoos enters the normal plane of existence. While her original is known as both a goddess of fire and volcanoes, the spirit version focuses on the volcano side.- Appearence:
- Active - Eruption:
Category: Offensive
Type: AoE, Debuff, Piercing
Damage: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Pele is capable of creating an actual volcanic eruption where she stands and within her melee range. Lava and earthquakes affect a 100m range from the eruption and those within range of the eruption shockwaves take 50% of B rank Spell Damage for every post of her duration. She can also dismiss the current volcano in order to create a new one if her location has changed once per post and before the original volcano has done its damage. Those that are struck by this ability will have their Spell Durability weakened by 60% for the remainder of the duration. The power of the volcanic eruption's shockwaves and lava will also pierce through armor and magical defenses to do 50% of the intended damage.
- Active - Lava Wave:
Category: Offensive
Type: AoE, Immobilization, HP Drain
Damage: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Large waves of lava similar to tidal waves will be created all around Pele and go as far as 100m at 50 m/s, doing 50% of B rank Spell Damage to those in their path. If it hits a target, the lava will quickly cool and harden, trapping them for 1 post. This can be done every post of her duration, but the immobilization effect can only happen every other post for those already affected by it. As a final effect, being hit by the lava waves will cause a lingering effect that melts away 5% of HP every post for the remainder of the duration.
- Chronos, God Avatar of Time:
- Slot Gained From Job Reward - Ending Approval
Name: Chronos, God Avatar of Time
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Keeper of Time! Chronos!” a blue skinned man with white hair and golden armor that looks like clock mechanisms appears from the gateway. He is a spirit that does not really enjoy battle. He prefers taking more peaceful approaches rather than acting out on violence. He has a serious nature about him, and normally always carries a frown. Nevertheless, he speaks up if he has any sort of input and always does as he is told by his fellow spirit brethren and summoner.- Appearence:
- Active - Fast Forward:
Category: Auxiliary
Type: Burst, Buff, Teleport
Damage: 0
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Chronos generates a thin magical aura that alters time around himself. The surrounding environment will seem to slow down and himself and allies speed up. Character Speed and Spell Speed are increased by 30% and the altered time waves allow him to be able to teleport once per post within a 50m range. 50 m/s. Both effects last throughout the entire duration of this ability.
- Active - Time Alteration:
Category: Supportive
Type: AoE, Buff, Immobilization
Healing: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
When this ability is used, a large and mystical-looking hourglass is brought forth from wherever this spirit keeps it and continues to hover above ground while sending energy pulse shockwaves that go as far as 100m from Chronos at a speed of 50 m/s. Part of the shockwave alters and reverses time for injuries, healing allies for the equivalent of 50% of B rank Spell Damage every post if they are within the stated range. Another part accelerates their magic power and physical strength, putting them both into a state that represents one of possible futures of growth. Allies within the stated range have their Spell Damage and Strength increased by 30% for the remainder of the duration. For enemies that are within range and are hit by the shockwaves, time is stopped for them, counting as immobilization for 1 post. This can occur every post to affect new targets, but those already affected by it can only be immobilized every other post.
- Ah Puch, God Avatar of Decay:
Name: Ah Puch, God Avatar of Decay
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Decay! Ah Puch!” a tall, thin, and frail looking spirit wearing a bone mask appears from a rather sickly looking portal. He enjoys reanimating corpses and prefers the company of the dead.- Appearence:
- Active - Zombified:
Category: Offensive
Type: Multi-Target, HP Drain
Damage: 60
Range: 150m
Speed: 110 m/s
Duration: 6 Posts
Downside:
Description:
When used, Au Puch will call on zombies and other monstrosities from the ninth hell to aid him temporarily. They attack once before they either explode or turn to dust regardless if they hit or miss. Each one is capable of doing 75% of B Rank Spell Damage if they land the hit, and they can move in a 150m range of Au Puch at 110 m/s. However, if they do manage to hit their target that target will become infected and will lose an additional 5% of HP every post for the remainder of the duration. This effect does not stack with each hit. These creatures can be released every post of Au Puch's duration.
- Active - Decay:
Category: Offensive
Type: AoE, Debuff, HP Drain
Damage: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
With this ability Ah Puch will unleash an AoE type of attack that decays the area around him as far as 100m at a speed of 50 m/s. Enemies that are struck by the miasma of death and decay will take 50% of B rank Spell Damage. This miasma lasts throughout the rest of his duration, and the area it affects can be changed once per post before the damage occurs if he has switched locations. Additionally, the attack will also reduce Spell Damage by 60% to those that were struck and also remove 5% of their HP once per post. The effects will remain on affected targets for the rest of the duration unless removed.
- A Rank Summons:
- Agni, God Avatar of Fire:
Name: Agni, God Avatar of Fire
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He is one of the many spirits that focuses purely on offense. Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with for plot. OOC permission needed for player owned items and such.- Appearence:
- Active - Conflagration:
Category: Offensive
Type: Single Target, Piercing
Damage: 125
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside: Sacrifices Effect for 25% more Damage
Description:
When this is activated, Agni can unleash a powerful blast of flames towards a single target as far as 300m at 300 m/s. This does A rank Spell Damage upon impact with the target. This can be used once per post throughout the duration, and this will also pierce through armor and magical defenses to do 50% of the intended damage.
- Active - Circling Flames:
Category: Offensive
Type: AoE, HP Burn, Buff, Burst
Damage: 50, 100
Range: 150m, 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
Purified flames erupt from Agni’s body and spread in a circle around him, dealing 50% of A rank Spell Damage to anything within 150 meters with a speed of 75 m/s. Can be done once per post throughout his duration. This ability also places a burn on enemies that are hit by the initial attack that drains 5% more HP once per post until this ability's end. The burn does not stack and can be removed, but if targets are hit again then the burn effect will be re-applied. These flames react according to Agni's view of ally and enemy, and instead of allies being harmed they instead receive a buff that increases their Spell Damage by 65% for the remainder of the duration. Lastly, Agni can choose to instead decrease the range of this spell to 75m in order to do full A rank Spell Damage and apply the same effects. The Burst category can not happen on the same post as the AoE category.
- Chaac, God Avatar of Rain:
Name: Chaac, God Avatar of Rain
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.- Appearence:
- Active - Rainstorm:
Category: Offensive
Type: AoE, Debuff, Single Target, Piercing
Damage: 50, 100
Range: 150m, 300m
Speed: 75 m/s, 300m
Duration: 7 Posts
Downside:
Description:
Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 150 meters. This rainstorm is not by any means harmless or gentle. The water droplets that rain down are stronger than average water and will do 50% of A rank Spell Damage every post to anyone within range besides Samira and her other spirits. The strength of the storm also makes it harder for enemy spells to be used properly, and so those within range and get hit by its power will be given a debuff that decreases their Spell Range and Spell Speed by 32%. The damage component and the debuff last throughout the rest of this ability's duration. Once per post, Chaac can combine the waters that were created from his storm. This creates a more powerful blast of water that will be aimed towards a single target as far as 300m away at 300 m/s in order to do A rank Spell Damage upon impact. However, the AoE damage will not occur on that post if he chooses to use the Single Target variation. The special properties of the magic rainstorm he controls strengthen it quite a bit, allowing the rain droplets to pass through armor and magical defenses in order to do 50% of the intended damage regardless of which Spell Type is used.
- Active - Thunder Strike:
Category: Offensive
Type: Single Target, Immobilization, Piercing
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Chaac’s axe becomes charged with the power of thunder and lightning of the storm. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out A rank Spell Damage to a single target. The maximum range for the throw is 300 meters with a max speed of 300 m/s. If the attack hits, that target is also paralyzed for 1 post as the energy within the axe is released. Can be done for every post throughout the ability's duration, but the paralyzing effect can only happen every other post towards those already affected by it. This ability will also pierce through armor and magical defenses in order to do 50% of its intended damage.
- Cernunnos, God Avatar of Life:
Name: Cernunnos, God Avatar of Life
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, God of Life!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is a nature spirit that has never shown his ability to talk in the past. Nevertheless, he is a kind and patient spirit towards his allies, and has never shown cruelty towards those that did not deserve it. Those that deserve it are generally the ones that destroy his garden. Assuming that is left alone, he is a spirit anyone can trust to fulfill his role and watch over them.- Appearence:
- Active - Nature's Call:
Category: Offensive
Type: AoE, Immobilization, Debuff, MP Drain
Damage: 50
Range: 150m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
When activated many different types of trees, plants, and flowers will quickly grow and blossom within a 150m range at 75 m/s. The mystical plant life releases a green colored energy that not only damages for 50% of A rank Spell Damage every post, but it can also put those that are considered an enemy to sleep for 1 post, and for every other post after if the enemies get hit by the green energy again. Additionally, enemies will find that it is difficult to use their abilities normally as they too have become sluggish from the effects of the plant life. Spell Range and Spell Speed are decreased by 32%, and 5% of MP will also be drained from targets that are struck by this energy for the remainder of the duration.
- Active - Nature's Fury:
Category: Offensive
Type: Single Target, Immobilization, MP Drain
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Cernunnos will use the land around him to gather energy and then release a green beam that will do full A rank Spell Damage to a single enemy. If the attack is successful, the enemy will then become entangled and rooted for 1 post as vines will begin to grow and wrap around the target as a result of the nature energy used. Range is 300m at a speed of 300 m/s. Can be used every post of this ability's duration, but the entangled effect only happens every other post to those that were already affected by it. Additionally, these vines crave magic energy and will use special thorns to pierce into a target's magic system to drain 5% of their MP. Even when a target is released the drain will continue every post throughout the rest of this ability's duration as the MP leaks from the small temporary openings the thorns have made. The drain can be removed and does not stack with each hit.
- Susano, God Avatar of the Summer Storm:
Name: Susano, God Avatar of the Summer Storm
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. He is a very sarcastic and blunt spirit. Rare is the day he holds back his tongue, and more often than not he goes into a lecture mode when speaking with Samira. Only his sister, Amaterasu, manages to keep him in check. He is actually a very caring spirit and quite emotional. He just has a much harsher approach at showing it that often leads to hurt feelings for others around him.- Appearence:
- Active - Wind Master:
Category: Defensive
Type: Burst, Teleport, Buff
Durability: 300
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
Susano is constantly emitting gusts of wind all around him that he can control. Every post throughout this ability these winds will protect him for 3x A rank Spell Damage. For plot he can also use the magically generated air currents as a form of flying, but for combat purposes he is able to disappear into them and appear elsewhere within 75m once per post throughout this ability's duration. For clarity, it's a teleport mechanic. The activation of this ability also affects Samira due to the link between summoner and spirit. Her Character Speed is increased by 65% for the remainder of the duration.
- Active - Wind Storm:
Category: Offensive
Type: Single Target, Immobilization, Negation
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict A rank Spell Damage. The tornado will also trap the target for 1 post to act as a stun effect, and the target can be trapped again every other post should they get hit by the ability another time. Max distance is 300m at a speed of 300 m/s. Can be done once per post throughout the duration. As a final effect, a second tornado is created upon the initial activation of this ability. It is harmless for the most part aside from destroying natural terrain, however, it can inhale a single spell within range once per post that is of A rank or lower in order to negate it. This too persists throughout the rest of this ability's duration, but requires the same amount of MP be taken from Samira as was used to create the negated spell before it can activate.
- Skadi, Goddess Avatar of Winter:
Name: Skadi, Goddess Avatar of Winter
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world. A quirky spirit that has a habit of taking rocks and smashing men on the head with them. Should they survive the skull bashing, she considers them as a perfect mate. That aside, she is a loyal spirit and will fight for her allies. However, she is also not blind and does not always believe the same things those around her would. She is a very independent soul and has no issue with laying her trust on those she believes deserve it, even if they seem shady to others.- Appearence:
- Active - Shards of Ice:
Category: Offensive
Type: Multi-Target, MP Drain, Debuff
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
Activates as soon as she is summoned and lasts for the rest of the duration of 7 posts. A thin but strong layer of ice covers the spirit and anything she touches. This ice is magically enhanced and increases the damage she does. Skadi's melee attacks do 75% of A rank Spell Damage per hit. If she hits nothing, the ice releases its frosty power in a ranged version that goes as far as 225m at a speed of 165 m/s. Being struck by the cold spell freezes a target's magic system and will therefore remove 5% of their MP once per post for the rest of this ability's duration or until removed. A debuff is also applied that reduces a target's Spell Speed by 65% for the rest of the duration. It does not stack with each hit and can be removed, but it will be re-applied if a target is hit again.
- Active - Howling Winter:
Category: Offensive
Type: Multi-Target, Debuff, MP Drain
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
An icy blast that forms into mist wolves is created with this ability. They can go as far as 225m at a speed of 165 m/s. Each one does 75% of A rank Spell Damage and will attack once before disappearing. They will then continue to appear and attack every post of Skadi's duration. The Spell Speed is slowed by 65% for those that are bitten and injured by the ice mist wolves, and 5% of their MP will also be drained once per post. Both of these effects last through the entire duration of this ability. The buff and drain do not stack if an enemy is injured again, but they can be re-applied if removed.
- Camazotz, Avatar God of Bats:
- Job Reward - Job Ending Approval
Name: Camazotz, Avatar God of Bats
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Bats! Camazotz!” a giant bat creature comes through the portal. He only serves one and does not know the value of allies. He is more beast-like than the other spirits and follows his instincts rather than logic. It is best to never be alone with this spirit without his summoner around to control him.- Appearence:
- Active - God of Bats:
Category: Offensive
Type: Burst, HP Drain, MP Drain
Damage: 100
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
Whenever Camazotz is summoned, a massive colony of bats also come with him from his domain within the celestial realm. For every post he is out the colony will swarm and attack enemies within 75m at a max speed of 75 m/s, doing A rank Spell Damage to enemies within that range. They will also drain an additional 5% of HP from targets that they damage, as well as 5% of their MP. The drains are actually an infection that is left on the targets that they damage, and so those targets will continue to lose that same HP and MP every post throughout the rest of this ability's duration unless removed.
- Active - Deadly Screech:
Category: Offensive
Type: AoE, Immobilization, Debuff, Single Target
Damage: 50, 100
Range: 150m, 300m
Speed: 75 m/s, 300 m/s
Duration: 7 Posts
Downside:
Description:
Camazotz will pick an area and screech loudly, sending visible waves of magic sound energy. The spell does 50% of A rank Spell Damage to everything within a 150m range at a speed of 75 m/s. Those that are hit with this spell will also become dazed and disoriented for a single post, which counts as a stun/immobilization effect. Can be used once per post throughout the duration, but the stun effect can only happen every other post to those that were already affected. Additionally, those hit will find that their spells have also been influenced. The Range and Speed of their spells are reduced by 32% for the rest of the duration. Lastly, this spell can be turned into a Single Target version once per post that will instead do A rank Spell Damage, but only if the AoE version has not been used in that same post. The altered version's Range and Speed is 300m at 300 m/s.
- Hades, God Avatar of the Underworld:
- Proof of Purchase
Name: Hades, God Avatar of the Underworld
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Underworld! Hades!” a dark spirit travels through the open portal. It is not an intimidating deity incarnation that comes forth, but rather a doll sized cutey. He will never say how he got that way and still he tries to be as threatening as possible. It doesn't really work. However, whenever he is actually called upon he does value his role as a spirit and will protect his summoner at all cost. Unless that cost is his cookies. He'll have to think about that one.- Appearence:
- Active - Soul Wraiths:
Category: Offensive
Type: Burst, HP Drain, MP Drain
Damage: 100
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
When summoned, Hades is accompanied by spirits, wraiths, and specters of the celestial underworld. Upon activation of this ability, he empowers them and is then able to use them in battle throughout the rest of his duration. They swirl about and create an aura around him that goes as far as 75m at 75 m/s. For each post that an enemy enters this aura they will be hit by these specters and wraiths for full A rank Spell Damage. The spirits of the dead will also haunt those that have been injured by them, leaving negative effects that drain 5% of their HP and 5% of their MP every post for the rest of the duration. The drains do not stack and can be removed, but they can also be re-applied if the targets are hit again by this ability.
