Magic
Primary Magic: Shikigami Summoning Magic
Secondary Magic: -
Caster or Holder: Holder
Description: This magic is the practice of Mai using dolls which were given to her from her mother to summon and control shikigami, servant spirits. These particular shikigami are the ghosts of previous yokai that she has defeated and trapped into the doll, forcing them to be obedient to her. Although, when summoned, they are no longer ghosts, and are given temporary physical form for the duration of the spells themselves. When in this temporary physical form, they retain all of the power as they once did when they were alive, as well as their personalities, desires, etc. The only thing different about them is that they are forced to obey any command given by Mai, and their personalities or desires can not impede on that. The dolls themselves are the object that the ghosts bind their shiki to, possessing the dolls. Despite the dolls technically being possessed, they still act as though they are inanimate, and the ghosts of the yokai only become animate when they are summoned.
The history behind the magic is that Mai would be gifted dolls from her mother ever since birth. None of the dolls had any relation to magic, and were simply gifts from mother to daughter. However, with Mai being around her uncle the onmyōji, it was only a matter of time before she was taught the practice of onmyōdō. Her uncle defeated a couple low power yokai, and resummoned them through the dolls. By command, the newly summoned shikigami possessed each of the dolls as ghosts, allowing them to be summoned easier without an entire ceremony, like normal. After this, it became only natural for Mai to start practicing summoning magic, using these dolls as holder magic. This way, she can continue hunting yokai with the yokai themselves, and continuing to bind them to more dolls.
The strategy to use these dolls are just as any other summoning magic. The summon and Mai can both team up against an opponent, shifting odds from one on one to two on one, increasing the tactical probabilities of Mai winning in combat, or Mai can let the summons perform abilities to enhance her own combat, or simply let the summon fight in her place. Regardless of the situation, each yokai can hold their own in combat, possessing as much power in death as they did in life, and each summon has their own method of fighting, as well as their own personal strengths and weaknesses on a tactical front. Therefore, the dolls are all unpredictable at first, just as any summoning magic. Since they are not static servants, and retain their own personal strategies, personalities, and most of all abilities, in combat Mai can have radically different abilities, as no two yokai are exactly alike. This provides tactical advantages and disadvantages, as this variety allows her to be prepared for any situation, however lets her specialize in no particular field of combat, so she may only have 1 or 2 summons to handle it.
Strengths:
*If they’re defeated, they go straight to cooldown, instead of living out the entirety of the duration in uselessness
*Mai and her summons can both work in tandem with one another, which is an advantage in combat
*As terrible as it may sound, summons can be used as effective “meat shields” since their HP aren’t binded to Mai’s
Weaknesses:
*Summon HP are far less than actual character HP, meaning it will often never get the full use of its duration if it were to take damage
*Mai has no way to cast spells to defend herself, unless she uses a weapon or the like
*Mai needs to physically hold the doll in order to summon from it. Take away the doll, take away the magic
*On the opposite side of the Strength above, if a summon were to be defeated early, any abilities it may have in play are instantly removed
Lineage: Primary Magic: Shikigami Summoning Magic
Secondary Magic: -
Caster or Holder: Holder
Description: This magic is the practice of Mai using dolls which were given to her from her mother to summon and control shikigami, servant spirits. These particular shikigami are the ghosts of previous yokai that she has defeated and trapped into the doll, forcing them to be obedient to her. Although, when summoned, they are no longer ghosts, and are given temporary physical form for the duration of the spells themselves. When in this temporary physical form, they retain all of the power as they once did when they were alive, as well as their personalities, desires, etc. The only thing different about them is that they are forced to obey any command given by Mai, and their personalities or desires can not impede on that. The dolls themselves are the object that the ghosts bind their shiki to, possessing the dolls. Despite the dolls technically being possessed, they still act as though they are inanimate, and the ghosts of the yokai only become animate when they are summoned.
The history behind the magic is that Mai would be gifted dolls from her mother ever since birth. None of the dolls had any relation to magic, and were simply gifts from mother to daughter. However, with Mai being around her uncle the onmyōji, it was only a matter of time before she was taught the practice of onmyōdō. Her uncle defeated a couple low power yokai, and resummoned them through the dolls. By command, the newly summoned shikigami possessed each of the dolls as ghosts, allowing them to be summoned easier without an entire ceremony, like normal. After this, it became only natural for Mai to start practicing summoning magic, using these dolls as holder magic. This way, she can continue hunting yokai with the yokai themselves, and continuing to bind them to more dolls.
The strategy to use these dolls are just as any other summoning magic. The summon and Mai can both team up against an opponent, shifting odds from one on one to two on one, increasing the tactical probabilities of Mai winning in combat, or Mai can let the summons perform abilities to enhance her own combat, or simply let the summon fight in her place. Regardless of the situation, each yokai can hold their own in combat, possessing as much power in death as they did in life, and each summon has their own method of fighting, as well as their own personal strengths and weaknesses on a tactical front. Therefore, the dolls are all unpredictable at first, just as any summoning magic. Since they are not static servants, and retain their own personal strategies, personalities, and most of all abilities, in combat Mai can have radically different abilities, as no two yokai are exactly alike. This provides tactical advantages and disadvantages, as this variety allows her to be prepared for any situation, however lets her specialize in no particular field of combat, so she may only have 1 or 2 summons to handle it.
