Magic
Magic Name: Soul Summon: Fallen Warriors
Magic Type: Summons (Solitary)
Description:
This magic allows the user to summon the spirits of dead warriors. These spirits will assist the user in battle. The spirits are attached to different earrings, which the user must be wearing in order to summon them. These spirits can be very powerful allies, but they do have a mind of their own, and they can affect their owner's mental state.
The spirits that Mayumi uses are the same as the ones that are attached to her different requip sets for her primary magic. They each have very specific strengths and weaknesses, so she tries to use different spirits to exploit her enemies' weaknesses. However, that also means it is easy for her enemies to exploit the weaknesses of her spirits. Mayumi wears the earrings of all her spirits at all times, along the side of her left ear. They go all the way from her signature spirit and highest ranking spirits at the very top of her ear, all the way down to the lowest ranking ones closer to the bottom. There is only one earring per spirit, not a set.
Strengths:
Weaknesses:
Unique Abilities:
Spells:
(The link to the training thread for learning this magic can be found here.)
Magic Name: Soul Summon: Fallen Warriors
Magic Type: Summons (Solitary)
Description:
This magic allows the user to summon the spirits of dead warriors. These spirits will assist the user in battle. The spirits are attached to different earrings, which the user must be wearing in order to summon them. These spirits can be very powerful allies, but they do have a mind of their own, and they can affect their owner's mental state.
The spirits that Mayumi uses are the same as the ones that are attached to her different requip sets for her primary magic. They each have very specific strengths and weaknesses, so she tries to use different spirits to exploit her enemies' weaknesses. However, that also means it is easy for her enemies to exploit the weaknesses of her spirits. Mayumi wears the earrings of all her spirits at all times, along the side of her left ear. They go all the way from her signature spirit and highest ranking spirits at the very top of her ear, all the way down to the lowest ranking ones closer to the bottom. There is only one earring per spirit, not a set.
Strengths:
- Very good when facing multiple enemies, since it allows a divide-and-conquer type approach.
- The magic is very versatile, since the spirits have a wide variety of different abilities.
- Spirits are stronger if they are summoned while the user is using armor from the corresponding requip sets.
Weaknesses:
- Most spirits are rather one-sided, and are mainly focused on one aspect of fighting.
- These spirits are restless, often tied to this world by some untied business and negative emotions. These negative emotions affect the user, causing them to also feel these negative emotions, which can be dangerous in battle.
- A lot of the the spirits are loose canons of sorts, and they do not always make distinctions between friend and foe. As such, they can hurt their owner's allies, if the user is not careful enough.
Unique Abilities:
- Warrior's Blessing: This in an active ability. When the user activates it, a spirit of their choosing gets a 50% strength boost for 5 turns, or until their duration runs out. This has a cooldown time of 6 turns.
- Supportive Equipment: Spirits gain a boost for each piece of equipment from their corresponding set the user is using from their primary requip magic. They receive a 15% strength buff for any weapon used, a 15% physical defense buff for any armor used, and a 15% magical defense buff for each item used. They can only receive up to three such buffs.
- Bleed Dry: The user can sacrifice their spirits' remaining health points in order to restore their own. The spirit loses all their remaining HP, and the user is healed for the same number of HP, capped at spell-ranked single target damage. If the caster uses this ability, the spirit's cooldown period is increased by 3 turns. (Unlocks at A-rank)
Spells:
- D-Rank:
- Name: Bjorn
Rank: D
Type: Summons (Normal), Multi Target
Damage: 5 HP
Requip/Summon HP: 50 HP
Range: 45 m
Speed: 30 m/s
Duration: 3 turns
Cooldown: 4 turns
Downside: None
Description:
Bjorn is a very aggressive spirit, whose only focus is to deal as much damage as possible. He is guided by pure rage, to the point of madness. He does not speak, and cannot be reasoned with. The caster can mentally overpower him and force him to do their will, but that takes a lot of focus. If left to his own devices, he will destroy anything and anyone in his path, be they friend, foe, or even his own owner. He is summoned through a ruby earring, and corresponds to the Power Set.- Bjorn:
- Earring:
Strengths:- Deals a lot of damage.