- Active - Soul Possession:
Category: Offensive
Type: Single Target, MP Drain, Debuff
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Hades will select a target as far as 300m and then send one of the souls around him towards it, traveling at 300 m/s. If the haunted soul reaches the target successfully it will enter their body and damage their soul or whatever else is there if they lack a soul, doing full A rank Spell Damage to the selected target. Additionally, a debuff will be placed on the hit target that will lower their Spell Durability by 65% as well as another effect that removes 5% of their MP every post. Both the debuff and drain lasts for the rest of the duration unless removed. The damage can also be done once per post throughout the duration, but if attacking the same target the effects do not stack or restart.
OOC Plot Ability: With permission he can possess someone or something to take full control.
- Artio, Avatar Goddess of Bears:
Name: Artio, Avatar Goddess of Bears
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Bears! Artio!” a tall woman with orange colored hair and wielding a staff comes from the portal. She is a spirit that prefers the peace and quiet. Artio prefers to spend her time meditating while being around nature. Loud noises and pointless talk bother her, however, she is also a good listener whenever she has her ears open. She's very neutral until true evil is shown, of which, regardless of her weaker standing, she will take on any higher level threat without fear.- Appearence:
- Active - Guardian:
Category: Defensive
Type: Burst, Buff
Durability: 375
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside: Sacrifices Effect for 25% Durability
Description:
Artio will transform herself into a bear guardian spirit when using this ability. She is able to protect those within 75m from damage up to 3x A rank Spell Damage. Once it is broken she reverts back to her normal self but she can use this again every post, resetting the protection and its durability. Those within range of this ability will also have their Spell Durability buffed by 65% for the remainder of the duration.
- Active - Bear Calling:
Category: Offensive
Type: Multi-Target, Piercing, Debuff
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
Much like Skadi, Artio is able to call forth animal spirits to come to her aid. For her, it is in the form of bears. These spirit bears will not hesitate to go after those deemed as an enemy or obstacle. They will attack them all no matter how few or many, doing 75% of A rank Spell damage per strike every post towards those within a 225m range at 165 m/s. Their strength allows them to pierce through armor and magical defenses in order to do 50% of the intended damage. Lastly, they apply a negative effect on targets they successfully strike, lowering their Spell Durability by 65% for the remainder of the duration.
Ahote- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Gold Rush
Position : -
Posts : 2244
Guild : Hidden Blades
Cosmic Coins : 10
Dungeon Tokens : 0
Age : 22
Mentor : N/A
Experience : 2,246,236
Character Sheet
First Skill: Forbidden Flame Arts
Second Skill:
Third Skill:
- Post n°78
Re: Celestial Avatar Summoning
- Post No.3:
- Samira Nassar wrote:
- S Rank Summons:
- He Bo, Avatar God of The Yellow River:
Name: He Bo, Avatar God of The Yellow River
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.- Appearence:
- Active - Body of Water:
Category: Supportive
Type: AoE, MP Drain, HP Drain, Buff
Healing: 60
Range: 200m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Description:
He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not for plot. For combat effect, whenever this ability is activated his water's power is used. These waters will cover a 200m range and heal allies it touches for the equivalent of 50% of S rank Spell Damage once per post. However, if these waters reach enemies within range they will instead receive negative effects. For every post left of the duration enemies will be drained of 5% of MP and 5% of HP. Additionally, the waters will give allies within range a 70% buff to their Spell Healing throughout the rest of the duration. Speed of 100 m/s.
- Active - Restoring Waters:
Category: Supportive
Type: Single Target, Cleanse/Negation, Buff
Healing: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
A special type of water is summoned from the celestial realm, capable of restoring the HP of a target for the equivalent of S rank Spell Damage and removing a harmful status effect that is of S rank or lower if the MP that was used to create the effect is also taken from Samira. The target will even remain dry after being touched by the water. Can go as far as 400m at 400 m/s. Can be done once per post throughout the duration. This ability will also apply a 70% buff to Spell Healing that also lasts throughout its duration.
- Athena, Goddess Avatar of Wisdom:
Name: Athena, Goddess Avatar of Wisdom
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. Like Chronos, she values wisdom and does not always go into offensive action unless required. She is a protective spirit and her abilities indicate as much. She will always ensure to put herself in harms way well before allowing those she is watching over to be injured.- Appearence:
- Active - Guardian's Eye:
Category: Defensive
Type: Multi-Target, Buff, Negation
Durability: 270
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
Description:
When Athena activates this ability, owl spirits are brought into the battlefield to act as support. They are able to go as far as 300m away from Athena at 225 m/s in order to take the damage intended for allies themselves, defending and protecting them in much the same way as a barrier would. The amount of guardian owls that can do this every post with a refreshed durability is 10, with 6 of them belonging to Samira and spirits and the other 4 for whatever other allies are in battle. The amount of damage they each can take is up to 3x of 75% of S rank Spell Damage, basically S rank multi-target damage values times 3. These owls will also grant a buff to those it protects, increasing Spell Durability by 70% for the remainder of the duration. For clarity, even though Samira's spirits are also protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are protected by this spell. Lastly, these owls are capable of negating a spell that makes contact with them or the one they are protecting instead of taking the damage and effects. This requires extra MP to be taken from Samira with the amount matching the cost of the negated spell, and for it to be of S rank or lower. This can also only be done once per post max regardless of how many owl barriers there are.
- Active - Shield Barrier:
Category: Defensive, Supportive
Type: Burst, Buff
Durability: 240
Healing: 120
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Description:
When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 100m at a speed of 100 m/s. The barrier will absorb up to 2x S rank Spell Damage as well as keep enemies outside it until destroyed. Those protected by the barrier will also be healed for the equivalent of S rank Spell Damage once per post. The barrier lasts throughout the entire duration, and will refresh its durability once per post. Those protected by the barrier will also have their Spell Durability increased by 70% for the remainder of the duration.
- Kali, Goddess Avatar of Destruction:
Name: Kali, Goddess Avatar of Destruction
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. Impatient and often always full of rage, Kali is Samira's most bloodthirsty spirit. Rare is it that she shows any forgiveness, and quite a number of times she has even deserted Samira and her allies midbattle. A great fighter she may be, but not one to trust to always stick around and have your back.- Appearence:
- Active - Destruction:
Category: Offensive
Type: Multi-Target, HP Drain
Damage: 112
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside: Sacrifices Effect for 25% more Damage
Description:
Kali goes into a berserk mode when activating this ability. Red magical energy swirls around her and her blue skin also takes on a shade of red. Her melee attacks now do 75% of S rank Spell Damage with each strike for the remainder of the duration. This can be changed into a ranged form where her swings create thin red colored energy beams that can go as far as 300m at a speed of 225 m/s. Additionally, her strikes leave a more lethal effect on those that have been hit that drains 5% of HP once per post for the remainder of the duration.
- Active - Savage Frenzy:
Category: Offensive
Type: Multi-Target, Buff, Piercing
Damage: 90
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
Description:
With this ability, Kali increases her own speed by 70% and will also create several clones of herself. These clones do not have access to any of her abilities or buffs, but they do hit for 75% of S rank Spell Damage whenever they make contact with an enemy. The clones themselves can attack targets up to 300m away at a speed of 225 m/s. The buff lasts throughout the rest of the duration and the clones will continue to attack every post. Also, this ability pierces through armor and magical defenses in order to do 50% of the intended damage.
- Amaterasu, Goddess Avatar of Light:
Name: Amaterasu, Goddess Avatar of Light
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a warrior of light that can be kind and sweet at times. She likes to be amused and somehow seems to find it in all things. It's when she is not amused that one should be worried. Like Ra, she is a leader spirit among the group and the others look up to her as an example and for answers. Samira's well being is her priority, but she also remains unbiased and looks at the bigger picture and long term on things. An example would be letting Samira suffer temporarily in order for a longer term alliance advantage. She is not as blind as other spirits are, and knows full well that her summoner can make mistakes and may need a more tough love approach. If one wished to speak with a reasonable spirit that did not automatically side with Team Samira, she would be the best choice.- Appearence:
- Active - Dazzling Light:
Category: Offensive
Type: Multi-Target, Piercing
Damage: 135
Range: 300m
Speed: 225 m/s
Duration: 5 Posts
Downside: Sacrifices an Effect for 25% more Damage. Sacrifices 50% Duration for 25% more Damage.
Description:
When activated, many rays of light are created and take the shape of Amaterasu herself. They move very quickly at a speed of 225 m/s and can move as far as 300m. If they strike a target, they will do 75% of S rank Spell Damage per hit. This ability is able to pierce through armor and magical defenses in order to do 50% of the intended damage.
- Active - Judgment:
Category: Offensive
Type: Single Target, MP Drain, Piercing
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
A large beam of light descends from the sky at 400 m/s and strikes the ground, damaging a single enemy as far as 400m from Amaterasu for full S rank Spell Damage, and also applying a purifying effect that removes 5% of MP every post for the rest of this ability's duration unless the effect is removed. The effect can be re-applied should the enemy get hit again by the spell after removal. This attack is also able to pierce through armor and magical defenses in order to do 50% of its damage. Can be used every post of this ability's duration.
- Nu Wa, Goddess Avatar of Creation:
- Job Reward - Job Ending Approval
Name: Nu Wa, Goddess Avatar of Creation
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Guardian of Heaven, Nu Wa!” a creature with the lower half of a serpent and the upper half of a woman comes through the generated portal. She is a very passive and gentle spirit. She believes in the abilities of others even if they are weak, and never thinks less of them. Unfortunately, she is not one to take harsh action. She will attack if she must, and is quite capable of fighting very well. However, she is not the correct spirit to use if harsh judgments without leniency is in place.- Appearence:
- Active - Elemental Crystals:
Category: Offensive
Type: Multi-Target, Buff, Piercing
Damage: 90
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
Description:
When this is activated, several crystals of varying colors appear and float around the Lamia spirit. For cosmetic purposes, they provide versatility to her basic/melee attacks and gives it the look of a different element. For a combat effect, the crystals can attack targets as far as 300m away at a 225 m/s speed by shooting elemental beams. If a beam hits, it will do 75% of S rank Spell Damage. An extra crystal will shoot a harmless beam at Samira upon activation, leaving a buff that increases her Spell Damage by 70% for the remainder of the duration. This ability is also capable of piercing through armor and magical defenses in order to do 50% of the intended damage.
- Active - Elements Combine:
Category: Offensive
Type: Single Target, HP Drain, MP Drain
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Activating this ability allows Nu Wa to combine the crystals that float near her. They form a larger crystal with each side having a different color. A single target attack is released from the crystal, doing S rank Spell Damage. Additionally, the combined elements create a mix of energy that is far from controlled, especially when mixing with that of an enemy. On impact, the crystal's energy fuses with the enemy's to create an imbalance that begins to eliminate the more unknown properties. 5% of their HP and 5% of their MP will be eliminated from this effect once per post. These drains continue to work throughout the rest of this ability's duration unless removed. Range of 400m with a speed of 400 m/s. Can be used every post of the duration.
- Kukulkan, The Feathered Serpent Avatar:
- Job Reward - Job Ending Approval
Name: Kukulkan, The Feathered Serpent Avatar
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Kukulkan, The Feathered Serpent!” a large serpent with two sets of feathered wings comes through the portal. She is the incarnation of a deity that ruled over the wind, but she also comes with lightning based abilities to use as she wishes. She is the wildcard of the group. She rivals Kali when it comes to rage and impatience, but she is much more dangerous with it. Kali knows when to stop. Kukulkan does not, and if she did she would refuse to. She is a very stubborn spirit and does not believe in hiding how she truly is just to prevent offending another being. She knows her own power and enjoys being able to eliminate those that stand in her way as an enemy. Surprisingly, even as a sort of rebel spirit that has gotten herself into trouble with the Celestial King in the past, she takes her role as Samira's spirit seriously. Those that harm her summoner are made an instant enemy and are to be made an example of.- Appearence:
- Active - Slicing Current:
Category: Offensive
Type: Burst, Debuff, Piercing
Damage: 120
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Description:
Kukulkan is the incarnation of a tribal wind god. As such, winds are always surrounding the serpent as far as 100m as soon as this ability is activated. Enemies that get in that range and are struck by the current will take full S rank Spell Damage and will be given a Debuff that lowers their movement speed by 70% for the remainder of the duration. The damage can only occur once per post. This ability will pierce through armor and magical defenses in order to do 50% of the intended damage. 100 m/s speed.
- Active - Storm of Serpents:
Category: Offensive
Type: AoE, Piercing
Damage: 90
Range: 200m
Speed: 100 m/s
Duration: 10 Posts
Downside: Sacrifices 2 Effects for 50% more Damage
Description:
Kukulkan will use the winds and her own power to call on the spirit gods Quetzalcoatl and Qʼuqʼumatz. The two feathered serpents manifest and take control of the winds and sky to aid Kukulkan. The two release a massive blast of destructive and powerful winds that last for the remainder of the duration, spanning 200m at a speed of 100 m/s. Those caught in the windstorm will take 50% of S rank Spell Damage for every post that they remain within the storm and are struck by the winds. The location of the storm can change once per post if Kukulkan changes locations, but only if the damage has not occurred on that same post. This ability pierces through armor and magical defenses in order to do 50% of the intended damage.
- H Rank Summon:
- Isis, Goddess Avatar of Magic:
Name: Isis, Goddess Avatar of Magic
Rank: H
Type: Bronze Key
Damage: 47
Summon HP: 350
Range: 300m
Speed: 150 m/s
Duration: 20 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Magic! Isis!” a beautiful and brightly colored woman with wings and wielding a magical scepter steps from the celestial gateway. For the most part she is a kind and motherly spirit, mostly for her summoner but has shown those traits to others as well. She would rather not be a part of any fighting, and prefers to protect than to harm, but this does not mean she will refuse to if necessary.- Appearence:
- Active - Words of Power:
Category: Offensive
Type: Multi-Target, Buff, Negation
Damage: 131
Range: 500m
Speed: 350 m/s
Duration: 20 Posts
Downside: Sacrifices Effect for 25% more Damage
Description:
When activated, ancient writings in the form of hieroglyphics appear and move through the air towards several targets. Some are to aid allies and others to harm enemies. Those that are harmful glow a black color, and when they hit an enemy they will do 75% of H rank Spell Damage. The helpful ones glow a bright gold color and will boost the Spell Damage of 20 allies max within range by 75% for the remainder of the duration. For clarity, this does not stack and each character will only receive the buff once unless it has been cancelled out. This ability can be used once per post throughout the duration. Aside from the gold and black hieroglyphs, once per post Isis can add red colored ones to the mix that, together, are able to collide against and negate a single spell, though this requires extra MP be taken from Samira with the cost matching the cost of the negated spell. The red hieroglyphs can also only negate spells that are of H rank or lower.
