Text of Spirits
Primary Magic: Text of spirits
Primary Magic: Text of spirits
Secondary Magic: (Must be filled in later. Magic you trained for goes here)
Caster or Holder: Holder
Description: Books hold many things, stories, knowledge, history and even spirits. The Book "Trem" or Text of spirits is not just filled with the knowledge of spirits but is also the key to summoning them. Using the book as a conduit of magic the user may call upon a spirit who resides within the book, each spirit has a dedicated chapter to it giving information on its history and abilities, the more chapters you go through the stronger the spirit. Now, a person cannot simply pick up the book, skip to chapter 50 and summon an extremely powerful spirit. Most books let you skip to the end if you wish however, this book is "living" as in it grows with its user, binding itself to them and their magical prowess. If the user is just starting they may only gain access to a few chapters; while a powerful wizard may be granted access to as many as 20 chapters.
Vorian uses his tome to call upon spirits to fight in his place, Vorian despises getting dirty and thus uses his spirits as his weapon. Vorian holds a strong bond with his spirits and while others may see this spirits as simply tools, he sees them as companions relying on their strength just as much as they rely on his.
Strengths:
- Versatility - With many different spirits you can adapt to any situation.
- Safety - This magic does not directly put the user in harms way and can stay away from combat.
- Multiple summons - A strong wizard can summon multiple spirits at one time, enhancing their combat strength.
Weaknesses:
- Defenses - With a strong offense comes a poor defense, this magic usually leaves the caster to fend for themselves if the spirit is preoccupied.
- Draining - The user must constantly use magic to keep their spirit out, if a user runs out of magic they lose their spirit and are defenseless.
- Holder - With almost all holder magic if a wizard loses their conduit of magic they are completely useless in battle.
- Summoning - The user must take time to summon their spirit, an enemy can easily take advantage of this time and attack the wizard.
- Lineage:
- CometComets were believed by the elders to be heralds of disasters. That they are preludes to an impending doom. To prove this theory was wrong, one high mage decided to summon a comet. Unfortunately, after the comet was summoned earthquake and tidal waves started occurring in different parts of Fiore. For this, the mage and his bloodline was cursed by the townspeople. They would be like comets, harbinger of doom and destruction and they will be hated by people wherever they go.
Ability: The user can cause bad luck or extremely bad luck to those around him. While under its effect, everyone’s attacks have tendencies to miss or fail at their attempts to do things.
Summons a comet to pass by the sky, affecting everyone in the topic. Each affected player uses dice rolls to determine bad luck or not, an even roll is for bad luck, an odd means nothing bad will happen. On the second use, the bad luck effect also affects the user.
Can be resisted by higher-ranked things.
Usage: 2 uses with a duration of 4 posts each and can be expended immediately to make a single use 8 post duration and summons two comets above them. If not used at the same time then there needs to be a 5 post cool down between uses. If both uses are used the user will be struck with bad luck for the duration..
Unique Abilities:
Bookmarker - In a situation where Vorian must cease using his spirit he may "bookmark" their chapter and return them to his tome. If a spirit is called back out they retain any passives, shields, cooldowns, and injuries. Vorian may also remove his bookmarked spirit and put the spirit back on cooldown. If Vorian calls out another spirit the bookmarked spirit is canceled. A spirit can be bookmarked for 2 turns, and is on a 3 turn cooldown.
Return - Similar to celestial spirit magic, Vorian can force his spirit away as long as the spirit also gives consent to the dismissal.
Ley Lines - Vorian does not consider his spirits as shields for his use, thus such a strong bond allows each other to share their pain. Vorians spirits may take up to 30% all damage Vorian receives and as such Vorian may take up to 30% damage his spirits take. Vorian and his spirit must be within 60 meters of each other to retain their damage reduction.