Strengths:
*If they’re defeated, they go straight to cooldown, instead of living out the entirety of the duration in uselessness
*Mai and her summons can both work in tandem with one another, which is an advantage in combat
*As terrible as it may sound, summons can be used as effective “meat shields” since their HP aren’t binded to Mai’s
Weaknesses:
*Summon HP are far less than actual character HP, meaning it will often never get the full use of its duration if it were to take damage
*Mai has no way to cast spells to defend herself, unless she uses a weapon or the like
*Mai needs to physically hold the doll in order to summon from it. Take away the doll, take away the magic
*On the opposite side of the Strength above, if a summon were to be defeated early, any abilities it may have in play are instantly removed
- Warrior’s Heart:
- Warrior's Heart:
Description: Long ago there was an era of Kings and Warlords waging war against each other over kingdoms for many years. Warriors and sellswords were well paid and became idols. The way of the warrior was a common path youngsters attempted to walk, but in order to become a true warrior they had to travel through dangerous lands to find the Warrior Saint. An old entity that would look into a warrior's heart and deem it worthy of his blessing. It would grant the warrior more courage and willpower than the ordinary man in times of need. One day the Warrior Saint disappeared and the age of warriors was over. However, some believed that some heroes still possessed the Warrior Saint's blessing. They said that a true warrior worthy of the blessing is blessed by the Warrior Saint at birth.
Ability: These descendants are known for courage and fighting prowess, along with making them immune to any fear or discouragement. Any weapon they wield adds 25% more overall damage to simulate their prowess on top of the increase the weapon already gives.
Usage: Passive.
- Unique Abilities:
- Shuten Doji’s Mask:
- In combat, an auric red mask seems to appear over Mai’s face, covering it. The mask isn’t real, and is simply a ghostly illusion of one, and her face is still completely visible when in combat, and if she wears a mask, the red auric mask will still appear over it. That aside, this mask gives Mai the uncanny ability to corrupt beasts into familiars, much like how Shuten Doji’s presence made others turn into oni when around him. In a job, when Mai defeats an enemy, a die can be rolled, with a ½ chance of turning the beast into a summonable familiar with no mana cost, and the same HP, damage, stats, etc as it had in said job. This ability can be used only once per job, and if the familiar dies once again after corrupting it, it can no longer be used. 1-3 Awards the familiar, 4-6 just means the ability fails.
Out of Combat Attribution: Along with the above, this unique ability allows Mai to freely summon any of her yokai, allowing them to take a temporary humanoid form (unless they’re already humanoid, in which case they stay as their own body). When summoned this way, however, no summon can attack, deal damage, and have no hp, and can in no way affect combat, and are used simply for conversational purposes or entertainment.
- Tamamo no Mae’s Light:
- In combat, Mai glows a bright white light around her whole body. The effect of this light is to spread a plague in the form of damage over time to those in her immediate vicinity. Mai deals 25% her rank’s worth of spell damage per post to anyone within 10 meters of her in any direction. This effect has a drawback however, as it also makes her highly suceptable to holy magic, and any holy magic deals 1.5 times damage to her. Not only that, but any healing magic (even that which isn’t holy-related) that does not come from Mai’s summons will instead deal damage to her equal to what was going to be healed.
- Emperor Sutoku’s Blood:
- Mai can not be physically wounded by anything other than lightning and wind magic, or items / attacks with lightning or wind elemental damage. She can still take damage like anyone else, however her body will reject any physical wound that comes from anything that isn’t the aforementioned elements. Should she, for example, have her arm about to be severed, the blade will pass through just as it would if it were severed, Mai will feel the pain, but her body will never be grazed, nor will she shed a single drop of blood. This innately removes the ability to “critical hit” Mai, or instantly kill / KO her through means other than dealing damage alone. Therefore, if she were to be decapitated, she wouldn’t instantly die due to taking damage alone, not the wound.
- D Rank Spells:
- Kasha:
- Name: Kasha
Rank: D
Type: Fire / Offensive / Summon
Duration: 3 posts
Cooldown: 5 posts
Description:- Images:
- Doll:
- Human Form:
- Kasha Form:
Active Ability: Onibi - The Kasha generates 10 tiny blue fireballs. These fireballs do not generate much heat, but are used to deal damage in a different way. The Kasha throws these onibi towards them at an opponent, encompassing D rank range and spell speed, and they each deal 1/10th of D rank spell damage. The damage dealt by each onibi drains the soul of the person it hit, converting it into life energy for the Kasha, healing it. This heals the Kasha equal to the damage dealt.- Image:
Passive Ability: The Kasha automatically knows if a character is from a dark guild (will not know what guild they’re from, however), and deals 50% extra damage to characters from dark guilds.