- Active - Serene Restoration:
Category: Defensive, Supportive
Type: Burst, Buff, Negation
Durability: 280
Healing: 140
Range: 300m
Speed: 150 m/s
Duration: 20 Posts
Downside:
Description:
When activated, golden glowing lines appear on the ground and quickly trace the shape of an ankh symbol around Isis with its max length spanning a 300m range. Allies that remain within the boundaries of the glowing symbol of life will be healed for full H rank Spell Damage once per post for the remainder of the duration. The symbol will also absorb damage up to 2x H rank Spell Damage before it loses its power, which resets every post of this ability's duration. Allies within range of this ability have their magic properties boosted by the symbol, increasing their Spell Damage and Spell Healing by 35% each for the remainder of the duration. Enemies can walk on the symbol or enter its boundaries in another way, but they will not benefit from the defenses and supportive effects. Instead, there is a chance for their spells to be neutralized. Isis is able to power up the ankh symbol to focus a part of its magic to negate a spell that has entered or was created within its boundaries. This can occur once per post throughout the duration, but only if the same amount of MP that was used to create the negated spell is taken from Samira. This effect can also only affect spells that are of H rank or lower.
- Advanced Summons:
- Geb, God Avatar of Earth:
Name: Geb, God Avatar of Earth
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. A spirit that is very passive and usually mistaken as an actual large boulder or rocky hill since he rarely moves. He is, however, very protective of his summoner if he is the one on the field and will crush without hesitance those that have offended her or intend to bring harm. Otherwise, he prefers to sleep. Every day, all day.- Appearence:
- Active - Rock Toss:
Category: Offensive
Type: Single Target, Immobilization, Drain
Damage: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
Geb will toss giant rocks that do full B+ rank Spell Damage as well as stun the target. Range of 300m with 300 m/s speed. Can be used every post of his duration for the damage, but the stun is every other post if the target has already been affected and struck again by this ability. The impact continues to do more damage even after the main attack, leaving the target with a negative effect that drains 5% of their HP once per post for the rest of this ability's duration. It does not stack with each hit, but if can be re-applied if removed and the target is hit again.
- Active - Earthquake:
Category: Offensive
Type: AoE, Debuff, Piercing, Burst
Damage: 60, 120
Range: 150m, 75m
Speed: 75 m/s
Duration: 10 Posts
Downside:
Description:
Geb smashes the ground with powerful force at 75 m/s. This splits the surface he has struck and causes a massive earthquake to occur within 150m. Those on the ground within the affected area will take 50% of B+ rank Spell Damage every post for the rest of his duration. Will also reduce Character Speed and Spell Speed of those around by 45%. The earthquake is also strong enough that it takes a solid good defense to block it out entirely. Shards of earth created from the earthquake will rise and pierce through armor and magical defenses in order to do 50% of this spell's intended damage. The shards of earth are merely for cosmetic purposes of the spell and are not additional damage properties stacked with the original damage. Lastly, he can turn this into a smaller version for more damage, thereby making it the Burst category. This smaller version has a 75m and a 75 m/s speed, and it will do the full Spell Damage of a B+ rank spell. However, this smaller version cannot be used in the same post as the AoE version.
- Serqet, Goddess Avatar of Scorpions:
Name: Serqet, Goddess Avatar of Scorpions
Rank: B+
Type: Silver Key
Damage: 36
Summon HP: 270
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Venom! Serqet!" a woman with a golden scorpion tail covered in gems steps through the portal. A spirit that most assume was created very wrong. She's very hyperactive and at times lacks any form of common sense. Serqet is most certainly the less reliable spirit in Samira's arsenal, and would more likely say hello to an enemy while on a stealth mission than do her actual objective.- Appearence:
- Active - Lethal Strike:
Category: Offensive
Type: Burst, Mobility
Damage: 180
Range: 75m
Speed: 75 m/s
Duration: 1 Post
Downside: Reduced Duration for 25% more Damage. Sacrifices Effect for 25% more Damage.
Description:
Serqet will seem to go invisible and reappear within a 75m distance from her original position. In actuality, she moves at a very quick and instantaneous speed that the eyes are generally unable to keep track of her movement. Those struck by her blades or tail during this movement will be damaged for full B+ Spell Damage. This damage can only occur once per target until this ability is activated again on a different post. To make it possible for targets to dodge this ability due to its invisibility component, her blades and tail tip glow a violet color and leave a trail as she moves, making it possible for targets to spot her and react.
For plot purposes only she can become invisible for as long as she wants, as well as has silent movement.
- Active - Paralysis Venom:
Category: Offensive
Type: Single Target, Immobilization, MP Drain
Damage: 180
Range: Melee
Speed: Melee
Duration: 8 Posts
Downside: Sacrifices Range and Speed for 50% more Damage
Description:
Serqet's tail becomes a powerful weapon that she can use upon activation of this ability. Once per post, she can stab or swipe a single target with it, dealing B+ rank Spell Damage. Upon inflicting the wound on the target, a venom is released from the tail and will paralyze the target for 1 post. If attacking the same target the paralysis will only occur every other post. The venom will also drain 5% of the target's MP every post unless the effect is removed or the ability's duration has expired. Melee speed and range.
- Bastet, Goddess Avatar of Cats:
Name: Bastet, Goddess Avatar of Cats
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. Bastet is a responsible spirit that tries to remind her fellow spirits of their own responsibilities. Half the time though it doesn't work since she lacks the authority. Despite being a cat spirit, and sometimes taking the form of an actual cat, she dislikes being petted and cuddled. Still, she often finds herself chasing toy mice and balls of yarn.- Appearence:
- Active - Lethal Claws:
Category: Offensive
Type: Multi-Target, HP Drain, MP Drain, Buff
Damage: 113
Range: 338m
Speed: 250 m/s
Duration: 9 Posts
Downside:
Description:
Bastet's claws are extremely sharp usually, but upon activation of this ability they become even more lethal as magical properties are added to them. They now do 75% of A+ Spell Damage per strike, and if she hits nothing the energy from the attack will extend to a 338m range at 250 m/s. An additional 5% of HP and MP will be taken from those hit by her claws, and the drain will continue every post throughout the rest of this ability's duration unless removed. Furthermore, her Speed will be increased by 100% for the rest of the duration.
- Active - Pounce:
Category: Offensive
Type: Single Target, Negation, Piercing, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Part of Bastet's soul will leave her body, taking the form of a large cat that will pounce a target at max 450m away at a speed of 450 m/s, inflicting A+ rank Spell Damage. Can be done once per post throughout her duration. Additionally, another part of her soul can be used in much the same way as the damaging component, but the second part is instead used to intercept an incoming enemy spell within range and of A+ rank or lower once per post throughout the duration of this ability, acting as a negation. This requires extra MP from Samira that matches the cost of the negated spell in order to empower her enough to use the effect. The damaging portion of this ability can also pierce through armor and magical defenses in order to do 50% of its intended damage. Lastly, the power behind this ability affects the link between spirit and summoner, increasing it and granting a benefit. Samira's Spell Speed is increased by 100% for the remainder of the duration.
- Anubis, Avatar God of the Dead:
Name: Anubis, Avatar God of the Dead
Rank: A+
Type: Silver Key
Damage: 49
Summon HP: 360
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Dead! Anubis!” a man with jackal features and covered in fur steps through the portal. He is the desert god of the dead spirit incarnation.- Appearence:
- Active - Hands of the Underworld:
Category: Offensive
Type: Burst, Immobilization, HP Drain, MP Drain
Damage: 150
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Downside:
Description:
Activates as soon as he is summoned and lasts for the remainder of his duration. When summoned, souls of the dead follow Anubis to the mortal plane and create a misty aura that spreads around him as far as 110m. This aura sucks the life energy out of enemies, dealing A+ rank Spell Damage to anyone within his aura once per post throughout his duration. Secondly, ghostly hands reach up from the ground and will try to capture and hold onto those within the aura's range. Lasts for 1 post and then that person is free, but this can happen again every other post if they're still in range and caught once more. Speed of 110 m/s. The mist-like aura of the underworld also taps into the living energy of those it touches, meaning it leaves a lingering effect that will drain 5% of HP and 5% of MP every post from affected targets for the rest of the duration unless the effect is removed.
- Active - Death Gaze:
Category: Offensive
Type: Single Target, Piercing, Negation, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Bright and powerful beams shoot through the eyes of Anubis, going as far as 450m at 450 m/s and dealing A+ rank Spell Damage once per post. This ability is capable of piercing through armor and magical defenses but this will only do 50% of A+ Spell Damage. He can also use his eye beams to collide against an enemy spell within range to negate it once per post provided that it is of A+ rank or lower and extra MP that matches the cost of the negated spell is taken from Samira. Additionally, tapping into the power behind this ability strengthens the summoner that had called for his aid. Through the link between souls of spirit and summoner, Samira's Spell Damage is increased by 100% for the remainder of this ability.
- Ra, God Avatar of the Sun:
Name: Ra, God Avatar of the Sun
Rank: S+
Type: Silver Key
Damage: 64
Summon HP: 450
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. One of the main leader spirits and has little to no sense of humor. He finds the playfulness and carefree attitudes of the others to be very disgraceful, and is a spirit that believes in harsh discipline and punishments. He cares very little of what others think of him and does as he wishes even if it seems shady. Most often it is not for evil or bad intent that he does this, but for his allies even if they are unaware. He does value honor and would never disgrace the name of his original. Ra can be reasoned with, much like Amaterasu although less lenient and kind, and he always has a calm way of thinking.- Appearence:
- Active - Solar Energy:
Category: Offensive
Type: Burst, Piercing, Buff, MP Drain
Damage: 180
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Downside:
Description:
Ra's energy is quite explosive and has a habit of leaking in the form of a bright and harmful aura. During his activation post and for every post after he will "explode." His energy releases and travels as far as 150m at a speed of 150 m/s. When this happens those within range will take full S+ rank Spell Damage from the heated shockwave, and it can partially melt armor and magical defenses to do 50% of this same damage instead. Additionally, the solar energy left by these explosions react in a beneficial way for his allies and Samira within range. Their Spell Damage is increased by 105% for the remainder of this ability. For enemies struck by the solar energy, they will find that the heat burns through even their magic system and continues doing so even after the initial impact. 5% of their MP will be drained per post for the rest of this ability's duration unless removed.
- Active - Sun's Fury:
Category: Offensive
Type: AoE, Debuff, MP Drain, HP Drain, Piercing
Damage: 90
Range: 300m
Speed: 150 m/s
Duration: 12 Posts
Downside:
Description:
An ability that revolves around mini suns descending from the sky at a speed of 150 m/s and covering the land no further than 300m from himself. The initial attack post will do 50% of S+ rank Spell Damage to all within range, and after that more mini suns will fall from the sky to do 50% of S+ rank damage every post for the rest of his duration. Those within range of the impact will find that their defensive abilities have weakened slightly from the heated magic, and will melt accordingly. The result is their Spell Durability being debuffed by 55%. It also makes it more difficult for enemies to use their magic, resulting in the cost of their spells increasing by 50%. 5% of both MP and HP will also be disintegrated from those within range of the impact and this continues once per post even if they move out of range due to the heated energy still affecting them. Duration of the debuff and drains last for the rest of this ability's duration, and can be re-applied when removed if a target manages to get hit again by the attack. The final effect is that the initial attack, as well as the ones that follow, can pierce through armor and magical defenses in order to do 50% of the intended damage.
- Sagittarius:
Zodiac Application Approval
Name: Sagittarius
Rank: H+
Type: Zodiac Key
Damage: 115
Summon HP: 900
Range: 500m
Speed: 400 m/s
Duration: 25 Posts
Description:
Sagittarius is the Zodiac spirit from the archer constellation and now stands as one of the most, if not the most, powerful spirit in Samira's collection. He represents the story and myth of the centaur Chiron and shares the more notable attributes of the character. He stands as a another figure of wisdom for his summoner, acting as a teacher and preparing her for the obstacles and challenges ahead. He is also a healer and an excellent master of archery.- Appearence:
- Active - Star Rain:
Category: Supportive, Defensive
Type: AoE, Buff, Negation, MP Drain, HP Drain
Healing: 105
Durability: 262
Range: 600m
Speed: 400 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% more Durability
Description:
Sagittarius will replace his normal arrows for one that glows a brilliant gold. He fires it upward, where it explodes into tiny golden particles of energy that cover a 600m range as they rain down. Those that are considered allies, as well as himself, will be healed for 50% of H+ rank Spell Damage once per post as these particles touch them, and will also receive a buff to their Spell Damage for 115% for the rest of this ability's duration. These particles also leave an energy in the area as they continue raining down. An enemy spell that tries to get through it is capable of being weakened and turned into harmless sparkly particles once per post so long as it is H+ rank or lower, counting as negation. However, this energy will consume MP from Samira that matches the cost of the negated spell in order to apply this effect. Additionally, allies under the particle rain will be protected for up to 1x H+ rank Spell Damage. This amount resets with each post regardless of taking damage or the protection being broken. This is not for each ally but acts as one general shield for all. Enemies that are within range and are touched by the golden particles will instead receive negative effects. 5% of their MP and HP will be drained once per post throughout the rest of this ability's duration unless removed.
- Active - Star Arrow:
Category: Offensive
Type: Single Target, Debuff, Piercing, MP Drain, Negation
Damage: 262
Range: 800m
Speed: 800 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Sagittarius calls forth his bow and takes aim at a single target as far as 800m. A magical arrow materializes, ready to be launched from the bow as soon as he releases his hold on it. Once he does, a massive burst of energy is released, taking the form of celestial fire and traveling towards the intended target at a speed of 800 m/s. Upon impact, the target will receive H+ Spell Damage. Their defenses will also be crippled from the attack, lowering both Physical and Magic Resistances by 50%, and their Spell Durability by 15%. Can be used once per post throughout his duration but the debuff does not stack. The debuff itself lasts for the rest of this ability's duration unless removed, in which case it can be re-applied should the target get hit again. This arrow can also pierce through armor and magical defenses to do 50% of its intended damage, and the celestial fire will burn away 5% of the struck target's MP once per post. The drain effect also lasts throughout the rest of his duration. Lastly, this powerful celestial arrow can overpower other spells when and if it makes contact or passes through their path, eliminating the opposing spell and counting as Negation. This requires the same MP be taken from Samira as was used to create the negated spell, can only be done on spells H+ rank or lower, and can only be done once per post.
- Active - Archer Constellation:
Category: Offensive
Type: Multi-Target, Piercing, Negation, MP Drain, Buff
Damage: 197
Range: 700m
Speed: 600 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Sagittarius' body becomes a pale transparent blue while mini stars appear at points that match his constellation. The mini stars become brighter as he empowers himself and transfers that energy to his weapon, although still keeping his new visual appearance. The next arrow he releases will become many the moment it leaves the bow, turning into beams of star energy that attacks either a single target or multiple. Each beam will do 75% of H+ Spell Damage. They also pierce through armor and magical defenses to do 50% of H+ Multi-Target Spell Damage. To completely pierce through a player generated shield, wall, barrier, or any other type of defense spell to do this spell's intended 75% of H+ spell damage, the same MP that was used to create the defense must be taken from Samira to bypass it, can only be done once per post, and only for a single defensive spell that is within range and is of H+ rank or lower. Furthermore, those hit by these beams will be afflicted with a negative effect that drains 5% of their MP every post for the rest of this ability's duration unless removed. Furthest range is 700m with each beam traveling at 600 m/s. Can be used every post throughout his duration. His new visual appearance is also for more than just cosmetic looks. The energy within his new form pulses and reacts when his summoner and spirit allies are within range. The Spell Damage of them and himself is increased by 115% for the rest of this ability's duration as long as they are within range.
Nessa Cordelia LuxStarlight Maiden
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Vassal of the Cosmos
Position : None
Posts : 6990
Guild : Fairy Tail
Cosmic Coins : 145
Dungeon Tokens : 0
Experience : 26,209
Character Sheet
First Skill: Starlight Maiden
Second Skill: Valkyrie Summoner
Third Skill: Moon Goddess Slayer
- Post n°79
Re: Celestial Avatar Summoning
- Post No 1:
- Samira Nassar wrote:
Magic Name: Celestial Avatar Summoning
Second Magic: Celestial Avatar
Third Magic: Avatar Aspect
Magic Type: Summoning (Solitary - 4 Summons)
Description:
In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.