- D Rank Spells:
- Chapter 1:
- Name: Chapter 1: Ifrit
Rank: D
Type: Offensive
Duration: 3 Turns
Cooldown:4 turns
Description: A small almost dog like creature with a strong affinity to all things fire, Ifrit is also sometimes referred to a hell-hound. It's claws are as sharp as needles and it's breath as hot as any fire spell.- Apperance:
Passive - Flame body: With Ifrit's naturally strong affinity to heat he gains a 30% resistance to all flame type attacks.
Active - Hell Claws: Ifrit ignites his claws and dashes towards his enemy striking them with his burning claws, dealing D rank fire and slicing damage.
Duration:1 turns
Cooldown:2 turns
Strengths:- Very agile and small target, making it difficult to hit.
- High resistance to fire means a good advantage against flame casters.
Weaknesses:- Very fragile and sustainable to strong attacks.
- Quick to temper easily and may disobey masters orders sometimes.
- Hits fast but not extremely hard causing bulky enemies to be resistance to most hits.
- Chapter 2:
- Name Chapter 2: Fae Queen
Rank: D
Type: Support
Duration:3 turns
Cooldown:4 turns
Description: A humanoid woman with radiating beauty, she is the queen of the Fae Spirits and uses strong support magic to aid her people.- Appearance:
Passive - Favor of the Fae: For any healing the summoner's spirit cast, the summoner is healed for 20% of all healing, the effect is reduced for HoT and AoE spells (down to 10%).
Active - Queen's Blessing: Fae Queen blesses a single target healing them for D rank healing. When the target is healed a light green glow can be seen around them which slowly dissipates, Queen's Blessing can only be casted if the target is within 60 meters of the spirit.
Duration: 3
Cooldown: 4
Strengths:- Supporting essential to bringing allies back into a fight
- Quick and can dodge attacks easily
- Increased healing towards summoner
Weaknesses:- Very fragile and falls easily
- Very little offensive capability
- Weak to quick moving enemies due to fast attacks
- Little use if more effective heals available.
- Chapter 3:
- Name Chapter 3: Globe
Rank: D
Type: Offensive
Duration:3 turns
Cooldown:4 turns
Description: Don't be fooled by this small creature, he holds a mighty power. Holds a strong affinity to earth magic and uses it to demolish his foes. Globe is blind and relies on sensing the earth for any enemy movement.- Appearance:
Passive - Earthen Force: Due to Globe's strong affinity to the earth below, he can sense anyone touching the ground within 60 meters, anyone off of the ground or undead are unaffected by this sense.
Active - Eruption: Globe uses his earthen magic to erupt the ground below him, the attack senses enemy movement within 60 meters of Globe and erupts stalagmites below his target. The stalagmites rise at a speed of 22 MPS and grow to be about 3 feet in length. The stalagmites deal D rank slicing damage.
Duration: 1
Cooldown: 2
Strengths:- Can easily sense any movement restricted to land
- Bulky for an offensive spirit and can tank a few more hits
- Strong AoE defensive/offensive ability.
Weaknesses:- Blind to flying enemies.
- Slow moving, hard to dodge attacks.
- No attacks against flying enemies.
- Undead undetectable by passive senses.
- Chapter 4:
- Name Chapter 4: Voxula
Rank: D
Type: Support
Description: Voxula is a timid creature not suit for most combat situations but can buff others to keep her, and her summoner safe.- Appearance :
Duration: 3
Cooldown: 4
Passive - Timid Supporter: Voxula prefers to stay out of the fight and gives her summoner a passive 5 mp regeneration while she is summoned.
Active - Fight! Fight! Fight!: Voxula encourages an ally giving them 10% increased spell damage to all of their abilities. The buff stays active as long as Voxula is on the field and dissipates if destroyed, or bookmarked.
Duration: 2
Cooldown: 3
Strengths:- Voxula can buff her summoner and an ally at the same time.
- Can change the tide of some fights with her buffs.
Weaknesses:- Extremely low offensive capabilities
- Very weak defensively, falling after a few hits.
- A coward, runs rather than fights.
Last edited by Vorian on 25th September 2017, 1:41 pm; edited 1 time in total