M A G I C
Primary Magic:
Oceanic Summoning
Secondary Magic:
N/A
Caster or Holder:
Holder, Summoning
Description:
The underwater world is truly a masterpiece that not many get to actively admire. Hundreds upon thousand different species can be found underneath the waves, and Quinn knows about nearly every single one of them.
Summoning magic isn't something known to be extremely common. It can be found all around the realm in various different shapes and forms. Each summoner has their own way of interacting and bringing forth their creatures, Quinn personally utilizing a special ring that is essentially the embodiment of his everlasting interest in marine life.
Quinn's special ring works a bit like celestial summoning, but instead of using keys to release the creatures, Quinn only needs his ring to do so. Said ring is both an entrance and an exit of an artificial/magical alternate dimension that is said to be filled by an ideal world for every creature he 'stores' in it. This dimension has been filled up by his ancestors for a very long time, allowing it to have essentially become self-sufficient. It's a safe place for these creatures to safely raise children, making it the perfect way to preserve nature's beauties.
Oceanic summoning is based around the flora and fauna found underwater, the emphasis being on the actual sea creatures. By opening temporary gateways, Quinn can temporarily release anything within the dimension into the real world to fulfill various tasks. There's immense variety between the types of creatures stored in the ring, some being extremely aggressive and dangerous while others are merely small cuddle-buddies. There is a decent balance kept between offense, defense and support/utility, though Quinn secretly likes the defensive and supportive creatures better as they tend to be less terrifying.
As mentioned before, Quinn can release anything from the dimension he has, including the various plants and interesting pieces of landscape. This, however, is merely a small addition that is often used to either support his creatures or to defend himself when he somehow can't call forth his creatures.
Water is obviously very important, considering the majority of the creatures and plants Quinn possesses can't actually live very long without the light embrace of the liquid. This is why most summons are permanently surrounded by a thin layer of water that moves around with them. This essentially gives various fish and other underwater creatures the ability to seemingly 'swim' in the air, while they're actually just swimming in a moving body of water.
While Quinn can't really control the fluid, he does have the ability to conjure it from his controlled dimension via spells, letting out large or small amounts of water at the same time to aid him in certain situations. This does not have much of a use in battle, but it's definitely not impossible.
Quinn himself isn't really good at combat due to him barely having participated in it. Luckily, he has his summons to do the work for him. After a quick observation of the battle, Quinn can choose any creature he has befriended to take care of the situation in his stead. The young boy utilizes his minor control over plants and water to back them up if necessary, usually staying at a safe distance. His ability to summon does make him a very versatile asset to a team, being able to fulfill both the role of offense, defense and support.
Strengths:
- High variety between summons, thus more capable of taking care of various different situations.
- Great for protecting endangered species as they can be kept within the dimension.
- Access to Immobilizing and stunning effects through both summons and plants.
- Some summons and plants utilize toxins that can be offensively used.
- Minor water manipulation which could create an advantage when fighting against fire-based threats.
Weaknesses:
- Relies a lot on summons, so taking them out makes Quinn vulnerable.
- Some more dangerous summons can accidentally harm Quinn or his allies.
- Water mages can often manipulate the water around Quinn's creatures, which can result in quite drastic results.
- His creatures can only respond through body movements, so communication can sometimes be a little difficult.
- Some fish cannot be used at extremely low or high temperatures. It's quite hard to have a jellyfish happily float around a volcano, for example.
- Requires the ring to summon or use any magic.
Lineage:
- Eagle Vision:
Eagle Vision:
Description: In an ancient civilization, there were three enormous eagles that carried wisdom and knowledge. They shared it with those who were worthy and intelligent enough not to abuse it. When they felt their life was almost coming to an end, they bestowed their gifts onto three young mages who they deemed worthy. The mages and their descendants gained the ability to see incredibly far, but also to gain incredible sudden insight. They can read body language like no other and find hidden messages in conversations.
Ability: User can see through lies, has extended vision range (telescopic vision) and capabilities, and can further understand a person through the minute movements and twitches of the living body.
Usage: Passive.
Unique Abilities:
- Simple Communication:
Due to Quinn's 'little friends' all not being capable of speech, they can only react through body movement. It would also not be possible for them to understand their caretaker, but thankfully the ring does give the ability for everything that Quinn says to be understood by any underwater creature, including those that aren't in his dimension. He can also speak to them telepathically, but only within a certain range (user ranked// Burst range). However, his creatures can not even telepathically respond to him, they merely hear what he has to say. Currently, Simple Communication is limited to a 30 meter radius. - Non-Combative summoning:
The ring's dimension most definitely doesn't just carry highly dangerous and magical fish, it's also home to hundreds of little fish that were put inside for the sake of safety in one way or another. Quinn can passively call forth a various amount of sea creatures that aren't any taller than 15 cm at max. He can summon as many as he wants, though he does sacrifice 1% of his mana for every 15 fish. This cannot be used in combat, and Quinn's fish will instantly flee the moment a fight breaks out. - Under the sea:
Quinn's summons passively gain a 25% boost in speed and power upon being underwater. It's their natural habitat after all. - Caretaker's Touch:
Perseverance and conservation of the world beneath the waves, the primary function and reason why this magic even exists. Caretaker's Touch is essentially the embodiment of the everlasting care and love the wielder of this ring has for its creatures.