Celestial Avatar Summoning revolves around the fact that all spirits summoned are named after many ancient gods and goddesses of stories and myths around the world. They are of course not the gods themselves but rather the avatars of them, spirits that merely represent and share the name. Samira stumbled upon such spirits while looking through her grandfather’s study. He had a massive collection of ancient text and artifacts and of those artifacts was a chest containing several keys. He nor anyone else that took part of his research could activate the keys but upon Samira finding the chest four of the keys glowed and the spirits within revealed themselves to the young girl. She had a natural talent and power that awakened them from their slumber that the researchers did not possess, and so she became worthy and deserving of using their power. The other keys within the chest remained dormant since she was not yet powerful enough to awaken them.- Lineage:
Summoner of Divinities
Proof of Purchase: Won by Placing 2nd in Lineage Making Contest of 2017
Description:
The act of summoning beings from another realm is a magic that many people choose to pick up for whatever reason. For Samira, it is in her blood. For generations her family line had always been born with the natural talent of summoning magic. Each summoner within the bloodline is directly linked with a set of spirits from the moment of birth, and Samira is no exception even if her set of spirits was not found until she was ten. This sort of magical link was bestowed upon her ancestors by the goddess Ma’at long ago so that they would act as guardians and help keep order and balance within the world. With the aid of other gods, spirits that represented them as well as many creatures of myth and legend were created for those of the bloodline to make use of. Magically linked and heavily bonded to such beings of power came with many benefits that has evolved throughout time. While many summoners were born into the bloodline, very few have ever reached the full potential, and even fewer have stayed true to the original purpose of the blessing.
Normal Abilities:
Magical Enlightenment:
The spirit of Isis was the first to be bound to Samira many years ago, and is one that has been loyal and guided her as a child much like a mother would. Her bond is strong and through her Samira's own power is focused much like the spirit of magic and healing. Samira's base Spell Damage is increased by 50%. However, because she is so magically focused her natural Strength/Melee Damage is decreased, lowering its base value by 50%, and she can not benefit from buffs that increase Strength/Melee Damage. 1 Effect
Spirit Deities:
Some of the energy that the spirits are made up of and were created from still have the essence of their originals. This has the result of making their bodies more powerful and can take greater amounts of damage. Summon HP is increased by 30%.1 Effect
Dark Serpent:
At the time those of this bloodline were granted their powers and spirits, there was also a key made for a spirit that was beyond all control and rivaled that of Zodiacs. For generations he was imprisoned until his key became a part of Samira's fate and magic. This ability gives the user an extra H+ spell to be used in their summoning magic. This spell is to be used for the Crystal Key that is obtained naturally through a Primary or Solitary Summoning Magic, and it can be made even if a Zodiac Key already exists in that same magic. However, because the spirit within this key is still in a prison, it takes more to summon him into the mortal plane of existence. This key does not benefit from Spell Cost Reductions and costs double the MP to use. This extra spell is to be reviewed and graded in the magic application. 3 Effects - 2 Drawbacks = 1 Effect
Final Guardians:
Those of this bloodline have within them the capability of summoning certain spirits even without having a key for them. They are leaders among the created god spirits and answer only to those that have reached a level of power worthy of their time and effort. Long have they waited for someone to reach that point. The user is given a set of extra advanced spells to be used for this lineage and their summoning magic. 2 B+, 2 A+, and one S+. Additionally, she also unlocks another S+ spell slot for use in another one of her magics. All extra spell slots are to be reviewed and graded in the magic application. 3 Effects
Summoner’s Wealth:
Those of this bloodline are followed by the god incarnation spirits of wealth and greed. They watch from their places in the celestial realm, remaining silent and having no contact or giving aid. Should a summoner that is connected to this lineage complete a worthy task, they will then be granted a temporary blessing that will allow them to gain more rewards for their efforts. Samira’s jewel reward at the end of a job is increased by 100%. 1 Effect
Master Summoning:
All of those within this bloodline have a natural talent and specialization with summoning magic whether they desire it or not. It overcomes the limits that most other summoners have and makes it so those with this ancestral trait have the ability to have more of their spirits at their call at once. Samira's Active Summon Cap is increased by 1 depending on what Summoning Magic Benefit she has. EX: A Solitary Summoning Magic would now have a 5 Active Summon Cap instead of 4. This also extends to her Re-quip magic and abilities due to the connection with the spirits. Her Re-quip cap is also increased by 1 depending on the benefit. EX: A Primary Re-quip Magic would now have a 4 Active Re-quip Cap instead of 3. 2 Effects
Ancestral Power:
There can never be enough spells or passives to go around. The spirits and goddess that watches those over this lineage wants them to have as much access to their ancestral power as possible whether this be in the form of an Active spell or Passive. As such, this grants the user with an extra Signature Spell Slot that ranks up to A for each of the 3 Magics the user has.1 Effect- Plot Abilities:
- Plot Abilities:
Janus, God Avatar of Portals
Janus, the Avatar God of Portals, is a non-combative spirit but he is still as strongly linked to Samira as the rest. He is able to be called on for Plot purposes in order to make a transportation portal anywhere in the world or to go through common walls and barriers that are not created by other members magically. Areas controlled and belong to other members naturally require OOC permission first.
Blessing of Longevity
The bloodline was granted an unusual amount of energy and a long healthy life. Even the most physically fragile and weak are able to take a beating only to somehow rise again in the moment of near defeat. Such extra energy was even quite common to be used in the past as a more sacrificial route of the summoning process. The blessing coupled with generations of spilt blood as a replacement form of summoning has made the descendants that much stronger. For Plot purposes only she is immune to sickness and disease, and can keep going strong for long periods of time with no rest. Combat effects within the magic of others work as they are meant to. As another side effect to this blessing, those within this bloodline that have reached a very high point of power do not age normally. Their appearance remains at the age they were when reaching that high point. Samira is no exception to this.
Will of Minds Plot Version
Summoners of this line are very well connected with their spirits even at the weakest levels of magic ranking. The spirits have a space within their summoner’s mind where they can see and hear everything that goes on around their summoner as they go through daily life. They act as hidden guardians that are prepared to act and have full knowledge of a situation. Samira’s are no exception to this. Due to their spirit presence there is not one mind, but many. Because of this, Samira is immune to effects such as mind reading, charm, fear, and any other similar effects. They also know, see, and hear everything Samira does regardless if they are summoned or not. This also includes telepathic communication between her and each other.
Hidden Presence
Because the amount of raw magic power she has, has made people uncomfortable in the past, Samira has trained to better focus it and thus has learned to hide her magic aura whenever she is not in combat.
Spirit Deities
Due to their uncommon nature, the spirits in Samira's magic have complete control over their keys unlike normal spirits. This makes it nearly impossible for Samira's keys to be stolen or lost. They will return to her of their own accord.
Celestial Storage
Using a spirit's key, Samira can access a different portal that she can use to store or withdraw her things and other objects. Sort of like a magical vault.
Nassar Sanctum
Samira is capable of accessing the part of the celestial realm that is cut off from the typical normal one and is where her spirits dwell when not summoned or in her mind. If she should reach 0 HP, rather than die her body will be transferred here to recover until the next thread. This cannot be used as an escape method from combat.
Blank Sleep
Due to the presence of the spirits in her mind, Samira is incapable of having dreams normally. Only dreams created magically have any effect.
Social Spirits
Samira's spirits are capable of leaving the celestial realm on their own without it costing MP at all. However, they cannot participate in combat until they have been officially summoned with their required MP cost.
Fellow Celestials
Both Samira and her spirits are able to sense others that use celestial magic within user rank burst range. This does absolutely nothing else aside from acknowledging the information. If OOC permission is given, they become more knowledgeable and will be aware of what spirits from the celestial realm are under that mage's control.
Spirit Keys
Samira's keys are a bit out of the ordinary when it comes to summoning keys. If the spirits choose they can manifest themselves inside the keys. This causes the objects to be able to move and levitate at the spirit's will as well as glow different colors depending on the spirit. The ability also allows the spirits to talk to others when they are not summoned.
- Lineage Spells:
- An Dagda, God Avatar of Druidry:
Name: An Dagda, God Avatar of Druidry
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.- Appearence:
- Active - Uaithne:
Category: Supportive
Type: AoE, Buff, Cleanse/Negation, Regen
Healing: 60
Range: 150m
Speed: 75 m/s
Duration: 8 Posts
Downside:
Description:
Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned he uses this ability, and the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies within a 150m range will be healed for the equivalent of 50% of B+ Spell Damage as well as have the power of their Spell Durability increased by 90% for the remainder of the duration. A negative status effect will also be removed once per post so long as it is B+ rank or lower. This requires the MP cost of the enemy spell that made the effect to be paid from Samira's own MP before it will take effect. Allies within range will also have 5% of their MP restored once per post.
- Active - Lorg Mór:
Category: Offensive, Supportive
Type: Single Target, Buff
Damage/Healing: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per post. Regardless of which of these are chosen, Samira's Spell Damage and Spell Healing are increased by 45% for the remainder of the duration.
Revival - Using the handle end of his club, Dagda will heal a person as far as 300m for the equivalent of B+ rank Spell Damage. For plot purposes it will also revive dead NPCs and, if OOC permission is given, anything player related. Can be used one per post if chosen over Killing Blow.
Killing Blow - Dagda will use his club to strike an enemy, damaging a target for B+ rank Spell Damage. This is a Single Target ability that is normally melee range, but using his strength he can throw it as far as 300m at a speed of 300 m/s. This can be done once per post if chosen over Revival.
- Vishnu, God Avatar of Preservation:
Name: Vishnu, God Avatar of Preservation
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
A very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had. He is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid. He is an intelligent and patient spirit that is curious in many things. Like Amaterasu, he can be easily amused and actually does enjoy trolling people if given the opportunity. So long as it isn't ridiculously distasteful. Does get irritated easily even thought he hides it quite well.- Appearence:
- Active - Dashavatara:
Category: Offensive
Type: Multi-Target, Immobilization, Buff
Damage: 90
Range: 225m
Speed: 165 m/s
Duration: 8 Posts
Downside:
Description:
This ability allows Vishnu to transform himself into any of his avatars of legend. The appearance change is for plot and cosmetic purposes of the spell. For the more combat oriented effects, the power of an avatar form is great and will affect even his melee strikes. His attacks now do 75% of B+ Spell Damage per hit for the remainder of the duration. This can also be released as a ranged form where the avatar energy will go as far as 225m at a speed of 165 m/s. The power behind the attacks has a chance to also stun targets that are hit, acting as immobilization. This lasts for a single post, and can only occur every other post for targets that were already affected by the effect and are hit again. As a final effect, the avatar grants a benefit to a max of 8 allies within range, boosting their Spell Damage and Strength by 45% each for the remainder of the duration. This buff does not stack.
- Active - Trimurti:
Category: Offensive
Type: Single Target, Buff, Piercing
Damage: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack towards a single target that goes as far as 300m at a speed of 300 m/s. After the attack is complete, Shiva and Brahma disappear until the next time they are called to perform this attack, which can be once per post. Additionally, Brahma and Shiva each provide a buff to the one that controls Vishnu, increasing Samira's Spell Damage and Spell Durability by 45% for the remainder of the duration. The damage part of this ability is capable of piercing through armor and magical defenses in order to do 50% of the intended damage.
- Zeus, God Avatar of the Sky:
Name: Zeus, God Avatar of the Sky
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
A spirit that is an incarnation of a god that can be wrathful. The spirit is no different. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.- Appearence:
- Active - Lightning Bolts:
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full A+ rank Spell Damage to a single target once per post throughout his duration. Range of 450m at a speed of 450 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive additional jolts that deplete 5% MP and 5% of HP once per post for the remainder of the duration. A second harmless bolt of lightning is also thrown towards his summoner upon activation, increasing her Spell Damage by 100% for the remainder of the duration.
- Active - Stormlord:
Category: Offensive
Type: Multi-Target, Immobilization, Single Target, Piercing
Damage: 113, 150
Range: 338m, 450m
Speed: 250 m/s, 450 m/s
Duration: 9 Posts
Downside:
Description:
A massive storm is created that lasts throughout the rest of the duration or until he ends it himself. The damaging component of the storm is a massive artillery of lightning strikes that appear and strike multiple targets, or the same target multiple times, within a 338m range of himself at a speed of 250 m/s. Each strike is capable of damaging for 75% of A+ Spell Damage. Those hit by the attack are also paralyzed for a single post. This ability can be used once per post, but the paralysis can only happen every other post to those that were already affected. Once per post and with the sacrifice of the multi-target components of this ability, Zeus can instead choose to combine the power of the storm into one devastating bolt of lightning instead. When unleashed, this bolt will do full A+ Spell Damage to a single target within 450m at a speed of 450 m/s. Regardless of which damage type is used, this ability will also pierce through armor and defensive spells in order to do 50% of its intended damage.
- Odin, God Avatar of Battle:
Name: Odin, God Avatar of Battle
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110
Speed: 110 m/s
Duration: 9 Posts
Description:
Odin is a warrior that shows no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.- Appearence:
- Active - Souls of the Valkyrie:
Category: Supportive
Type: Burst, Buff, Teleport, Negation
Healing: 150
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Downside:
Description:
When activated, spirits that resemble valkyrie appear as they are called on and hover in a large circle instead of entering battle for themselves. Together, they act as support and are able to heal all allies within a 110m range of Odin for the equivalent of full A+ Spell Damage. For plot purposes this will also cause those that have fallen to rise again. For the plot effect to work on other players and anything they may own this requires OOC permission. A buff that lasts for the remainder of this ability's duration will also be granted to those that were healed, increasing their Spell Damage and Spell Durability by 50% each. Once per post, the valkyrie spirits are capable of selecting an ally and transporting them to another location within this spell's range for safety or any other reason they deem relevant. If affecting other players and whatever they own this requires OOC permission. Lastly they can negate a spell that is within range and is A+ rank or lower once per post. This requires the same MP be taken from Samira that was used to create the negated spell.
- Active - Souls of the Warrior:
Category: Offensive
Type: Multi-Target, Buff, Piercing, HP Drain
Damage: 113
Range: 338m
Speed: 250 m/s
Duration: 9 Posts
Downside:
Description:
When activated, warrior spirits will appear and grant each ally (max of 8 targets) within a 110m range and Odin himself their strength and battle confidence. Strength is increased by 100% for the remainder of the duration and does not stack through multiple posts. These souls of celestial warriors will spread out and damage targets for 75% of A+ Spell Damage with each strike that they do, and will pierce through armor and magical defenses to do 50% of the intended damage. Attacks made by these battle hardened warriors will also leave a negative effect on those they hit that drains 5% of a target's HP once per post for the remainder of the duration.
- Ma'at, Goddess Avatar of Order:
Name: Ma'at, Goddess Avatar of Order
Rank: S+
Type: Bronze Key
Damage: 52
Summon HP: 375
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Description:
The spirit incarnation of the one that had blessed those of the Nassar line so long ago. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.- Appearence:
- Active - Defensive Order:
Category: Defensive
Type: Burst, Immobilization, Debuff, Negation
Durability: 562
Range: 150m
Speed: 150 m/s
Duration: 6 Posts
Downside: Sacrifices 50% Duration for 25% more Durability
Description:
When activated, Ma'at will create a transparent energy barrier around herself that spreads as far as 150m at 150 m/s. This absorbs the damage that may be inflicted on herself, Samira, and other spirits even if it appears that they have been struck. In other words, it protects them all from damage up to 3x S+ rank Spell Damage. This is not for each of them and is a singular barrier that provides protection so long as they remain within its boundaries. Enemies can cross into the barrier's boundaries, but upon doing so a shockwave will emit from Ma'at that extends through the entire circular barrier at the same speed, and if it reaches the enemy they will be stunned and immobilized for a single post, as well as have their Spell Damage, Spell Durability, and Spell Healing reduced by 35% for the remainder of the duration. The barrier's strength resets every post during this ability's duration, and the immobilization shockwave can also happen every post to affect new targets. However, those that have already been affected can only be stunned every other post. Lastly, Ma'at can choose to power up her barrier by taking energy from Samira in order to negate a single spell that has entered its boundaries once per post. The cost to do this must match the same that was used to create the negated spell, and it must be of S+ rank or lower.