Strengths:
*Onibi heals the Kasha
*Onibi can be used on Mai also, if she is willing to take the damage
Weaknesses:
*The Passive Ability would not often gain practical use, considering Mai herself is a dark mage
*Onibi only travels in a straight line
*Each individual onibi deals very small damage, and requires all to hit to deal significant damage
- Kejōrō:
- Name: Kejōrō
Rank: D
Type: Supplemental / Summon
Duration: 2 posts
Cooldown: 4 posts
Description:- Image:
- Doll:
- Human Form:
Active Ability: Net of Hair - The kejōrō takes hair into her hands like the strings on a puppet, and then uses it like a whip, although unlike the 2 meter long basic weapons she has, the hair of this ability is much longer, maxing out at half the total D rank spell range. Should she hit someone with this ability, it doesn’t deal damage, but instead completely immobilizes them for one post.- Image:
Passive Ability: When summoned, the kejōrō takes the form of a female that Mai has seen in the past, instead of her own natural form. The yokai stays like this to hide her form, and her identity, until she needs to strike. The illusion vanishes once she takes damage.
Strengths:
*Immobilizes enemies
*Mediocre range with basic attacks, although still higher than basic punches and kicks
Weaknesses:
*Passive has no direct combat effect on the opponent, or even a buff to herself
*This summon takes 25% more damage from fire-based attacks, due to her unnatural amount of flammable hair
*If the opponent is immobilized, the kejōrō can’t attack them
- Nodeppō:
- Name: Nodeppō
Rank: D
Type: Offensive / Summon
Duration: 2 posts
Cooldown: 3 posts
Description:- Image:
- Doll:
- Human Form:
- Squirrel Form:
Active Ability: Wild Gun - Where it gets its name from, the nodeppō fires 5 crows from its mouth, which flock and try to attack the opponent. The crows each move at basic spell speed and encompass D rank range. Although, unlike other spells which move in a straight line until it reaches the end of its range, the crows will follow and seek the opponent, and the range ends when it’s traveled a total distance of D rank range. Each crow deals stabbing damage and can make the opponent bleed, and deals ⅕ D rank damage.- Image:
Passive Ability: The nodeppō can eat fire. When eating this fire from an attack, it will still take the full initial damage of the spell, however any damage over time will be halved.
Strengths:
*Crows can’t be dodged as easily as a normal linear path attack
*Halves DoT from fire spells
Weaknesses:
*Each crow deals miniscule damage, and requires multiple to hit to deal significant damage
*Still takes the full initial damage from a fire attack
*Crows can each be killed by 1 basic melee attack or higher damage
- Kappa:
- Name: Kappa
Rank: D
Type: Water / Defensive / Summon
Duration: 3 posts
Cooldown: 4 posts
Description:- Images:
- Doll:
- Human Form:
- Kappa Form:
Active Ability: Withdraw - The kappa withdraws into its shell like a turtle, and the shell then glows a bright green color. When in its shell, it can defend against 40 total damage without it actually affecting its hp. Anything more than 40 damage will have its damage mitigated by 40, but will still deal damage to it. Can be used once per summon.- Image:
Passive Ability: The Kappa has 20% bonus HP (totaling it with 60), however trades movement speed and overall agility on land by 60%. However, this debuff does not apply when swimming in water.
Strengths:
*Excels at swimming, so its passive debuff does not apply to it
*Can tank through 40 damage as though it were nothing with its active
Weaknesses:
*Drastically inept on land
*Can’t tank through any attack higher than 40 damage without taking damage
*Can’t move during the Active Ability
- C Rank Spells (Locked):
- Locked:
- Name:
Rank: C
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
*
Weaknesses:
*
*
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- Locked:
- Name:
Rank: C
Type:
Duration:
Cooldown:
Description:
Strengths:
*
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Weaknesses:
*
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- Locked:
- Name:
Rank: C
Type:
Duration:
Cooldown:
Description:
Strengths:
*
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*
Weaknesses:
*
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- B Rank Spells (Locked):
- Locked:
- Name:
Rank: B
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
*
Weaknesses:
*
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- Locked:
- Name:
Rank: B
Type:
Duration:
Cooldown:
Description:
Strengths:
*
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Weaknesses:
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- Locked:
- Name:
Rank: B
Type:
Duration:
Cooldown:
Description:
Strengths:
*
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*
Weaknesses:
*
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*
- A Rank Spells (Locked):
- Locked:
- Name:
Rank: A
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
*
Weaknesses:
*
*
*
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- Locked:
- Name:
Rank: A
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
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Weaknesses:
*
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- Locked:
- Name:
Rank: A
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
*
Weaknesses:
*
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*
*
- S Rank Spells (Locked):
- Locked:
- Name:
Rank: S
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
*
Weaknesses:
*
*
*
*
- Locked:
- Name:
Rank: S
Type:
Duration:
Cooldown:
Description:
Strengths:
*
*
*
Weaknesses:
*
*
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*
- Signature Spells (Locked):
- Locked:
- Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
*
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*
Weaknesses:
*
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- Locked:
- Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
*
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Weaknesses:
*
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*
- Spell Fusions (Locked):
- Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Shipping Goddess on 16th October 2017, 9:33 am; edited 1 time in total