★ Magic of Clow ★
Caster or Holder:
Lost Holder ★ Summons
Description:
This magic, and all the items created around it, originally belonged to someone by the name of Clow. But was for unknown reasons permission to use it and call it their own was given to Vesta Sartaq (or Majonuki, but prefers Sartaq). A large red book under the 'protection' of a small lion looking creature. In it should've been filled with magical cards, also known as Clow Cards. Each one about twelve inches tall and with a magic circle/emblem on the back. Each one holds a different personality, a sentient summon, they can range from be good willed to extremely violent. Most are missing and to be eventually found by the current holder of the Book of Clow.
To fully summon the creature from it's place in the card, her special wand that is often disguised as a key must be used along with a small chant. Whenever it is being casted, a large magic circle will appear at her feet, the same one on the back of the cards and the book. Whenever her spells are being casted, she has about a minute of vulnerability, and an interruption can cause her and maybe her summon pain. Also with a risk of releasing the summon from it's card, setting it free. Which can be hard to return to the card depending on how they act and how attached they are to Vesta. They begin to like her more and more obligated to help the longer she has them and the more she uses them.
Though the card's personalities sometimes tend to range drastically from one another, an ability that all Clow Cards have the ability to help their user predict the future. Their method of fortune-telling is similar to that of tarot cards. The interpretation of the message the Clow Cards relay depends on the magical power of the user. Not useful inside of battle, and probably can't be used during such (mainly just an ability to use in plots and such).
Strengths:
★ Large variety of different types of helpful summons.
★ The more she uses the magic, the more they get attached to her, and the more experience she gets. Lowering the amount of time it takes to cast.
Weaknesses:
★ Chants, wand and cards has to be used to properly use the spells.
★ Is temporarily distracted and unguarded while casting each spell.
★ All summons are sentient, and may not always be so obligated to listen to her.
Lineage:
- Necromancer's Passion:
- Name:
Necromancer's Passion
Description:
Long ago in days where magic was still considered as tools of Lord of the underworld, mages practiced in secret with their black arts in order to gain further knowledge and power. However, there was one thing that mages could not yet do; bring the dead back to life. However, a powerful mage decided to give a go at this forbidden art of tampering with the dead. Consumed by power, his determination rotted his soul to become black as the sin he committed. Finally, after many failed attempts, the mage brought the dead back to life. However, now lost within his magic, he kept the corpses soulless, and bound them under his power; becoming the first Necromancer. This art of highly corrupt black magic has been passed down throughout history to those who desired the power to defy the Gods and conjure up a legion under his command. Now those of this era who enjoy gaining power to defy the Gods, inherit the First's corruption, and love for the black arts of resurrection.
Ability:
The caster gains 1 spell of each rank up to S as they rank up that creates undead creatures. Each spell rank has only 1 creature.
The lineage bearer is capable of communicating with the undead telepathically at any range. They are always mindless without the lineage bearer's will imposed on them, akin to machines.
Usage:
The spells need to be made and reviewed like any other spells. They have durations and cooldowns the same as any other spells and can only have 1 summoned undead in each spell. The capabilities of these undead summons are up to the user. The spells are made in addition to the spells in their magic already.
Unique Abilities:
Invisibility ★ An ability inherited from one of her mothers, the ability to turn completely invisible to the naked eye, though this doesn't account for sounds made by her.
Enhanced Summoner ★ Has no speed penalty when having multiple summons out on the field.
Magic Reserves ★ Has 50% more mp then some people her rank, giving her slightly more in her magic reserves.
Star Dress ★ This ability allows the user to instead of summoning, she herself gains the powers from the summon. Gives her a nice outfit change also, to make her look more like the summon I suppose. May still have difficulty wielding some though, depending on what the summon is that she is getting powers from. Still has to go through the whole chanting and staff tricks that she would to normally summon. No other summon can be out whilst this ability is being used.
Spells:
- Signature Spells:
- The Shield:
Name:
The Shield
Rank:
D
Type:
Clow Card
Description:
When guarding an object, Shield appears as a blue-white-green sphere or dome. In it's real form, it resembles a single 'Clow Wing' shield with a red jewel on both sides. In its card form, The Shield is restrained by several chains.
Shield has a relatively good personality, existing to fulfill its purpose of protecting precious objects and things people hold close.
Active:
For one post or instantaneous will protect whatever summoner wants it to protect. Either as a blue-white-green orb or dome which has a 10 meter radius (can be smaller if wanted) or as it's real form, being a normal shield with unique designing. Takes one hit of D-Rank damage.