- Active - Spawn of Ammut:
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Debuff
Damage: 225
Range: 600m
Speed: 600 m/s
Duration: 6 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 600m at a speed of 600 m/s. If the target gets hit they will be damaged for full S+ rank Spell Damage. Being hit by the spawn will leave a lingering effect from the real Ammut. For the remainder of the duration the hearts, both physical and magical, will be judged as an enemy and thus they will be drained of 5% of MP and 5% of HP every post. A debuff will also be applied for the remainder of the duration that decreases the power of Spell Durability, Spell Damage, and Spell Healing by 35%.
- Apophis, God Avatar of Chaos:
Name: Apophis, God Avatar of Chaos
Rank: H+
Type: Crystal Key
Damage: 82
Summon HP: 600
Range: 500m
Speed: 400 m/s
Duration: 25 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Chaos! Apophis!” a large spirit in the form of a red scaled cobra is released from the Celestial World. He is Samira's most powerful spirit aside from the Zodiac spirit she wields, but due to this he is also difficult to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner and only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead.- Appearence:
- Active - Void Shroud:
Category: Defensive
Type: Burst, Buff, Teleport, Negation
Durability: 945
Range: 500m
Speed: 400 m/s
Duration: 12 Posts
Downside: Sacrifices Effect for 25% more Durability. Sacrifices 50% Duration for 25% more Durability.
Description:
Upon activating this ability, dark colored particles surround this spirit and then extend to a 500m range to protect those this spirit considers as an ally. Firstly it acts as a sort of barrier that absorbs up to 3x H+ rank Spell Damage. This barrier recovers its energy and power every post throughout this ability's duration regardless of whether or not it has been destroyed. Enemies can walk into the protection particle zone, but they will not benefit from the damage absorption. Spell Damage for Samira and allies within range is also increased by 115% for the remainder of the duration. Apophis can also disappear once per post throughout the duration, turning into particles that fade into nothingness and then reappear in full form elsewhere within the shroud's range, acting as a teleport. Lastly, once per post when an enemy spell is used within the zone or if it travels through, the shroud particles erase it, negating it completely. The spell that is negated can be chosen at will. This effect also requires the same amount of MP be taken from Samira that was used to cast the negated spell, and can only be used to negate spells that are H+ rank or lower.
For plot purposes he can also erase any trace of his existence as a form of invisibility. This does not work in combat.
- Active - Obliteration:
Category: Offensive
Type: AoE, Single Target, Debuff, MP Drain, HP Drain, Piercing
Damage: 131, 262
Range: 600m, 800m
Speed: 500 m/s, 800 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% increased Damage
Description:
Apophis gathers his energy and then unleashes it as a massive wave of dark energy that obliterates everything in its path for cosmetic and plot purposes. Anything belonging to other players requires OOC permission before being destroyed. For the combat effect, those within a 600m range will be damaged for 50% of H+ Spell Damage. This can be used every post of the ability's duration. This wave can also be focused into a Single Target attack at the sacrifice of its AoE damage for that post. Apophis will gather his magical energy and forms it into a devastating dark attack in the shape of a sphere that can go as far as 800m at 800 m/s when unleashed. Upon meeting its target, the sphere explodes, dealing H+ Spell Damage towards it. No matter which damage type is used, targets hit by it will experience the same effects. They will receive a debuff to their Spell Damage by 115%, as well as a 5% MP and HP drain every post. The negative effects last until this ability's duration has expired unless removed. This ability can also pierce armor and magical defenses in order to do 50% of its intended damage.
- Active - Chains of the Void:
Category: Offensive
Type: Multi-Target, Immobilization, Debuff, Negation, Piercing
Damage: 197
Range: 700m
Speed: 600 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% increased Damage
Description:
Snake-like moving chains made out of dark energy will travel as far as 700m at 600 m/s and attempt to wrap around several targets, trapping them and making them unable to move for 1 post. The energy chains will remain to trap any new enemies that enter the battlefield, although those that have already been trapped can only be so again every other post. Enemies will also be damaged for 75% of H+ Spell Damage per hit if they are struck by the chains, and they will also receive a debuff to their Spell Durability and Spell Healing by 57% each that lasts through the remainder of this ability's duration. A chain can be used to intercept and destroy a single enemy spell once per post if the MP that was used to create that spell is used to amplify its power. However, this can only be done to H+ rank spells or lower. Can be used every post of this ability's duration. Lastly, the power of the chains bypass the armor and magical defenses of others, piercing through them to do 50% of the intended damage.
- Ascendant Abilities:
- X:
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)
- Y:
Master of the Other World:
Description:
In all magic there are prodigies and masters, those who from an early age are destined to be a natural talent in a particular magic or skill. For the Master of the Other World, this mastery comes in the form of summoning; they seem to see lines where others would not and are able to make contracts with their summons of choice which are lasting, and more binding than those made by a normal wizard. When these masters choose to show their power, they seem to be able to better control, and better understand their summons. For some, this is due to a deeper understanding, and even friendship, for others it is their will which allows them to overpower that of the summons.
Ability:
The user gains the ability to actively maintain one additional Summon spell on top of the active Summon slots they already have. If the user does not possess a magic that is at least of an Auxiliary Summoning type, the active summon cap is raised from one slot to two slots instead.
Usage:
Passive
- Z:
Truth:
Description:
There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability:
Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower. Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true, it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.
Usage:
3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
- Unique Abilities:
Divine Intervention - Passive. Samira's spirits have grown attached in such a way that they all have left a bit of their power in the mortal world in order to further keep her protected. A small invisible energy barrier exists around her that will activate whenever she is about to take damage, or at any time she deems appropriate. This is capable of absorbing up to 2x S rank Spell Damage, and will last 10 posts with its durability refreshing back to max every post. Furthermore, the divine energy that makes up Samira's shields and barriers in the spells and abilities of her magic, lineage, and equipment is of a stronger sort that protects them from shield piercing spells and abilities. This applies a counter effect to them that reduces the effectiveness of piercing spells and abilities by 50%.
Avatar Ascension - Active. - This ability allows for Samira to call on and fuse with one of her spirits for a duration of 10 posts. This not only grants her the Actives and Passives of the summon, but it also increases her Spell Damage by 70% for the remainder of the duration. Only one summon can be used in this way at a time, and it cannot be summoned separately while in this state. Additionally, this ability only works on S rank summons or lower. For plot only, this can be used on any spirit. Naturally, this also counts towards the active summon cap, and the MP cost of the spirit must also be paid as if summoning it normally.
Spirit Particles - Passive. Whenever a spirit is dismissed prematurely or destroyed, rather than return to the celestial realm completely part of the spirit will remain as moving energy particles that will damage those that come within user rank burst Range at user rank burst Speed for full Spell Damage of the spirit's rank. All values cap at S rank, which means a H or H+ spirit will only do S rank damage when in this form. The damage can happen once per post for a duration of 10 posts. This ability also affects the summoning particles. Some of these particles attach themselves to Samira and fellow spirits, increasing their Spell Damage by 60%.
- Signature Spells:
- Portunus, God Avatar of Keys:
Name: Portunus, God Avatar of Keys
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
This spirit when summoned is barely noticeable. He lacks the flashy entrance of the others and instead of a large fighting form he takes on the simple appearance of a small key. He materializes on Samira's keyring and remains there until his ability is used. For plot purposes he can be used as a world master key and unlock nearly everything except for player created locks and such. That requires OOC permission.- Active - Circle of Keys:
Category: Offensive
Type: Single Target, Buff
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Portunus will leave the keyring and command all other keys attached to leave as well. They then form a circle with Portunus at the center and from there the other keys release their energy to combine at the center point. Portunus then fires a beam of the combined celestial energy towards a single target that does S rank Spell Damage. This can be done once per post. 400m range, 400 m/s speed. Additionally, a small amount of the combined power of the keys transfers to Samira, increasing her Spell Damage by 70% for the remainder of the duration.
- Anhur, God Avatar of War:
Name: Anhur, God Avatar of War
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Anhur is different from the other spirits and can exist just fine outside the normal laws and traditions of his fellow god avatar spirits. However, his spirit is still attached to a key that has a while back been claimed by Samira during the search for him. Regardless of his "companion" form, the key can be used to access the spirit power that had been left behind within the key ages ago.- Appearence:
- Active - Guardian of War:
Category: Defensive
Type: Single Target, Negation
Durability: 360
Range: Self
Speed: Self
Duration: 10 Posts
Downside: Sacrifices Range and Speed for 50% more Durability
Description:
This ability allows the spirit of Anhur to become much more durable and resistant to damage, becoming much like unbreakable stone that is similarly found in the Guardian Form of his real body. For the remainder of the duration, this stone can withstand up to 2x S rank Spell Damage, with the durability resetting every post. He is also able to negate a spell or ability that gets within his melee range, though this can only be done once per post, be used against S rank spells or lower, and requires the same amount of MP be taken from Samira as was used to create the negated spell.
- Passives:
Spirit Bond - Samira's Spell Damage is increased by 50% - Replaces B Rank Spell Slot
Isis' Boon - Samira's MP pool is increased by 50% - Replaces B Rank Spell Slot
Magic Flow - Samira's spells cost 50% less MP. She also regens 5% MP every post. - Replaces a S Rank Signature Spell
Celestial Defense - Samira has a 50% Resistance towards Physical Damage and 5% more MP - Replaces A Rank Signature Spell from Lineage
- Plot Spirits:
- These are spirits that were originally in the magic but were removed due to mainly being for plot and fun. They serve no combat purposes nor will they participate.
- Jing Wei:
- Cupid:
- Aphrodite:
- Awilix:
- Bacchus:
- Apollo:
- Nox:
- Janus:
Nessa Cordelia LuxStarlight Maiden
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Vassal of the Cosmos
Position : None
Posts : 6990
Guild : Fairy Tail
Cosmic Coins : 145
Dungeon Tokens : 0
Experience : 26,209
Character Sheet
First Skill: Starlight Maiden
Second Skill: Valkyrie Summoner
Third Skill: Moon Goddess Slayer
- Post n°80
Re: Celestial Avatar Summoning
- Post No 2:
- Samira Nassar wrote:Planner Guide: 20 Slots due to 5 Purchased/Rewarded slots
6 B (2 of them Passives)
8 A
6 S- B Rank Summons:
- Loki, God Avatar of Tricks:
Name: Loki, God Avatar of Tricks
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Tricks! Loki!” a spirit that normally takes on the guise of a jester appears. He is a master shapeshifter and quite enjoys using illusions and tricks to annoy others. Loki can be a bit of a jokester and enjoys toying with others. However, he is also a spirit that enjoys staying alive and unharmed so he knows when to stop. Unlike Agni, he can take on a more serious and sinister nature in certain situations, and does actually make use of his brain for things other than tricks. He is, however, often ignored by the others. Mainly due to his habit of turning them into random things and keeping them that way.- Appearence:
- Active - Target Dummy:
Category: Offensive
Type: Burst, Teleport
Damage: 80
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Once Loki activates this ability, if attacked, a waving target dummy will pop up in his place and take the hit while he himself disappears elsewhere within 50m. The dummy will then explode, causing full B rank Spell Damage to enemies within 50m of the explosion. This can happen once per post for the remainder of the duration of this ability. 50 m/s.
- Active - Shapeshift:
Category: Offensive
Type: Single Target
Damage: 80
Range: 200m
Speed: 200 m/s
Duration: 6 Posts
Downside:
Description:
Not only can he change his own form, but he can also change that of his enemies as well as his allies. Due to some people may not liking what they are transformed into, OOC permission is required. Otherwise, this ability will do full B rank Spell Damage and can be used every post of his duration. So as not to be an auto hit, the damaging component of the ability is a tossed Jack in the Box and other toys that were once normal beings but have been transformed at an earlier time. An ability that can be used as far as 200m away at 200 m/s.
- Pele, Goddess Avatar of Volcanoes:
Name: Pele, Goddess Avatar of Volcanoes
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Volcanoes! Pele!” a woman with glowing eyes, lava colored hair, and skin marked with tattoos enters the normal plane of existence. While her original is known as both a goddess of fire and volcanoes, the spirit version focuses on the volcano side.- Appearence:
- Active - Eruption:
Category: Offensive
Type: AoE, Debuff, Piercing
Damage: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Pele is capable of creating an actual volcanic eruption where she stands and within her melee range. Lava and earthquakes affect a 100m range from the eruption and those within range of the eruption shockwaves take 50% of B rank Spell Damage for every post of her duration. She can also dismiss the current volcano in order to create a new one if her location has changed once per post and before the original volcano has done its damage. Those that are struck by this ability will have their Spell Durability weakened by 60% for the remainder of the duration. The power of the volcanic eruption's shockwaves and lava will also pierce through armor and magical defenses to do 50% of the intended damage.
- Active - Lava Wave:
Category: Offensive
Type: AoE, Immobilization, HP Drain
Damage: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Large waves of lava similar to tidal waves will be created all around Pele and go as far as 100m at 50 m/s, doing 50% of B rank Spell Damage to those in their path. If it hits a target, the lava will quickly cool and harden, trapping them for 1 post. This can be done every post of her duration, but the immobilization effect can only happen every other post for those already affected by it. As a final effect, being hit by the lava waves will cause a lingering effect that melts away 5% of HP every post for the remainder of the duration.
- Chronos, God Avatar of Time:
- Slot Gained From Job Reward - Ending Approval
Name: Chronos, God Avatar of Time
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Keeper of Time! Chronos!” a blue skinned man with white hair and golden armor that looks like clock mechanisms appears from the gateway. He is a spirit that does not really enjoy battle. He prefers taking more peaceful approaches rather than acting out on violence. He has a serious nature about him, and normally always carries a frown. Nevertheless, he speaks up if he has any sort of input and always does as he is told by his fellow spirit brethren and summoner.- Appearence:
- Active - Fast Forward:
Category: Auxiliary
Type: Burst, Buff, Teleport
Damage: 0
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
Chronos generates a thin magical aura that alters time around himself. The surrounding environment will seem to slow down and himself and allies speed up. Character Speed and Spell Speed are increased by 30% and the altered time waves allow him to be able to teleport once per post within a 50m range. 50 m/s. Both effects last throughout the entire duration of this ability.
- Active - Time Alteration:
Category: Supportive
Type: AoE, Buff, Immobilization
Healing: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
When this ability is used, a large and mystical-looking hourglass is brought forth from wherever this spirit keeps it and continues to hover above ground while sending energy pulse shockwaves that go as far as 100m from Chronos at a speed of 50 m/s. Part of the shockwave alters and reverses time for injuries, healing allies for the equivalent of 50% of B rank Spell Damage every post if they are within the stated range. Another part accelerates their magic power and physical strength, putting them both into a state that represents one of possible futures of growth. Allies within the stated range have their Spell Damage and Strength increased by 30% for the remainder of the duration. For enemies that are within range and are hit by the shockwaves, time is stopped for them, counting as immobilization for 1 post. This can occur every post to affect new targets, but those already affected by it can only be immobilized every other post.