Weaknesses:- Bjorn is a bit, well, crazy, and he will attack anyone he can, including his owner and their allies.
Abilities:- Wrath: This passive effect gives Bjorn a 40% strength boost.
- Take You Down With Me: If Bjorn's HP reaches zero before his duration is finished, it triggers an area of effect attack, traveling at 15 m/s and dealing 20 HP of damage to anyone within 30 m, regardless of whether they are an ally or an enemy. This attack will also stun the person who dealt the killing blow for one turn if they fail to dodge.
- C-Rank:
- Name: (Name of the Spell )
Rank: Elias Jarn
Type: Summons (Normal), Multi Target
Damage: 12 HP
Requip/Summon HP: 100 HP
Range: 90 m
Speed: 65 m/s
Duration: 5 turns
Cooldown: 6 turns
Downside: None
Description:
Elias is a defensive spirit, whose primary concern is to protect himself, his owner, and his owner's allies. He is generally ruled by fear, and he is scared of most everything. He is summoned using an obsidian earring, and corresponds to the Fortitude Set.- Elias:
- Earring:
Strengths:- Can take a lot of damage before he goes down.
Weaknesses:- Doesn't do much damage, nor does he have any offensive abilities. He is also scared of a lot of things, so he sometimes chickens out of fighting strong enemies.
Abilities:- Iron-Clad: This passive ability grants Elias a 45% physical resistance buff.
- Shield Wall: Creates a protective barrier around an ally of his choosing. This barrier remains in place, so if the ally wants to leave they will loose the protection. The barrier can take two hits of C-rank damage. In addition, anyone who hits it with a physical attack will gain a 15% strength debuff, which can stack up to twice. These debuffs will last until Elias's duration is over. This can only be done once per summons.
- B-Rank:
- Name: Alexa Fleetfoot
Rank: B
Type: Summons (Grand), Multi Target
Damage: 21 HP
Requip/Summon HP: 180 HP
Range: 150 m
Speed: 110 m/s
Duration: 6 turns
Cooldown: 7 turns
Downside: None
Description:
Alexa's strength lies in her speed. She's a very sad person, sometimes even to the point of depression. She also has some problems with her self-confidence. She is summoned using a tiger eye earring, and corresponds to the Swift Set.- Alexa:
- Earring:
Strengths:- Long-range combat. She can use her guns to hit anyone within her spell's range.
Weaknesses:- No defensive abilities
Abilities: The abilities this Requip/Summon spell has.- Lightning Reflexes: This passive ability gives her a 50% speed boost.
- Dead Shot: This active ability allows her to give any one target of her choice per turn a 50% speed debuff. The target must be within single-target spell range (200 m.)
- A-Rank:
- Name: Daishi Akinori
Rank: A
Type: Summons (Grand), Multi Target
Damage: 31 HP
Requip/Summon HP: 240 HP
Range: 225 m
Speed: 165 m/s
Duration: 7 posts
Cooldown: 8 posts
Downside: None
Description:
Daishi was a powerful ice mage while alive, and he still retains some of that magical ability. He is rules by extreme pride, and is very over-confident in his abilities. So much so that a missed or failed attack can definitely shake him. He is extremely arrogant, to the point of looking down on others. He is summoned using a kyanite earring, and corresponds to the Presage Set.- Daishi:
- Earring:
Strengths:- Powerful active abilities
Weaknesses:- No defensive or supportive abilities
Abilities:- Field of Ice: This area of effect attack travels at a speed of 75 m/s, deals 50 HP of damage to all enemies within the 150 m and creates a circle of ice that lasts for two turns. Opponents within this circle must tread carefully or risk falling, so they get a 25% speed debuff while the field is active. This can only be used once per summons.
- Ice Bolt: This single-target spell sends a ball of ice flying toward the target at spell-rank speed and range. It deals 100 HP of damage and freezes the target for one turn. This can only be used once per summons.