Strengths:
★ Protect's people when needed by summoner.
Weaknesses:
★ Original and smaller form can't protect as many people.
★ Doesn't last long due to it being a signature spell.
- The Shot:
Name:
The Shot
Rank:
Rank of User ★ Max S-Rank
Type:
Clow Card
Description:
Once activated, Shot transforms into a body of light that fires out beams of energy, like lasers, that become increasingly more accurate with each attack. When attacking, Shot appears as a fast moving bolt of energy.
Its visible form is a young, elfish spirit with red and yellow hair and large, pink eyes.
Shot's personality appears to be violent and relentless, especially when trying to finish off her target.
Ability:
Shot is a special card that can simply be summed by the caster saying "shoot" or "aim", at which point it will target the person to which the command refers (e.g. "aim at NAME" or "shoot NAME" would cause the card to attack them), attacking him or her relentlessly with pink beams of light for a few seconds. Though the card has to be held by user at all times, or it will immediately go back into her card. Each attack from the Shot while like this, does 25% user rank damage.
Strengths:
★ Is ruthless and incredibly fast, won't stop fighting target until one of them is down.
★ Does not need a chant or anything to be summoned, just a command word.
Weaknesses:
★ Will only fight the person they were told to, if left out of card form with no orders they may go berserk and attack everyone.
★ Though doesn't need all the things needed to be summoned like the other cards, Vesta has to be holding the card.
★ Due to being a signature spell, the Shot isn't out for more then one post.
- D-Rank Spells:
- The Fly:
Name:
The Fly
Rank:
D
Type:
Clow Card
Duration:
3
Cooldown:
4
Description:
Fly appears as a gargantuan, pale bird with a long neck and legs, resembling a crane. Though can be smaller, the size of a normal bird.
The Fly can be described as having a quiet temperament, calm and good nature. Though when provoked or injured, they can become somewhat chaotic.
Active:
The Fly, is as name suggested, summon to fly. Appears as a part of Vesta's staff, extending the wings on the head of it by a rather large amount. Giving her the ability to fly whilst sitting on her staff. Can also appear in it's normal form, a bird-like creature, either really big or really small. They can use this for as long as they're out, three posts, though they need to wait four posts before next use.
Passive:
The speed while riding on staff is that of a summons usual speed, plus 50% speed increase of base speed (not any buffs) of their summoner.
Strengths:
★ Gives her the ability to fly as well as an increase in speed.
Weaknesses:
★ Can be rather inconvenient in it's large bird form, and can't be ridden when normal size.
★ Speed only works while on wand.
- The Thunder:
Name:
The Thunder
Rank:
D
Type:
Clow Card
Duration:
3
Cooldown:
4
Description:
The Thunder appears in a bestial, feline form. Its entire body is composed of electricity.
Thunder is very aggressive with quite the uncontrollable temper.
Active:
Thunder has the power to summon large amounts of lightning and electricity to strike the enemy. Each hit does 25% D-Rank damage, and it lasts for three posts with a cooldown of four.
Passive:
He gives her the ability to go 25% faster then she would normally, making her hover slightly from the ground with blue electricity between her and the floor. Also gives her 25% more strength, thus doing more melee damage, any hit from her melee attacks with be coated in blue electricity.
Strengths: Gives her a speed and strength boost, and fights enemies with immense amounts of lightning and electricity.
Weaknesses:
★ Weak to water of a higher ranking.
★ May be weak to controllers of thunder/lightning/electricity.
- The Fight:
Name:
The Fight
Rank:
D
Type:
Clow Card
Duration:
3
Cooldown:
4
Description:
In its physical body, Fight resembles a teenage girl with cropped, shoulder-length pale hair, piercing, sky-blue eyes and two, long odangos. She wears a blue leotard with white trimmings and a red triangle on her chest, long, tail fins, long, finger-less gloves with high, wide-finned cuffs on the tops, and white guards on the back of the hands, and a pair of blue and white, thigh-length boots.
The Fight is an extremely aggressive, ruthless and fiercely competitive card. It is always seeking out new opponents to test its skills, but will only engage with them if it deems them strong. Fight will turn away from a fight if it senses a stronger opponent elsewhere.
In battle, it is fierce, unrelenting and extremely relentless and will not waver or stop until the opponent (or itself) is defeated. However, it also has the habit of going too far, continuing to pummel another wise-beaten opponents. It also shows no qualms whatsoever about attacking an opponent when their back is turned or they are distracted.