- Ah Puch, God Avatar of Decay:
Name: Ah Puch, God Avatar of Decay
Rank: B
Type: Bronze Key
Damage: 19
Summon HP: 150
Range: 50m
Speed: 50 m/s
Duration: 6 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Decay! Ah Puch!” a tall, thin, and frail looking spirit wearing a bone mask appears from a rather sickly looking portal. He enjoys reanimating corpses and prefers the company of the dead.- Appearence:
- Active - Zombified:
Category: Offensive
Type: Multi-Target, HP Drain
Damage: 60
Range: 150m
Speed: 110 m/s
Duration: 6 Posts
Downside:
Description:
When used, Au Puch will call on zombies and other monstrosities from the ninth hell to aid him temporarily. They attack once before they either explode or turn to dust regardless if they hit or miss. Each one is capable of doing 75% of B Rank Spell Damage if they land the hit, and they can move in a 150m range of Au Puch at 110 m/s. However, if they do manage to hit their target that target will become infected and will lose an additional 5% of HP every post for the remainder of the duration. This effect does not stack with each hit. These creatures can be released every post of Au Puch's duration.
- Active - Decay:
Category: Offensive
Type: AoE, Debuff, HP Drain
Damage: 40
Range: 100m
Speed: 50 m/s
Duration: 6 Posts
Downside:
Description:
With this ability Ah Puch will unleash an AoE type of attack that decays the area around him as far as 100m at a speed of 50 m/s. Enemies that are struck by the miasma of death and decay will take 50% of B rank Spell Damage. This miasma lasts throughout the rest of his duration, and the area it affects can be changed once per post before the damage occurs if he has switched locations. Additionally, the attack will also reduce Spell Damage by 60% to those that were struck and also remove 5% of their HP once per post. The effects will remain on affected targets for the rest of the duration unless removed.
- A Rank Summons:
- Agni, God Avatar of Fire:
Name: Agni, God Avatar of Fire
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Fire! Agni!” a tall two headed man made of flames and solidified lava emerges from the gateway. Due to his two heads he has a split personality where one side is nice and playful while the other is reckless and cares only for destruction. He is one of the many spirits that focuses purely on offense. Agni’s body is made of lava and fire and due to this he will burn or melt anything his body comes into contact with for plot. OOC permission needed for player owned items and such.- Appearence:
- Active - Conflagration:
Category: Offensive
Type: Single Target, Piercing
Damage: 125
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside: Sacrifices Effect for 25% more Damage
Description:
When this is activated, Agni can unleash a powerful blast of flames towards a single target as far as 300m at 300 m/s. This does A rank Spell Damage upon impact with the target. This can be used once per post throughout the duration, and this will also pierce through armor and magical defenses to do 50% of the intended damage.
- Active - Circling Flames:
Category: Offensive
Type: AoE, HP Burn, Buff, Burst
Damage: 50, 100
Range: 150m, 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
Purified flames erupt from Agni’s body and spread in a circle around him, dealing 50% of A rank Spell Damage to anything within 150 meters with a speed of 75 m/s. Can be done once per post throughout his duration. This ability also places a burn on enemies that are hit by the initial attack that drains 5% more HP once per post until this ability's end. The burn does not stack and can be removed, but if targets are hit again then the burn effect will be re-applied. These flames react according to Agni's view of ally and enemy, and instead of allies being harmed they instead receive a buff that increases their Spell Damage by 65% for the remainder of the duration. Lastly, Agni can choose to instead decrease the range of this spell to 75m in order to do full A rank Spell Damage and apply the same effects. The Burst category can not happen on the same post as the AoE category.
- Chaac, God Avatar of Rain:
Name: Chaac, God Avatar of Rain
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Rain! Chaac!” a tall and muscular dark skinned man dressed in a ceremonial tribal outfit and wielding a large axe steps from the gate portal. He is a quiet and serious spirit but he is very kind and understands well the regret that comes from mistakes. His very presence causes the sky to darken and rain, although the extremity of the storm is dependent on his mood. His axe acts as his weapon of choice and he can temporarily empower it for extra damage.- Appearence:
- Active - Rainstorm:
Category: Offensive
Type: AoE, Debuff, Single Target, Piercing
Damage: 50, 100
Range: 150m, 300m
Speed: 75 m/s, 300m
Duration: 7 Posts
Downside:
Description:
Whenever this spirit is out it will start to rain, the storm spanning across the sky at a max of 150 meters. This rainstorm is not by any means harmless or gentle. The water droplets that rain down are stronger than average water and will do 50% of A rank Spell Damage every post to anyone within range besides Samira and her other spirits. The strength of the storm also makes it harder for enemy spells to be used properly, and so those within range and get hit by its power will be given a debuff that decreases their Spell Range and Spell Speed by 32%. The damage component and the debuff last throughout the rest of this ability's duration. Once per post, Chaac can combine the waters that were created from his storm. This creates a more powerful blast of water that will be aimed towards a single target as far as 300m away at 300 m/s in order to do A rank Spell Damage upon impact. However, the AoE damage will not occur on that post if he chooses to use the Single Target variation. The special properties of the magic rainstorm he controls strengthen it quite a bit, allowing the rain droplets to pass through armor and magical defenses in order to do 50% of the intended damage regardless of which Spell Type is used.
- Active - Thunder Strike:
Category: Offensive
Type: Single Target, Immobilization, Piercing
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Chaac’s axe becomes charged with the power of thunder and lightning of the storm. He strikes with the axe either by throwing it at a target or swinging it forward, causing an electrified attack that can put out A rank Spell Damage to a single target. The maximum range for the throw is 300 meters with a max speed of 300 m/s. If the attack hits, that target is also paralyzed for 1 post as the energy within the axe is released. Can be done for every post throughout the ability's duration, but the paralyzing effect can only happen every other post towards those already affected by it. This ability will also pierce through armor and magical defenses in order to do 50% of its intended damage.
- Cernunnos, God Avatar of Life:
Name: Cernunnos, God Avatar of Life
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Cernunnos, God of Life!” a beast-like humanoid wielding a glaive appears from the celestial opening. He is a nature spirit that has never shown his ability to talk in the past. Nevertheless, he is a kind and patient spirit towards his allies, and has never shown cruelty towards those that did not deserve it. Those that deserve it are generally the ones that destroy his garden. Assuming that is left alone, he is a spirit anyone can trust to fulfill his role and watch over them.- Appearence:
- Active - Nature's Call:
Category: Offensive
Type: AoE, Immobilization, Debuff, MP Drain
Damage: 50
Range: 150m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
When activated many different types of trees, plants, and flowers will quickly grow and blossom within a 150m range at 75 m/s. The mystical plant life releases a green colored energy that not only damages for 50% of A rank Spell Damage every post, but it can also put those that are considered an enemy to sleep for 1 post, and for every other post after if the enemies get hit by the green energy again. Additionally, enemies will find that it is difficult to use their abilities normally as they too have become sluggish from the effects of the plant life. Spell Range and Spell Speed are decreased by 32%, and 5% of MP will also be drained from targets that are struck by this energy for the remainder of the duration.
- Active - Nature's Fury:
Category: Offensive
Type: Single Target, Immobilization, MP Drain
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Cernunnos will use the land around him to gather energy and then release a green beam that will do full A rank Spell Damage to a single enemy. If the attack is successful, the enemy will then become entangled and rooted for 1 post as vines will begin to grow and wrap around the target as a result of the nature energy used. Range is 300m at a speed of 300 m/s. Can be used every post of this ability's duration, but the entangled effect only happens every other post to those that were already affected by it. Additionally, these vines crave magic energy and will use special thorns to pierce into a target's magic system to drain 5% of their MP. Even when a target is released the drain will continue every post throughout the rest of this ability's duration as the MP leaks from the small temporary openings the thorns have made. The drain can be removed and does not stack with each hit.
- Susano, God Avatar of the Summer Storm:
Name: Susano, God Avatar of the Summer Storm
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Summer Storm! Susano!” a man that appears to be of Midi descent leaves the celestial realm and enters the mortal one. He carries a katana as his weapon and with the wind as his ally he attacks just as ruthlessly as a storm while also using its power to protect himself. He is a very sarcastic and blunt spirit. Rare is the day he holds back his tongue, and more often than not he goes into a lecture mode when speaking with Samira. Only his sister, Amaterasu, manages to keep him in check. He is actually a very caring spirit and quite emotional. He just has a much harsher approach at showing it that often leads to hurt feelings for others around him.- Appearence:
- Active - Wind Master:
Category: Defensive
Type: Burst, Teleport, Buff
Durability: 300
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
Susano is constantly emitting gusts of wind all around him that he can control. Every post throughout this ability these winds will protect him for 3x A rank Spell Damage. For plot he can also use the magically generated air currents as a form of flying, but for combat purposes he is able to disappear into them and appear elsewhere within 75m once per post throughout this ability's duration. For clarity, it's a teleport mechanic. The activation of this ability also affects Samira due to the link between summoner and spirit. Her Character Speed is increased by 65% for the remainder of the duration.
- Active - Wind Storm:
Category: Offensive
Type: Single Target, Immobilization, Negation
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Susano will gather the winds around him and after slashing his weapon a ranged attack in the form of a tornado will head towards the target to inflict A rank Spell Damage. The tornado will also trap the target for 1 post to act as a stun effect, and the target can be trapped again every other post should they get hit by the ability another time. Max distance is 300m at a speed of 300 m/s. Can be done once per post throughout the duration. As a final effect, a second tornado is created upon the initial activation of this ability. It is harmless for the most part aside from destroying natural terrain, however, it can inhale a single spell within range once per post that is of A rank or lower in order to negate it. This too persists throughout the rest of this ability's duration, but requires the same amount of MP be taken from Samira as was used to create the negated spell before it can activate.
- Skadi, Goddess Avatar of Winter:
Name: Skadi, Goddess Avatar of Winter
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Winter! Skadi!” a women of light blue coloring and bringing the very essence of chilly weather enters the mortal plane from her place in the celestial world. A quirky spirit that has a habit of taking rocks and smashing men on the head with them. Should they survive the skull bashing, she considers them as a perfect mate. That aside, she is a loyal spirit and will fight for her allies. However, she is also not blind and does not always believe the same things those around her would. She is a very independent soul and has no issue with laying her trust on those she believes deserve it, even if they seem shady to others.- Appearence:
- Active - Shards of Ice:
Category: Offensive
Type: Multi-Target, MP Drain, Debuff
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
Activates as soon as she is summoned and lasts for the rest of the duration of 7 posts. A thin but strong layer of ice covers the spirit and anything she touches. This ice is magically enhanced and increases the damage she does. Skadi's melee attacks do 75% of A rank Spell Damage per hit. If she hits nothing, the ice releases its frosty power in a ranged version that goes as far as 225m at a speed of 165 m/s. Being struck by the cold spell freezes a target's magic system and will therefore remove 5% of their MP once per post for the rest of this ability's duration or until removed. A debuff is also applied that reduces a target's Spell Speed by 65% for the rest of the duration. It does not stack with each hit and can be removed, but it will be re-applied if a target is hit again.
- Active - Howling Winter:
Category: Offensive
Type: Multi-Target, Debuff, MP Drain
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
An icy blast that forms into mist wolves is created with this ability. They can go as far as 225m at a speed of 165 m/s. Each one does 75% of A rank Spell Damage and will attack once before disappearing. They will then continue to appear and attack every post of Skadi's duration. The Spell Speed is slowed by 65% for those that are bitten and injured by the ice mist wolves, and 5% of their MP will also be drained once per post. Both of these effects last through the entire duration of this ability. The buff and drain do not stack if an enemy is injured again, but they can be re-applied if removed.
- Camazotz, Avatar God of Bats:
- Job Reward - Job Ending Approval
Name: Camazotz, Avatar God of Bats
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Bats! Camazotz!” a giant bat creature comes through the portal. He only serves one and does not know the value of allies. He is more beast-like than the other spirits and follows his instincts rather than logic. It is best to never be alone with this spirit without his summoner around to control him.- Appearence:
- Active - God of Bats:
Category: Offensive
Type: Burst, HP Drain, MP Drain
Damage: 100
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
Whenever Camazotz is summoned, a massive colony of bats also come with him from his domain within the celestial realm. For every post he is out the colony will swarm and attack enemies within 75m at a max speed of 75 m/s, doing A rank Spell Damage to enemies within that range. They will also drain an additional 5% of HP from targets that they damage, as well as 5% of their MP. The drains are actually an infection that is left on the targets that they damage, and so those targets will continue to lose that same HP and MP every post throughout the rest of this ability's duration unless removed.
- Active - Deadly Screech:
Category: Offensive
Type: AoE, Immobilization, Debuff, Single Target
Damage: 50, 100
Range: 150m, 300m
Speed: 75 m/s, 300 m/s
Duration: 7 Posts
Downside:
Description:
Camazotz will pick an area and screech loudly, sending visible waves of magic sound energy. The spell does 50% of A rank Spell Damage to everything within a 150m range at a speed of 75 m/s. Those that are hit with this spell will also become dazed and disoriented for a single post, which counts as a stun/immobilization effect. Can be used once per post throughout the duration, but the stun effect can only happen every other post to those that were already affected. Additionally, those hit will find that their spells have also been influenced. The Range and Speed of their spells are reduced by 32% for the rest of the duration. Lastly, this spell can be turned into a Single Target version once per post that will instead do A rank Spell Damage, but only if the AoE version has not been used in that same post. The altered version's Range and Speed is 300m at 300 m/s.
- Hades, God Avatar of the Underworld:
- Proof of Purchase
Name: Hades, God Avatar of the Underworld
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Underworld! Hades!” a dark spirit travels through the open portal. It is not an intimidating deity incarnation that comes forth, but rather a doll sized cutey. He will never say how he got that way and still he tries to be as threatening as possible. It doesn't really work. However, whenever he is actually called upon he does value his role as a spirit and will protect his summoner at all cost. Unless that cost is his cookies. He'll have to think about that one.- Appearence:
- Active - Soul Wraiths:
Category: Offensive
Type: Burst, HP Drain, MP Drain
Damage: 100
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside:
Description:
When summoned, Hades is accompanied by spirits, wraiths, and specters of the celestial underworld. Upon activation of this ability, he empowers them and is then able to use them in battle throughout the rest of his duration. They swirl about and create an aura around him that goes as far as 75m at 75 m/s. For each post that an enemy enters this aura they will be hit by these specters and wraiths for full A rank Spell Damage. The spirits of the dead will also haunt those that have been injured by them, leaving negative effects that drain 5% of their HP and 5% of their MP every post for the rest of the duration. The drains do not stack and can be removed, but they can also be re-applied if the targets are hit again by this ability.
- Active - Soul Possession:
Category: Offensive
Type: Single Target, MP Drain, Debuff
Damage: 100
Range: 300m
Speed: 300 m/s
Duration: 7 Posts
Downside:
Description:
Hades will select a target as far as 300m and then send one of the souls around him towards it, traveling at 300 m/s. If the haunted soul reaches the target successfully it will enter their body and damage their soul or whatever else is there if they lack a soul, doing full A rank Spell Damage to the selected target. Additionally, a debuff will be placed on the hit target that will lower their Spell Durability by 65% as well as another effect that removes 5% of their MP every post. Both the debuff and drain lasts for the rest of the duration unless removed. The damage can also be done once per post throughout the duration, but if attacking the same target the effects do not stack or restart.
OOC Plot Ability: With permission he can possess someone or something to take full control.