This ability can be activated by touching one of his summoned creatures, a faint blue hue surrounding his hands while he does so. Even the slightest physical contact will cause the faint glow to temporarily surround the friendly familiar, instantly recovering health equal to user ranked damage. This ability has a 3 post cooldown.
Signature spells
- Aquascaping:
Name: Aquascaping
Rank: Signature
Type: Defensive
Duration: 1
Cooldown: 1
Description: Through the use of this ability, Quinn can temporarily summon a moderately sized stone wall decorated by colourful coral. This irregular wall can reach a max height of 7 feet and a width of 6 feet, and can be angled horizontally or diagonally if necessary. The wall acts as a barrier, capable of taking a single user ranked hit before breaking. Aquascaping can only generate such a wall within a 5 meter radius.
Strengths:
-Can be used to protect himself or an ally.
Weaknesses:
-Doesn’t deal any damage
-Only capable of taking one hit before shattering, making it a slightly fickle shield.
- Water Gate:
Name: Water Gate
Rank: Signature (D)
Type: Offensive, Water
Duration: Instant
Cooldown: N/A
Description: Channeling a gate to the alternative dimension by placing both of his hands in front of him, Quinn opens up a circular portal directly in front of him that’s roughly 3 feet in diameter. Immediately, a powerful ray of water will be sent directly into the direction the portal is aimed at, reaching a max length of 15 meters and moving at 11.25 m/s. Though not dealing any damage, Water Gate is capable of pushing back targets all the way to the end of the collection of water, the exception being heavier targets etc.
Strengths:
-Quick and easy way of knocking enemies back
Weaknesses:
-Doesn’t deal any damage
-Direction of the water cannot be changed once the ability is activated.
D-rank spells
- Summon Alfie:
Name: Alfie
Rank: D
Type: Summon
Duration: 2
Cooldown: 3
Description: Standing at 5 feet tall, Alfie is arguably the most menacing and unnecessarily large starfish one might ever see. Alfie is pink in colour and, apart from its large size, is also considered to be an oddity due to a mutation that has resulted in the forming of a semi-humanoid face in the middle of the poor creature. Though not with exact ease, Alfie does manage to move around by rapidly spinning into a certain direction, forcing the pocket of water around it to move along. The creature can also stick itself onto a solid surface through the utilization of many suction cups.
In terms of personality, Quinn doesn’t really know all that much about him. He believes that Alfie has somehow been hurt in the past, considering he remains in an almost permanent state of anger and arrogance that happens to be slightly comical due to his inability to properly move around etc.
Passive: Boost: Essentially acting like a living boomerang, Alfie is capable of speeding himself up rapidly by spinning uncontrollably. Upon using this specific way of movement, Alfie gains a 50% speed boost until the end of the spinning motion.
Active: Slice: Can be activated only while Alfie is spinning like a madman, causing the coat of water around him to manifest into a rapidly moving stream of water whatever direction the creature is spinning. This collection of water is strong enough to cut through steel, making it rather fatal. Upon physically colliding with a target, Alfie will deal 1 D rank damage on impact. This ability will instantly disappear if Alfie stops spinning for whatever reason.
Active Duration and Cooldown: 1/2
Strengths:
-Very strong in closer ranges.
-Can deal a lot of damage in a small time period.
Weaknesses:
-Doesn’t have much to follow up with after the initial hit, rendering Alfie rather vulnerable upon falling out of his spinning pattern.
-No ranged attacks, forcing Alfie to constantly try to close the distance.
-He’s quite a large target with not all that much health. His face also just makes people want to hit him.
- (Bubbles) Surge!:
Name: Surge!
Rank: D
Type: supportive, mobility
Duration: 2
Cooldown: 3
Description: Surge allows Bubbles to swiftly move forward into the direction he’s facing, moving forward 5 meters. Surge! has a maximum of 3 charges that can be used anywhere within the duration of this spell.
Strengths:
-Increases Bubbles’ mobility
Weaknesses:
-Doesn’t directly deal any damage.
-Cannot be stopped early, meaning that Bubbles will be forced to move the whole 5 meters before coming to a standstill (unless he hits something).
- (Bubbles) Shield!:
Name: Shield
Rank: D
Type: Defensive, Water
Duration: 2
Cooldown: 3
Description: Upon being given the command, Bubbles will quickly create a thick bubble of water around him that is capable of seemingly absorbing 3D rank damage before breaking.
Strengths:
-Increases Bubbles’ survivability.
Weaknesses:
-The bubble will not stop any heavy momentum, meaning that any knockback effects etc. will still affect the jellyfish.
-Can be destroyed without the use of magic.