Active:
The Fight is a professional martial artist, and all it's attacks are 60% the normal damage that a summon does. She fights whoever she is commanded to without hesitation, though if able to (depending on Vesta's mental health), she will try and fight everybody around even allies and even her own summoner. Doing so for three posts, with a cooldown of four, though being out and fighting for two can make her a bit agitated and more disobedient.
Passive:
Increases Vesta's melee damage by 50% while out of her card form.
Strengths:
★ When summoned, Vesta has a ruthless fighter on her side.
Weaknesses:
★ Fight is rather disobedient, will fight people she wasn't told to or won't fight people she was told to.
★ Doesn't increase her summoner's fighting abilities or experience at all besides the passive in damage.
- The Mist:
Name:
The Mist
Rank:
D
Type:
Clow Card
Duration:
3
Cooldown:
4
Description:
Mist's visible form is a thick bank of green fog, and its Card form, rarely seen as a visible spirit, is a young woman with elf-like ears, and long, straight hair sprinkled with ball shapes, like drops of dew left from a mist. Her hands are crossed in front of her heart.
The Mist is a calm and like a lot of Clow Cards, is rather mischievous in nature.
Active:
The Mist is a corrosive entity, able to eat through almost any material, including metal bars and stone. It can also create a blanket of fog for cover. And if people are in it to long, she'll start to eat at their skin, only happens if they've been in the fog for one post or longer. Only spreads out within a 20 meter radius. It will do full D-Rank damage to everybody in the radius on the second and third post it's out, but none on the first. Lasts for three posts with a cooldown of four.
Passive:
Vesta can see through her fog and remains unaffected by any damage given by The Mist, and while in the fog her senses are actually enhanced, making her feel more energized like she is high on adrenaline without the stress.
Strengths:
★ Can be used as a cover, a thing to destroy walls or whatever needed, even a DOT to people in her to long.
Weaknesses:
★ Can't eat through armor if it's of a higher ranking then herself.
★ Active ability also affects allies.
- C-Rank Spells:
- The Windy:
Name:
The Windy
Rank:
C
Type:
Clow Card
Duration:
4
Cooldown:
5
Description:
The Windy appears as an elegant, lissome-figured Fairy, possessing blonde hair that is dressed high and falls forward into two long strands, as well as a pair of of large, magic wings and feathered shoulders. She has an image of small green wing-like shapes on her forehead and and is surrounded by a cloak of wind in greens and yellow.
Windy is described as very docile and demure. Being the gentlest card, Windy hates to fight and her magic is mainly used for non-attacking purposes.
Active:
The Windy's primary magic is aerokinesis, the ability to create and control strong winds. These winds can be used to blow away objects or bind creatures. Though it isn't common for her to do damage, it will do 25% C-Rank damage. When trapping mages she can only do it for one posts and to people of equal or lower ranking. She can use this for three four posts, and it has a cooldown of five.
Passive:
Whilst Windy is out, the summoner's and allies, within a 90 meter radius, health will be increased by 5% every post.
Strengths:
★ The Windy is a powerful summon that can control winds to do whatever needed.
Weaknesses:
★ Will not use her powers to hurt people.
★ May be weak to people who control winds also.
- The Shadow:
Name:
The Shadow
Rank:
C
Type:
Clow Card
Duration:
4
Cooldown:
5
Description:
Shadow is a somber figure, bearing a mysterious appearance in a black cloak and hood.
Shadow is chaotic and mischievous like many of the other cards, causing trouble for others with its magic
Active:
Shadow can control the shadows of people and objects at its master's command. One of its characteristics is that it can touch others but cannot be touched itself unless done so by one with strong magic. And can only be touched with such (magic), nothing physical can touch Umbra due to not being technically physical itself but more an elemental body. Lasts for four posts and has a five post cooldown.
Passive:
Shadow is able to hunt down others by finding its way to them by means of their shadow. And gives Vesta the ability to teleport to others shadows as long as there in a 20 meter radius of herself.
Strengths:
★ Though mischievous and rather chaotic, he isn't often disobedient towards Vesta like some other cards.
Weaknesses:
★ Weak to light magic.
★ May also be weak to people who use shadow magic.
- The Illusion:
Name:
The Illusion
Rank:
C
Type:
Clow Card
Duration:
4
Cooldown:
5
Description:
Unlike the most of the other Clow Cards, Illusion has no fixed shape, but it can change its form based on whatever the watcher expects to see, but while transitioning between forms or unable to hold one, it resembles a shifting, kaleidoscope-like pattern. This could perhaps be its default form. The colored part on the card's image near the center has the form of a kind of gem.