- Artio, Avatar Goddess of Bears:
Name: Artio, Avatar Goddess of Bears
Rank: A
Type: Bronze Key
Damage: 28
Summon HP: 200
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Bears! Artio!” a tall woman with orange colored hair and wielding a staff comes from the portal. She is a spirit that prefers the peace and quiet. Artio prefers to spend her time meditating while being around nature. Loud noises and pointless talk bother her, however, she is also a good listener whenever she has her ears open. She's very neutral until true evil is shown, of which, regardless of her weaker standing, she will take on any higher level threat without fear.- Appearence:
- Active - Guardian:
Category: Defensive
Type: Burst, Buff
Durability: 375
Range: 75m
Speed: 75 m/s
Duration: 7 Posts
Downside: Sacrifices Effect for 25% Durability
Description:
Artio will transform herself into a bear guardian spirit when using this ability. She is able to protect those within 75m from damage up to 3x A rank Spell Damage. Once it is broken she reverts back to her normal self but she can use this again every post, resetting the protection and its durability. Those within range of this ability will also have their Spell Durability buffed by 65% for the remainder of the duration.
- Active - Bear Calling:
Category: Offensive
Type: Multi-Target, Piercing, Debuff
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
Much like Skadi, Artio is able to call forth animal spirits to come to her aid. For her, it is in the form of bears. These spirit bears will not hesitate to go after those deemed as an enemy or obstacle. They will attack them all no matter how few or many, doing 75% of A rank Spell damage per strike every post towards those within a 225m range at 165 m/s. Their strength allows them to pierce through armor and magical defenses in order to do 50% of the intended damage. Lastly, they apply a negative effect on targets they successfully strike, lowering their Spell Durability by 65% for the remainder of the duration.
Nessa Cordelia LuxStarlight Maiden
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Vassal of the Cosmos
Position : None
Posts : 6990
Guild : Fairy Tail
Cosmic Coins : 145
Dungeon Tokens : 0
Experience : 26,209
Character Sheet
First Skill: Starlight Maiden
Second Skill: Valkyrie Summoner
Third Skill: Moon Goddess Slayer
- Post n°81
Re: Celestial Avatar Summoning
- Post No 3:
- Samira Nassar wrote:
- S Rank Summons:
- He Bo, Avatar God of The Yellow River:
Name: He Bo, Avatar God of The Yellow River
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Yellow River! He Bo!” a spirit made entirely of water flows through the portal. He is more of a supportive spirit that uses water to heal allies and cure status afflictions.- Appearence:
- Active - Body of Water:
Category: Supportive
Type: AoE, MP Drain, HP Drain, Buff
Healing: 60
Range: 200m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Description:
He Bo is made of water, therefore he can travel through it quite easily as well as overcome obstacles solid creatures could not for plot. For combat effect, whenever this ability is activated his water's power is used. These waters will cover a 200m range and heal allies it touches for the equivalent of 50% of S rank Spell Damage once per post. However, if these waters reach enemies within range they will instead receive negative effects. For every post left of the duration enemies will be drained of 5% of MP and 5% of HP. Additionally, the waters will give allies within range a 70% buff to their Spell Healing throughout the rest of the duration. Speed of 100 m/s.
- Active - Restoring Waters:
Category: Supportive
Type: Single Target, Cleanse/Negation, Buff
Healing: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
A special type of water is summoned from the celestial realm, capable of restoring the HP of a target for the equivalent of S rank Spell Damage and removing a harmful status effect that is of S rank or lower if the MP that was used to create the effect is also taken from Samira. The target will even remain dry after being touched by the water. Can go as far as 400m at 400 m/s. Can be done once per post throughout the duration. This ability will also apply a 70% buff to Spell Healing that also lasts throughout its duration.
- Athena, Goddess Avatar of Wisdom:
Name: Athena, Goddess Avatar of Wisdom
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Wisdom! Athena!” a spirit with large silver wings and wearing battle armor of greek origin comes from the gateway. Like Chronos, she values wisdom and does not always go into offensive action unless required. She is a protective spirit and her abilities indicate as much. She will always ensure to put herself in harms way well before allowing those she is watching over to be injured.- Appearence:
- Active - Guardian's Eye:
Category: Defensive
Type: Multi-Target, Buff, Negation
Durability: 270
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
Description:
When Athena activates this ability, owl spirits are brought into the battlefield to act as support. They are able to go as far as 300m away from Athena at 225 m/s in order to take the damage intended for allies themselves, defending and protecting them in much the same way as a barrier would. The amount of guardian owls that can do this every post with a refreshed durability is 10, with 6 of them belonging to Samira and spirits and the other 4 for whatever other allies are in battle. The amount of damage they each can take is up to 3x of 75% of S rank Spell Damage, basically S rank multi-target damage values times 3. These owls will also grant a buff to those it protects, increasing Spell Durability by 70% for the remainder of the duration. For clarity, even though Samira's spirits are also protected through this spell, the buff for her only applies once instead of stacking. The same goes for other allies that may have pets or summons as part of their magic and are protected by this spell. Lastly, these owls are capable of negating a spell that makes contact with them or the one they are protecting instead of taking the damage and effects. This requires extra MP to be taken from Samira with the amount matching the cost of the negated spell, and for it to be of S rank or lower. This can also only be done once per post max regardless of how many owl barriers there are.
- Active - Shield Barrier:
Category: Defensive, Supportive
Type: Burst, Buff
Durability: 240
Healing: 120
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Description:
When this is activated Athena's shield will remove itself from her grasp and it will float in front of her, creating a barrier around all allies as far as 100m at a speed of 100 m/s. The barrier will absorb up to 2x S rank Spell Damage as well as keep enemies outside it until destroyed. Those protected by the barrier will also be healed for the equivalent of S rank Spell Damage once per post. The barrier lasts throughout the entire duration, and will refresh its durability once per post. Those protected by the barrier will also have their Spell Durability increased by 70% for the remainder of the duration.
- Kali, Goddess Avatar of Destruction:
Name: Kali, Goddess Avatar of Destruction
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Destruction! Kali!” a tall blue skinned woman with four arms makes her way through the celestial realm and into the normal plane. Her two upper arms wield a scimitar within each hand and within the hands of her lower arms carry a trident and a golden metal container that holds incense. Impatient and often always full of rage, Kali is Samira's most bloodthirsty spirit. Rare is it that she shows any forgiveness, and quite a number of times she has even deserted Samira and her allies midbattle. A great fighter she may be, but not one to trust to always stick around and have your back.- Appearence:
- Active - Destruction:
Category: Offensive
Type: Multi-Target, HP Drain
Damage: 112
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside: Sacrifices Effect for 25% more Damage
Description:
Kali goes into a berserk mode when activating this ability. Red magical energy swirls around her and her blue skin also takes on a shade of red. Her melee attacks now do 75% of S rank Spell Damage with each strike for the remainder of the duration. This can be changed into a ranged form where her swings create thin red colored energy beams that can go as far as 300m at a speed of 225 m/s. Additionally, her strikes leave a more lethal effect on those that have been hit that drains 5% of HP once per post for the remainder of the duration.
- Active - Savage Frenzy:
Category: Offensive
Type: Multi-Target, Buff, Piercing
Damage: 90
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
Description:
With this ability, Kali increases her own speed by 70% and will also create several clones of herself. These clones do not have access to any of her abilities or buffs, but they do hit for 75% of S rank Spell Damage whenever they make contact with an enemy. The clones themselves can attack targets up to 300m away at a speed of 225 m/s. The buff lasts throughout the rest of the duration and the clones will continue to attack every post. Also, this ability pierces through armor and magical defenses in order to do 50% of the intended damage.
- Amaterasu, Goddess Avatar of Light:
Name: Amaterasu, Goddess Avatar of Light
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, The Shining Light! Amaterasu!” a woman of Midi origin and donning battle armor that shines in a brilliant light emerges from the portal. She is a warrior of light that can be kind and sweet at times. She likes to be amused and somehow seems to find it in all things. It's when she is not amused that one should be worried. Like Ra, she is a leader spirit among the group and the others look up to her as an example and for answers. Samira's well being is her priority, but she also remains unbiased and looks at the bigger picture and long term on things. An example would be letting Samira suffer temporarily in order for a longer term alliance advantage. She is not as blind as other spirits are, and knows full well that her summoner can make mistakes and may need a more tough love approach. If one wished to speak with a reasonable spirit that did not automatically side with Team Samira, she would be the best choice.- Appearence:
- Active - Dazzling Light:
Category: Offensive
Type: Multi-Target, Piercing
Damage: 135
Range: 300m
Speed: 225 m/s
Duration: 5 Posts
Downside: Sacrifices an Effect for 25% more Damage. Sacrifices 50% Duration for 25% more Damage.
Description:
When activated, many rays of light are created and take the shape of Amaterasu herself. They move very quickly at a speed of 225 m/s and can move as far as 300m. If they strike a target, they will do 75% of S rank Spell Damage per hit. This ability is able to pierce through armor and magical defenses in order to do 50% of the intended damage.
- Active - Judgment:
Category: Offensive
Type: Single Target, MP Drain, Piercing
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
A large beam of light descends from the sky at 400 m/s and strikes the ground, damaging a single enemy as far as 400m from Amaterasu for full S rank Spell Damage, and also applying a purifying effect that removes 5% of MP every post for the rest of this ability's duration unless the effect is removed. The effect can be re-applied should the enemy get hit again by the spell after removal. This attack is also able to pierce through armor and magical defenses in order to do 50% of its damage. Can be used every post of this ability's duration.
- Nu Wa, Goddess Avatar of Creation:
- Job Reward - Job Ending Approval
Name: Nu Wa, Goddess Avatar of Creation
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Guardian of Heaven, Nu Wa!” a creature with the lower half of a serpent and the upper half of a woman comes through the generated portal. She is a very passive and gentle spirit. She believes in the abilities of others even if they are weak, and never thinks less of them. Unfortunately, she is not one to take harsh action. She will attack if she must, and is quite capable of fighting very well. However, she is not the correct spirit to use if harsh judgments without leniency is in place.- Appearence:
- Active - Elemental Crystals:
Category: Offensive
Type: Multi-Target, Buff, Piercing
Damage: 90
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
Description:
When this is activated, several crystals of varying colors appear and float around the Lamia spirit. For cosmetic purposes, they provide versatility to her basic/melee attacks and gives it the look of a different element. For a combat effect, the crystals can attack targets as far as 300m away at a 225 m/s speed by shooting elemental beams. If a beam hits, it will do 75% of S rank Spell Damage. An extra crystal will shoot a harmless beam at Samira upon activation, leaving a buff that increases her Spell Damage by 70% for the remainder of the duration. This ability is also capable of piercing through armor and magical defenses in order to do 50% of the intended damage.
- Active - Elements Combine:
Category: Offensive
Type: Single Target, HP Drain, MP Drain
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Activating this ability allows Nu Wa to combine the crystals that float near her. They form a larger crystal with each side having a different color. A single target attack is released from the crystal, doing S rank Spell Damage. Additionally, the combined elements create a mix of energy that is far from controlled, especially when mixing with that of an enemy. On impact, the crystal's energy fuses with the enemy's to create an imbalance that begins to eliminate the more unknown properties. 5% of their HP and 5% of their MP will be eliminated from this effect once per post. These drains continue to work throughout the rest of this ability's duration unless removed. Range of 400m with a speed of 400 m/s. Can be used every post of the duration.
- Kukulkan, The Feathered Serpent Avatar:
- Job Reward - Job Ending Approval
Name: Kukulkan, The Feathered Serpent Avatar
Rank: S
Type: Bronze Key
Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Kukulkan, The Feathered Serpent!” a large serpent with two sets of feathered wings comes through the portal. She is the incarnation of a deity that ruled over the wind, but she also comes with lightning based abilities to use as she wishes. She is the wildcard of the group. She rivals Kali when it comes to rage and impatience, but she is much more dangerous with it. Kali knows when to stop. Kukulkan does not, and if she did she would refuse to. She is a very stubborn spirit and does not believe in hiding how she truly is just to prevent offending another being. She knows her own power and enjoys being able to eliminate those that stand in her way as an enemy. Surprisingly, even as a sort of rebel spirit that has gotten herself into trouble with the Celestial King in the past, she takes her role as Samira's spirit seriously. Those that harm her summoner are made an instant enemy and are to be made an example of.- Appearence:
- Active - Slicing Current:
Category: Offensive
Type: Burst, Debuff, Piercing
Damage: 120
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Description:
Kukulkan is the incarnation of a tribal wind god. As such, winds are always surrounding the serpent as far as 100m as soon as this ability is activated. Enemies that get in that range and are struck by the current will take full S rank Spell Damage and will be given a Debuff that lowers their movement speed by 70% for the remainder of the duration. The damage can only occur once per post. This ability will pierce through armor and magical defenses in order to do 50% of the intended damage. 100 m/s speed.
- Active - Storm of Serpents:
Category: Offensive
Type: AoE, Piercing
Damage: 90
Range: 200m
Speed: 100 m/s
Duration: 10 Posts
Downside: Sacrifices 2 Effects for 50% more Damage
Description:
Kukulkan will use the winds and her own power to call on the spirit gods Quetzalcoatl and Qʼuqʼumatz. The two feathered serpents manifest and take control of the winds and sky to aid Kukulkan. The two release a massive blast of destructive and powerful winds that last for the remainder of the duration, spanning 200m at a speed of 100 m/s. Those caught in the windstorm will take 50% of S rank Spell Damage for every post that they remain within the storm and are struck by the winds. The location of the storm can change once per post if Kukulkan changes locations, but only if the damage has not occurred on that same post. This ability pierces through armor and magical defenses in order to do 50% of the intended damage.
- H Rank Summon:
- Isis, Goddess Avatar of Magic:
Name: Isis, Goddess Avatar of Magic
Rank: H
Type: Bronze Key
Damage: 47
Summon HP: 350
Range: 300m
Speed: 150 m/s
Duration: 20 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Magic! Isis!” a beautiful and brightly colored woman with wings and wielding a magical scepter steps from the celestial gateway. For the most part she is a kind and motherly spirit, mostly for her summoner but has shown those traits to others as well. She would rather not be a part of any fighting, and prefers to protect than to harm, but this does not mean she will refuse to if necessary.- Appearence:
- Active - Words of Power:
Category: Offensive
Type: Multi-Target, Buff, Negation
Damage: 131
Range: 500m
Speed: 350 m/s
Duration: 20 Posts
Downside: Sacrifices Effect for 25% more Damage
Description:
When activated, ancient writings in the form of hieroglyphics appear and move through the air towards several targets. Some are to aid allies and others to harm enemies. Those that are harmful glow a black color, and when they hit an enemy they will do 75% of H rank Spell Damage. The helpful ones glow a bright gold color and will boost the Spell Damage of 20 allies max within range by 75% for the remainder of the duration. For clarity, this does not stack and each character will only receive the buff once unless it has been cancelled out. This ability can be used once per post throughout the duration. Aside from the gold and black hieroglyphs, once per post Isis can add red colored ones to the mix that, together, are able to collide against and negate a single spell, though this requires extra MP be taken from Samira with the cost matching the cost of the negated spell. The red hieroglyphs can also only negate spells that are of H rank or lower.
- Active - Serene Restoration:
Category: Defensive, Supportive
Type: Burst, Buff, Negation
Durability: 280
Healing: 140
Range: 300m
Speed: 150 m/s
Duration: 20 Posts
Downside:
Description:
When activated, golden glowing lines appear on the ground and quickly trace the shape of an ankh symbol around Isis with its max length spanning a 300m range. Allies that remain within the boundaries of the glowing symbol of life will be healed for full H rank Spell Damage once per post for the remainder of the duration. The symbol will also absorb damage up to 2x H rank Spell Damage before it loses its power, which resets every post of this ability's duration. Allies within range of this ability have their magic properties boosted by the symbol, increasing their Spell Damage and Spell Healing by 35% each for the remainder of the duration. Enemies can walk on the symbol or enter its boundaries in another way, but they will not benefit from the defenses and supportive effects. Instead, there is a chance for their spells to be neutralized. Isis is able to power up the ankh symbol to focus a part of its magic to negate a spell that has entered or was created within its boundaries. This can occur once per post throughout the duration, but only if the same amount of MP that was used to create the negated spell is taken from Samira. This effect can also only affect spells that are of H rank or lower.