- S-Rank:
- Name: Zemirah Tamryn
Rank: S
Type: Summons (Immaculate), Multi Target
Damage: 50 HP
Requip/Summon HP: 350 HP
Range: 300 m
Speed: 225 m/s
Duration: 10 turns
Cooldown: 11 turns
Downside: None
Description:
Zemirah is a powerful healer. Her defining emotion is guilt, both over her past mistakes, and those she still makes. This includes feeling guilty over things most wouldn't think were her fault, such as failing to save someone. She is her own biggest critic, and quick to see her own flaws. Is summoned with a calcite earring, and corresponds to the Revival Set.- Zemirah:
- Earring:
Strengths:- Heals herself and allies
Weaknesses:- Very kindhearted, and refuses to kill any living being. She will also sometimes refuse to strike an incapacitating blow, meaning someone else will likely have to finish off her enemies.
Abilities:- Vitality: This passive ability increases the spirit's HP by 30%
- Healing Spring: This active ability heals an ally by 120 HP. The ally must be within the spell’s range. This can only be used once per summons.
- Life Drain: This active ability hits a single enemy for 120 HP of damage, and heals the spirit by 50% of the damage done. This ability can only be done within the summon's range, and travels at the summon's speed. This can only be used once per summons.
- Advanced Spell:
- Name: Saeko Rikiya
Rank: User-Ranked Advanced Spell (up to S+)
Type: Summons (Normal), Multi Target
Damage: Spell-ranked advanced spell normal spirit damage (up to 52 HP at S+ rank)
Requip/Summon HP: Spell-ranked advanced spell normal spirit HP (up to 375 HP at S+ rank)
Range: Spell-ranked advanced spell multi-target range (up to 450 m at S+ rank)
Speed: Spell-ranked advanced spell multi-target speed (up to 340 m/s at S+ rank)
Duration: Spell-ranked advanced spell maximum duration (up to 12 turns at S+ rank)
Cooldown: Spell duration plus one turn.
Downside: None
Description:
Saeko is a natural leader whose abilities focus on enhancing and supporting her allies. Her defining emotion is vengeance. She lost many friends (and ultimately her own life) during a war while she was alive, and is still determined to get vengeance on their enemy nation, despite the fact that this was long ago and no one she's encountered has ever heard of said enemy nation in this area. She will never forgive anyone who hurts her friends, and will hold a grudge against them for life. Or for afterlife, as it may be, since she is already dead. She is summoned using a malachite earring, and corresponds to the Guidance Set.- Saeko:
- Earring:
Strengths:- Good support for allies, including her owner.
Weaknesses:- No active abilities or boosts to herself.
Abilities: The abilities this Requip/Summon spell has.- Spirit of Protection: This passive ability grants all allies within the spell's range a 20% physical resistance buff (+2.5% for each rank about D) and a 20% magical resistance buff (+2.5% for each rank above D)
- Strength in Numbers: This passive ability gives all allies within the spell's range a 20% strength buff (+2.5% for each rank above D) and a 20% magical damage buff (+2.5% for each rank above D)
- Signature Spell:
- Name: Misa
Rank: User-Ranked Signature (up to S-rank)
Type: Summons (Normal), Multi Target
Damage: Spell-ranked normal summons damage (up to 35 HP at S-rank)
Requip/Summon HP: Spell-ranked normal summons HP (up to 250 HP at S-rank)
Range: Spell-ranked multi-target range (up to 300 m at S-rank)
Speed: Spell-ranked multi-target speed (up to 225 m/s at S-rank)
Duration: Spell-ranked maximum duration (up to 10 turns at S-rank)
Cooldown: Spell duration plus 1 turn
Downside: None
Description:
This whip-wielding spirit's strength is incapacitating opponents. However, she is a very, well, confused spirit. She remembers nothing from her life, not even her own name, hence her owner had to give her a new name. She can also misunderstand commands, or mix-up who is an enemy and who is an ally. She is summoned with a howlite earring, and corresponds to the Control Set.- Misa:
- Earring:
Strengths:- Incapacitating enemies
Weaknesses:- Because she often gets confused, she can sometimes attack and harm allies.
Abilities:- Binding: On landing a successful physical attack, she can bind an opponent in place for 1 turn. This ability has a cooldown of two posts. However, it can only be used on the same target once per summons.
(The link to the training thread for learning this magic can be found here.)
Last edited by Mayumi Katsuya on 28th July 2018, 5:32 am; edited 1 time in total