Magic Name: Celestial Avatar Summoning
Second Magic: Celestial Avatar
Third Magic: Avatar Aspect
Magic Type: Summoning (Solitary - 4 Summons)
Description:
In general the art of summoning magic allows the user to bring spirits from other planes of existence into the normal world in order to aid the summoner with day to day life, combat, or whatever else the user may desire. Keys are often used as the physical object that opens the gateway between worlds and it is normal for summoners to form contracts with the spirits. The spirits are different for each summoner for there is typically only one key that exists for each spirit. Due to this, there is a large variety between summoner to summoner. Some may have random spirits while others follow a select theme. Samira’s is the latter.
Celestial Avatar Summoning is a type of summoning magic that is common among Samira's bloodline, having been gifted in ancient times with the power of summoning. Each Nassar is destined and fated to wield a specific set of spirits and keys, and as such they are seemingly automatically bonded with their set even before birth. That same set then goes dormant once their wielder passes on until their next destined wielder comes into existence and awakens them. Only a Nassar can ever make use of the keys and their power, making them quite useless to anyone else. Naturally, this means the keys and the connected spirits differ quite a bit from the more traditional summoner. There are no contracts to be made between summoner and spirit, and even though the spirit's power is used through the key, their summoners do not necessarily have to use the keys to summon them. They can be called on telepathically or vocally by name without fancy movements or incantations. Although, there are times when they summon themselves and use their summoners magic power to make their abilities more effective in the normal plane of existence without consent. They are not mere tools to be used by another, but instead act as guides and guardians, and therefore do what they deem best for their summoner.
Although, most would first take notice of what the spirits are rather than what they represent or are used for. More commonly those that call themselves Celestial Summoners have spirits that are based around stars and constellations. This is not the case with the created spirits of the Nassar bloodline. They are actually created avatars that take the name and form of the many ancient gods and goddesses of stories and myths. A weakened copy of those all powerful deities they are, but because their creation was from the essence of those originals they do hold some of the power one would come to expect of them. They provide their summoner with power, protection, and utility during combat and other situations that she may encounter.
- Lineage Spells:
Lineage
2 B+, 2 A+, S+ granted by Final Guardians ability
H+ given by Dark Serpent ability- An Dagda, God Avatar of Druidry:
Name: An Dagda, God Avatar of Druidry
Rank: B+
MP Cost:
Grade: Bronze Key
Linked Equipment: NA
Melee Damage: 28
Summon HP: 337
Summoning Range: 75m
Movement Speed: 80 m/s
Attack Range: 75m
Attack Speed: 150 m/s
Duration: 8 Posts
Downside:
100% increased MP Cost for 50% more Summon HP
Description:
A harp covered in vines appears when the avatar of the god An Dagda is called for aid. The harp plays a single note, creating a visible vibration that opens a tear between realms that becomes a full portal for the spirit to come through. He takes the form of a large happy man and is always carrying around a giant cauldron and club. Dagda is a spirit that isn't always generally on the front lines as he is usually more inclined to remain slightly chill and laidback. He's more interested in playing his harp or making use of his cauldron than being an actual summon. That's not to say he isn't useless though. With his weapon Lorg Mór he is able to bring his own methods of offense while also possibly choosing to raise his allies.- Appearence:
- Active - Uaithne:
Name: Uaithne
Rank: B+
MP Cost: 60
Category: Supportive
Type: AoE, Buff, Cleanse/Negation, Regen
Healing: 60
Range: 150m
Speed: 75 m/s
Duration: 8 Posts
Downside:
Description:
Uaithne is said to be a magical harp that is capable of changing the seasons and controlling emotions. When Dagda is summoned he uses this ability, and the harp's music will begin to play and can be heard even though no harp or player can be seen. Allies within a 150m range will be healed for the equivalent of 50% of B+ rank Spell Damage as well as have the power of their Spell Durability increased by 90% for the remainder of the duration. A negative status effect will also be removed once per post from allies if they are within Burst range of this ability (75m) and so long as the negative effect is A rank or lower. This requires the MP cost of the enemy spell that made the effect to be paid from Samira's own MP before it will take effect. As a final blessing the magical harp places on allies that hear its soothing music, 5% of their MP will be restored once per post throughout the duration. This cannot push them over the maximum amount allowed for MP regen.