Illusion's personality is similar to other Clow Cards. They're mischievous and at times very hostile, depending on it's mood what illusions it shows people may be more tame or seemingly cruel.
Active:
Illusion appears in many diverse forms, either as dictated by its master or on its own. It will often appear to people as what they fear the most or what they love the most. Only works within a 20 meter radius and for four posts, has a five post cooldown
Passive:
May sometimes gives the ability to master to see the weaknesses of whoever is caught within it's illusion (with ooc permission if not against an npc). Weaknesses may be the fears or whatever they are showing, or even of their magic (only if it was used within the thread) or physical attributes. Though can only be one of the things mentioned.
Strengths:
★ Creates an illusion for people to get distracted by.
Weaknesses:
★ People of higher ranks can see through it easier.
★ May also be inflicted upon allies.
- The Silent:
Name:
The Silent
Rank:
C ★ Purchased
Type:
Clow Card
Duration:
4
Cooldown:
5
Description:
Silent appears as a tall, slender woman with dark, blue eyes, wearing a long, blue-black dress and wrapped in dark cape with a high collar, indicating a mute state. She has long, straight, blue hair and a jewel with bat wings on her forehead. She is usually seen standing up with one finger raised to her lips.
Silent detests noise and prefers to keep her vicinity quiet, seeing as she will use her magic to expel any noise or one whose noise alerts her.
Active:
The Silent has the ability to cut off the sound of anybodies voice within a 20 meter radius of herself. Lasts for one post and has a two post cooldown, can be used twice if timed right
Passive:
Silent gives Vesta the ability magically transport/teleport the source of any noise away from herself, albeit only out of her effective radius.
Strengths:
★ Her mute magic can be rather confusing and distracting. Quite effective against anybody who need to use their voice to cast their magic effectively
Weaknesses:
★ Also effects Vesta and her allies.
★ People of higher ranking may not be as strongly effected by the silence.
- Lineage Spells:
- The Banshee:
Name:
The Banshee
Rank:
D ★ Lineage Spell
Type:
Undead Summon
Duration:
3
Cooldown:
4
Description:
The Banshee is a young female, appearing to be in her early teenage years. Her body is petite and covered in a white gown. She has long curly white hair with skin of the same color, besides the rosy red cheeks, lips and finger tips. Her eyes are a pale blue, glossed over, her neutral expression appears sad. Her feet never touch the ground, always hovering above it, and her fingernails are unnaturally sharp. Being a ghost you can't hit her with melee attacks.
The Banshee is an obedient summon, doing as told by the summoner. She doesn't show emotions, appearing completely blank and empty. Anything she says is intelligible whispers that sends chills all over everybody.
Active:
For one post the banshee will let out a ear piercing screech that does 50% D-Rank damage to everybody within a 30 meter radius of her. It will make everybody's ears bleed, and afterwards it will leave them slightly deafened, this won't effect the caster. Needs to wait two posts before this can be used again. When doing this scream, her eyes will vanish, appearing as black swirling voids with blood raining down from them, her mouth will be wide open almost to the point it's unhinged.
Passive:
Allows the user telekinesis to lift or move any object, and people to as long as they are of equal or lower rank.
Strengths:
★ An obedient summon with dangerous abilities.
Weaknesses:
★ Being a spirit, she is naturally weak to holy magic.
★ Will also effect allies within the radius.
- The Revenant:
Name:
The Revenant
Rank:
C ★ Lineage Spell
Type:
Undead Summon
Duration:
4
Cooldown:
5
Description:
Revenant appears as a young woman, entirety of her body is transparent showing the skeleton underneath, which is the only physical thing on her. Her eyes are multiple shades of bright blue, there is no white in her eyes. Her hair it silky, wavy and long, colored a dark blue with some lighter blue strands.
The Revenant is a spirit that had a violent death, only living for revenge, so if the summoner doesn't have enough willpower they'll lash out and go out of control. Attacking both enemies and allies alike, will even attack the caster themselves.
Active:
Infects everybody within a 90 meter radius with a disease, making them cough or vomit up blood, have intense pains in their abdomen and have sore, creaky, hard to move joints. It does full C-Rank damage to them the first post, and 50% every post afterwards. It lasts for three posts, and has a cool down of 5 posts.
Passive:
When Vesta consumes blood, she'll gain 25% increase in melee and magical damage.
Strengths:
★ The Revenant ensues a painful sickness that allows support.
Weaknesses:
★ User may be reluctant to drinking blood.
★ Active ability also effects allies.