- Entangle:
Name: Entangle
Rank: D
Type: Plant, burst
Duration: 1
Cooldown: 2
Description: Quinn aims one of his hands towards a target and calls the ability's name, releasing a strong collection of seaweed that reaches a max range of 15 meters. On hit, the seaweed rapidly entangles itself around a single target, immobilizing them for 1 turn. Entangle takes 1 D rank attack to destroy, but can also be cut with any sharp object/weapon. The seaweed travels at 11.25 m/s
Strengths:
-Easy way of temporarily holding back an enemy from participating in a fight.
Weaknesses:
-Doesn't deal any damage.
-Can be destroyed without the use of magic.
C rank spells
- Summon Bubbles:
Name: Bubbles
Rank: C
Type: Summon
Duration: 4
Cooldown: 5
Description: A childhood friend of Quinn, Bubbles is by far one of his favourite summons. The creature is a blue, translucent jellyfish that's 4 feet long and 5 feet wide. Bubbles' texture seemingly is almost like a bundle of water tightly held together. His name was given to him because the creature releases small, harmless bubbles as it glides around above water.
Passive: Insensitive: Has no sense of pain, so can just happily move around whilst being bombarded with all sorts of things.
Active: Charge!: Bubbles is commanded to charge forward, causing the sluggish creature to turn itself sideways and start rapidly wiggling his tentacles to propel himself forward at speeds reaching up to 22.5 m/s. On hit, Bubbles's collision with a single enemy will deal C rank damage, and will sometimes knock the target back. The charge lasts for 30 meters unless someone or something is hit.
Active Duration and Cooldown: Instant, 2 post cooldown.
Strengths:
-Having no sense of pain allows Bubbles to endure attacks that would scare others off.
-Charge allows him to easily reposition or push someone away from Quinn
Weaknesses:
-Bubbles’ active does not allow for movement when active, forcing Bubbles to into one exact direction for the full amount of meters, making it somewhat easier to dodge.
-Not feeling pain is a double-edged sword as it makes Bubbles often not notice that he's actually being attacked.
-It's not possible for him to deal physical damage directly, though he can push someone over by bumping directly into them.
- (Bubbles) Spin!:
Name: Spin!
Rank: C
Type: Offensive, Water
Duration: Instant
Cooldown: 2
Description: Bubbles is commanded to spin, causing the creature to rapidly perform a 360% spin, releasing a blade of water into every direction, dealing 0.5 C rank damage to any targets hit and often knocking them back. The blade reaches a maximum of 60 meters and moves at 45 m/s.
Strengths:
-Good for damaging multiple enemies at a time
-Consists out of water, making it sometimes have an advantage against fire.
Weaknesses:
-Cannot be used underwater
-Can also hit Quinn and other allies.
-Spin! can be dodged by simply ducking or jumping over it as it doesn't take up all that much space.
- Summon Layla:
Name: Layla
Rank: C
Type: Summon
Duration: 3
Cooldown: 4
Description: Just barely reaching 1.5 feet in length, Layla is one of Quinn’s smaller magical summons. Layla takes the shape of a beautiful goldfish-like coloured in light orange, white and even slight hints of yellow. The most stunning feature of the creature is it’s lengthy tail which is roughly half a foot tall on itself. The wavy textured tail is a bundle of white and permanently surrounded by a faint aura of yellow light. Besides being used for movement, Layla’s tail also acts as quite the powerful whip since she can quite swiftly slam it into someone.
Passive: Eternal Companion: Layla’s particular species utilizes its gift of light to safely dwell lower into the water than many similar creatures. They passively have the ability to persistently keep up a complete copy of themselves that consists of pure light. This technique lets Layla safely get away from conflicts with predators by using the copy as a distraction. While eternal companion is active, Layla will also be engulfed in a yellow/orange glow that makes it hard to actually see the difference between herself and the copy. However, enemies two ranks or higher can tell it's a clone.
This companion will always stay within a 5 meter range of Layla and will disappear upon even the slightest physical/magical touch (any damage will remove it). Eternal companion will instantly activate upon summoning the creature, but cannot be recast once the companion is somehow removed from reality.
Active: Light slash: Upon activation, Layla’s tail releases a powerful glow of yellow and orange light, seemingly creating a blade of light around the tail. She can then hit a target to deal 1 C rank damage. If eternal companion is active her companion will also be given a blade, allowing both Layla and the companion to deal .75 C rank damage instead of the single hit.
Active Duration and Cooldown: 1/2
Strengths:
-Passive can be used to confuse and distract opponents.
-Small in size, making her harder to hit.
-Can always act as a light source.
Weaknesses:
-Her active won’t be as powerful if Eternal Companion isn’t active.
-Comparatively weak/vulnerable due to not being all that bulky.
-She currently has no ranged abilities.
-Utilizes the element of light, which can sometimes be disadvantageous in cases of slayers etc.
Misc.
- personal templates:
basic spell:
Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
Weaknesses:
summon:
Name:
Rank:
Type:
Duration:
Cooldown:
Description:
Passive:
Active:
Active Duration and Cooldown:
Strengths:
Weaknesses:
Last edited by Quinn Atwood on 12th March 2018, 2:33 pm; edited 3 times in total