- Active - Lorg Mór:
Name: Lorg Mór
Rank: B+
MP Cost: 60
Category: Offensive, Supportive
Type: Single Target, Piercing
Damage/Healing: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
Dagda's club has been known in legend to defeat enemies using one end while being able to restore life with the other. He is able to switch the active ability of his weapon based on the situation. Only one of these can be chosen per activation. Paying the MP cost again is required before switching.
Revival - Using the handle end of his club, Dagda will heal a person as far as 300m for the equivalent of B+ rank Spell Damage. For plot purposes it will also revive dead NPCs and, if OOC permission is given, anything player or event related. Can be used once per post if chosen over Killing Blow.
Killing Blow - Dagda will use his club to strike an enemy, damaging a target for B+ rank Spell Damage. This is a Single Target ability that is normally melee range, but using his strength he can throw it as far as 300m at a speed of 300 m/s. This can be done once per post if chosen over Revival, and this spell can pierce through armor and magical defenses in order to do 50% of the intended damage.
- Vishnu, God Avatar of Preservation:
Name: Vishnu, God Avatar of Preservation
Rank: B+
MP Cost:
Grade: Bronze Key
Linked Equipment: NA
Melee Damage: 28
Summon HP: 337
Summoning Range: 75m
Movement Speed: 80 m/s
Attack Range: 75m
Attack Speed: 150 m/s
Duration: 8 Posts
Downside:
100% increased MP Cost for 50% more Summon HP
Description:
A portal of blue and golden light comes forth into existence the moment his summoner calls for him. The avatar of the god Vishnu slowly and patiently comes through, taking the form of a thin blue-skinned man that has four arms. He is a very reasonable spirit that puts the safety of the world above all else. The spirit incarnation of Vishnu has access to the different avatars that his original had, and he is also a part of a trinity of his spirit Pantheon and is able to call upon the others for aid. He is an intelligent and patient spirit that is curious in many things. Like Amaterasu, he can be easily amused and actually does enjoy trolling people if given the opportunity. So long as it isn't ridiculously distasteful. Vishnu does get irritated easily even though he hides it quite well.- Appearence:
- Active - Dashavatara:
Name: Dashavatara
Rank: B+
MP Cost: 60
Category: Offensive
Type: Multi-Target, Immobilization, Buff
Damage: 90
Range: 225m
Speed: 165 m/s
Duration: 8 Posts
Downside:
Description:
This ability allows Vishnu to transform himself into any of his avatars of legend. The appearance change is for plot and cosmetic purposes of the spell. For the more combat oriented effects, the power of an avatar form is great and will affect even his melee strikes. His attacks now do 75% of B+ rank Spell Damage per hit for the remainder of the duration. This can also be released as a ranged form where the avatar energy, which takes on a different colored beam depending on which avatar he uses, will go as far as 225m at a speed of 165 m/s. The power behind the attacks has a chance to also stun targets that are hit, acting as immobilization. This lasts for a single post, and can only occur every other post for targets that were already affected by the effect and are hit again. Unfortunately the power is limited and as such he can only attack 8 times this way per post.
As a final effect, the avatar grants a benefit to a max of 8 allies within range, boosting their Spell Damage and Strength by 45% each for the remainder of the duration. This buff does not stack.