- Advanced Summons:
- Geb, God Avatar of Earth:
Name: Geb, God Avatar of Earth
Rank: B+
Type: Bronze Key
Damage: 28
Summon HP: 225
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of Earth! Geb!” a large and bulky humanoid-like creature made of stone and moss emerges. A spirit that is very passive and usually mistaken as an actual large boulder or rocky hill since he rarely moves. He is, however, very protective of his summoner if he is the one on the field and will crush without hesitance those that have offended her or intend to bring harm. Otherwise, he prefers to sleep. Every day, all day.- Appearence:
- Active - Rock Toss:
Category: Offensive
Type: Single Target, Immobilization, Drain
Damage: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
Geb will toss giant rocks that do full B+ rank Spell Damage as well as stun the target. Range of 300m with 300 m/s speed. Can be used every post of his duration for the damage, but the stun is every other post if the target has already been affected and struck again by this ability. The impact continues to do more damage even after the main attack, leaving the target with a negative effect that drains 5% of their HP once per post for the rest of this ability's duration. It does not stack with each hit, but if can be re-applied if removed and the target is hit again.
- Active - Earthquake:
Category: Offensive
Type: AoE, Debuff, Piercing, Burst
Damage: 60, 120
Range: 150m, 75m
Speed: 75 m/s
Duration: 10 Posts
Downside:
Description:
Geb smashes the ground with powerful force at 75 m/s. This splits the surface he has struck and causes a massive earthquake to occur within 150m. Those on the ground within the affected area will take 50% of B+ rank Spell Damage every post for the rest of his duration. Will also reduce Character Speed and Spell Speed of those around by 45%. The earthquake is also strong enough that it takes a solid good defense to block it out entirely. Shards of earth created from the earthquake will rise and pierce through armor and magical defenses in order to do 50% of this spell's intended damage. The shards of earth are merely for cosmetic purposes of the spell and are not additional damage properties stacked with the original damage. Lastly, he can turn this into a smaller version for more damage, thereby making it the Burst category. This smaller version has a 75m and a 75 m/s speed, and it will do the full Spell Damage of a B+ rank spell. However, this smaller version cannot be used in the same post as the AoE version.
- Serqet, Goddess Avatar of Scorpions:
Name: Serqet, Goddess Avatar of Scorpions
Rank: B+
Type: Silver Key
Damage: 36
Summon HP: 270
Range: 75m
Speed: 75 m/s
Duration: 8 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Venom! Serqet!" a woman with a golden scorpion tail covered in gems steps through the portal. A spirit that most assume was created very wrong. She's very hyperactive and at times lacks any form of common sense. Serqet is most certainly the less reliable spirit in Samira's arsenal, and would more likely say hello to an enemy while on a stealth mission than do her actual objective.- Appearence:
- Active - Lethal Strike:
Category: Offensive
Type: Burst, Mobility
Damage: 180
Range: 75m
Speed: 75 m/s
Duration: 1 Post
Downside: Reduced Duration for 25% more Damage. Sacrifices Effect for 25% more Damage.
Description:
Serqet will seem to go invisible and reappear within a 75m distance from her original position. In actuality, she moves at a very quick and instantaneous speed that the eyes are generally unable to keep track of her movement. Those struck by her blades or tail during this movement will be damaged for full B+ Spell Damage. This damage can only occur once per target until this ability is activated again on a different post. To make it possible for targets to dodge this ability due to its invisibility component, her blades and tail tip glow a violet color and leave a trail as she moves, making it possible for targets to spot her and react.
For plot purposes only she can become invisible for as long as she wants, as well as has silent movement.
- Active - Paralysis Venom:
Category: Offensive
Type: Single Target, Immobilization, MP Drain
Damage: 180
Range: Melee
Speed: Melee
Duration: 8 Posts
Downside: Sacrifices Range and Speed for 50% more Damage
Description:
Serqet's tail becomes a powerful weapon that she can use upon activation of this ability. Once per post, she can stab or swipe a single target with it, dealing B+ rank Spell Damage. Upon inflicting the wound on the target, a venom is released from the tail and will paralyze the target for 1 post. If attacking the same target the paralysis will only occur every other post. The venom will also drain 5% of the target's MP every post unless the effect is removed or the ability's duration has expired. Melee speed and range.
- Bastet, Goddess Avatar of Cats:
Name: Bastet, Goddess Avatar of Cats
Rank: A+
Type: Bronze Key
Damage: 42
Summon HP: 300
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, Goddess of Cats! Bastet!” a tanned woman feature feline features pounces through the portal. Bastet is a responsible spirit that tries to remind her fellow spirits of their own responsibilities. Half the time though it doesn't work since she lacks the authority. Despite being a cat spirit, and sometimes taking the form of an actual cat, she dislikes being petted and cuddled. Still, she often finds herself chasing toy mice and balls of yarn.- Appearence:
- Active - Lethal Claws:
Category: Offensive
Type: Multi-Target, HP Drain, MP Drain, Buff
Damage: 113
Range: 338m
Speed: 250 m/s
Duration: 9 Posts
Downside:
Description:
Bastet's claws are extremely sharp usually, but upon activation of this ability they become even more lethal as magical properties are added to them. They now do 75% of A+ Spell Damage per strike, and if she hits nothing the energy from the attack will extend to a 338m range at 250 m/s. An additional 5% of HP and MP will be taken from those hit by her claws, and the drain will continue every post throughout the rest of this ability's duration unless removed. Furthermore, her Speed will be increased by 100% for the rest of the duration.
- Active - Pounce:
Category: Offensive
Type: Single Target, Negation, Piercing, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Part of Bastet's soul will leave her body, taking the form of a large cat that will pounce a target at max 450m away at a speed of 450 m/s, inflicting A+ rank Spell Damage. Can be done once per post throughout her duration. Additionally, another part of her soul can be used in much the same way as the damaging component, but the second part is instead used to intercept an incoming enemy spell within range and of A+ rank or lower once per post throughout the duration of this ability, acting as a negation. This requires extra MP from Samira that matches the cost of the negated spell in order to empower her enough to use the effect. The damaging portion of this ability can also pierce through armor and magical defenses in order to do 50% of its intended damage. Lastly, the power behind this ability affects the link between spirit and summoner, increasing it and granting a benefit. Samira's Spell Speed is increased by 100% for the remainder of the duration.
- Anubis, Avatar God of the Dead:
Name: Anubis, Avatar God of the Dead
Rank: A+
Type: Silver Key
Damage: 49
Summon HP: 360
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Dead! Anubis!” a man with jackal features and covered in fur steps through the portal. He is the desert god of the dead spirit incarnation.- Appearence:
- Active - Hands of the Underworld:
Category: Offensive
Type: Burst, Immobilization, HP Drain, MP Drain
Damage: 150
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Downside:
Description:
Activates as soon as he is summoned and lasts for the remainder of his duration. When summoned, souls of the dead follow Anubis to the mortal plane and create a misty aura that spreads around him as far as 110m. This aura sucks the life energy out of enemies, dealing A+ rank Spell Damage to anyone within his aura once per post throughout his duration. Secondly, ghostly hands reach up from the ground and will try to capture and hold onto those within the aura's range. Lasts for 1 post and then that person is free, but this can happen again every other post if they're still in range and caught once more. Speed of 110 m/s. The mist-like aura of the underworld also taps into the living energy of those it touches, meaning it leaves a lingering effect that will drain 5% of HP and 5% of MP every post from affected targets for the rest of the duration unless the effect is removed.
- Active - Death Gaze:
Category: Offensive
Type: Single Target, Piercing, Negation, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Bright and powerful beams shoot through the eyes of Anubis, going as far as 450m at 450 m/s and dealing A+ rank Spell Damage once per post. This ability is capable of piercing through armor and magical defenses but this will only do 50% of A+ Spell Damage. He can also use his eye beams to collide against an enemy spell within range to negate it once per post provided that it is of A+ rank or lower and extra MP that matches the cost of the negated spell is taken from Samira. Additionally, tapping into the power behind this ability strengthens the summoner that had called for his aid. Through the link between souls of spirit and summoner, Samira's Spell Damage is increased by 100% for the remainder of this ability.
- Ra, God Avatar of the Sun:
Name: Ra, God Avatar of the Sun
Rank: S+
Type: Silver Key
Damage: 64
Summon HP: 450
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Description:
Upon holding out the key belonging to this spirit and shouting the words “Open, gate of the Avatar, God of the Sun! Ra!” a spirit of man and falcon appears from the portal ready to take action. One of the main leader spirits and has little to no sense of humor. He finds the playfulness and carefree attitudes of the others to be very disgraceful, and is a spirit that believes in harsh discipline and punishments. He cares very little of what others think of him and does as he wishes even if it seems shady. Most often it is not for evil or bad intent that he does this, but for his allies even if they are unaware. He does value honor and would never disgrace the name of his original. Ra can be reasoned with, much like Amaterasu although less lenient and kind, and he always has a calm way of thinking.- Appearence:
- Active - Solar Energy:
Category: Offensive
Type: Burst, Piercing, Buff, MP Drain
Damage: 180
Range: 150m
Speed: 150 m/s
Duration: 12 Posts
Downside:
Description:
Ra's energy is quite explosive and has a habit of leaking in the form of a bright and harmful aura. During his activation post and for every post after he will "explode." His energy releases and travels as far as 150m at a speed of 150 m/s. When this happens those within range will take full S+ rank Spell Damage from the heated shockwave, and it can partially melt armor and magical defenses to do 50% of this same damage instead. Additionally, the solar energy left by these explosions react in a beneficial way for his allies and Samira within range. Their Spell Damage is increased by 105% for the remainder of this ability. For enemies struck by the solar energy, they will find that the heat burns through even their magic system and continues doing so even after the initial impact. 5% of their MP will be drained per post for the rest of this ability's duration unless removed.
- Active - Sun's Fury:
Category: Offensive
Type: AoE, Debuff, MP Drain, HP Drain, Piercing
Damage: 90
Range: 300m
Speed: 150 m/s
Duration: 12 Posts
Downside:
Description:
An ability that revolves around mini suns descending from the sky at a speed of 150 m/s and covering the land no further than 300m from himself. The initial attack post will do 50% of S+ rank Spell Damage to all within range, and after that more mini suns will fall from the sky to do 50% of S+ rank damage every post for the rest of his duration. Those within range of the impact will find that their defensive abilities have weakened slightly from the heated magic, and will melt accordingly. The result is their Spell Durability being debuffed by 55%. It also makes it more difficult for enemies to use their magic, resulting in the cost of their spells increasing by 50%. 5% of both MP and HP will also be disintegrated from those within range of the impact and this continues once per post even if they move out of range due to the heated energy still affecting them. Duration of the debuff and drains last for the rest of this ability's duration, and can be re-applied when removed if a target manages to get hit again by the attack. The final effect is that the initial attack, as well as the ones that follow, can pierce through armor and magical defenses in order to do 50% of the intended damage.
- Sagittarius:
Zodiac Application Approval
Name: Sagittarius
Rank: H+
Type: Zodiac Key
Damage: 115
Summon HP: 900
Range: 500m
Speed: 400 m/s
Duration: 25 Posts
Description:
Sagittarius is the Zodiac spirit from the archer constellation and now stands as one of the most, if not the most, powerful spirit in Samira's collection. He represents the story and myth of the centaur Chiron and shares the more notable attributes of the character. He stands as a another figure of wisdom for his summoner, acting as a teacher and preparing her for the obstacles and challenges ahead. He is also a healer and an excellent master of archery.- Appearence:
- Active - Star Rain:
Category: Supportive, Defensive
Type: AoE, Buff, Negation, MP Drain, HP Drain
Healing: 105
Durability: 262
Range: 600m
Speed: 400 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% more Durability
Description:
Sagittarius will replace his normal arrows for one that glows a brilliant gold. He fires it upward, where it explodes into tiny golden particles of energy that cover a 600m range as they rain down. Those that are considered allies, as well as himself, will be healed for 50% of H+ rank Spell Damage once per post as these particles touch them, and will also receive a buff to their Spell Damage for 115% for the rest of this ability's duration. These particles also leave an energy in the area as they continue raining down. An enemy spell that tries to get through it is capable of being weakened and turned into harmless sparkly particles once per post so long as it is H+ rank or lower, counting as negation. However, this energy will consume MP from Samira that matches the cost of the negated spell in order to apply this effect. Additionally, allies under the particle rain will be protected for up to 1x H+ rank Spell Damage. This amount resets with each post regardless of taking damage or the protection being broken. This is not for each ally but acts as one general shield for all. Enemies that are within range and are touched by the golden particles will instead receive negative effects. 5% of their MP and HP will be drained once per post throughout the rest of this ability's duration unless removed.
- Active - Star Arrow:
Category: Offensive
Type: Single Target, Debuff, Piercing, MP Drain, Negation
Damage: 262
Range: 800m
Speed: 800 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Sagittarius calls forth his bow and takes aim at a single target as far as 800m. A magical arrow materializes, ready to be launched from the bow as soon as he releases his hold on it. Once he does, a massive burst of energy is released, taking the form of celestial fire and traveling towards the intended target at a speed of 800 m/s. Upon impact, the target will receive H+ Spell Damage. Their defenses will also be crippled from the attack, lowering both Physical and Magic Resistances by 50%, and their Spell Durability by 15%. Can be used once per post throughout his duration but the debuff does not stack. The debuff itself lasts for the rest of this ability's duration unless removed, in which case it can be re-applied should the target get hit again. This arrow can also pierce through armor and magical defenses to do 50% of its intended damage, and the celestial fire will burn away 5% of the struck target's MP once per post. The drain effect also lasts throughout the rest of his duration. Lastly, this powerful celestial arrow can overpower other spells when and if it makes contact or passes through their path, eliminating the opposing spell and counting as Negation. This requires the same MP be taken from Samira as was used to create the negated spell, can only be done on spells H+ rank or lower, and can only be done once per post.
- Active - Archer Constellation:
Category: Offensive
Type: Multi-Target, Piercing, Negation, MP Drain, Buff
Damage: 197
Range: 700m
Speed: 600 m/s
Duration: 12 Posts
Downside: Sacrifices 50% Duration for 25% more Damage
Description:
Sagittarius' body becomes a pale transparent blue while mini stars appear at points that match his constellation. The mini stars become brighter as he empowers himself and transfers that energy to his weapon, although still keeping his new visual appearance. The next arrow he releases will become many the moment it leaves the bow, turning into beams of star energy that attacks either a single target or multiple. Each beam will do 75% of H+ Spell Damage. They also pierce through armor and magical defenses to do 50% of H+ Multi-Target Spell Damage. To completely pierce through a player generated shield, wall, barrier, or any other type of defense spell to do this spell's intended 75% of H+ spell damage, the same MP that was used to create the defense must be taken from Samira to bypass it, can only be done once per post, and only for a single defensive spell that is within range and is of H+ rank or lower. Furthermore, those hit by these beams will be afflicted with a negative effect that drains 5% of their MP every post for the rest of this ability's duration unless removed. Furthest range is 700m with each beam traveling at 600 m/s. Can be used every post throughout his duration. His new visual appearance is also for more than just cosmetic looks. The energy within his new form pulses and reacts when his summoner and spirit allies are within range. The Spell Damage of them and himself is increased by 115% for the rest of this ability's duration as long as they are within range.