- Active - Trimurti:
Name: Trimurti
Rank: B+
MP Cost: 60
Category: Offensive
Type: Single Target, Piercing, Negation
Damage: 120
Range: 300m
Speed: 300 m/s
Duration: 8 Posts
Downside:
Description:
When activating this spell, Shiva and Brahma will be called to aid Vishnu and complete the trinity. They will then combine their power to unleash an attack towards a single target that goes as far as 300m at a speed of 300 m/s. If it hits the intended target, B+ rank Spell Damage will be done. After the attack is complete, Shiva and Brahma disappear until the next time they are called to perform this attack, which can be once per post so long as this ability is active.
The added power from the completed trinity gives the additional benefits of being able to pierce through armor and magical defenses and also to negate spells that touches this ability within Burst range (75m). The piercing effect, though powerful, can only do 50% of this spell's intended damage when it occurs. As for the negation, it can only be done once per post, can only affect spells of A rank or lower, and can only be done if the same amount of MP that was used to create the negated spell is taken from Samira's own MP pool.
- Zeus, God Avatar of the Sky:
Name: Zeus, God Avatar of the Sky
Rank: A+
MP Cost:
Grade: Bronze Key
Linked Equipment: NA
Melee Damage: 42
Summon HP: 450
Summoning Range: 110m
Movement Speed: 100 m/s
Attack Range: 110m
Attack Speed: 225 m/s
Duration: 9 Posts
Downside:
100% increased MP Cost for 50% more Summon HP
Description:
A portal of massive lightning surges between the realms and rips apart an opening to allow the avatar of the god Zeus to come through. His form looks completely human, but his intimidating presence makes others quick to realize that he is anything but. He is quick to anger and uses his powers of lightning to strike those he feels deserves it, friend and foe alike.- Appearence:
- Active - Lightning Bolts:
Name: Lightning Bolts
Rank: A+
MP Cost: 75
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Buff
Damage: 150
Range: 450m
Speed: 450 m/s
Duration: 9 Posts
Downside:
Description:
Surprise! Zeus can create and throw bolts of lighting at people. Each one is capable of doing full A+ rank Spell Damage to a single target once per post throughout his duration. Range of 450m at a speed of 450 m/s. As a secondary effect to the lightning bolts, when a target is struck they will receive additional jolts that deplete 5% MP and 5% of HP once per post for the remainder of the duration. This ability also provides a buff to Zeus, increasing his Strength by 100% for the remainder of the duration.
- Active - Stormlord:
Name: Stormlord
Rank: A+
MP Cost: 75
Category: Offensive
Type: Multi-Target, Immobilization, Single Target, Piercing
Damage: 113, 150
Range: 338m, 450m
Speed: 250 m/s, 450 m/s
Duration: 9 Posts
Downside:
Description:
A massive storm is created that lasts throughout the rest of the duration or until he ends it himself. The damaging component of the storm is a massive artillery of lightning strikes that appear and strike multiple targets, or the same target multiple times, within a 338m range of himself at a speed of 250 m/s. Each strike is capable of damaging for 75% of A+ Spell Damage, but only 9 damaging bolts of lightning can be unleashed per post. Those hit by the attack are also paralyzed for a single post. This ability can be used once per post, but the paralysis can only happen every other post to those that were already affected. Once per post and with the sacrifice of the multi-target components of this ability, Zeus can instead choose to combine the power of the storm into one devastating bolt of lightning instead. When unleashed, this bolt will do full A+ rank Spell Damage to a single target within 450m at a speed of 450 m/s. Regardless of which damage type is used, this ability will also pierce through armor and defensive spells in order to do 50% of its intended damage.
- Odin, God Avatar of Battle:
Name: Odin, God Avatar of Battle
Rank: A+
MP Cost:
Grade: Bronze Key
Linked Equipment: NA
Melee Damage: 42
Summon HP: 450
Summoning Range: 110m
Movement Speed: 100 m/s
Attack Range: 110m
Attack Speed: 225 m/s
Duration: 9 Posts
Downside:
100% increased MP Cost for 50% more Summon HP
Description:
A small transparent warrior and valkyrie appear when the avatar of the god Odin is called by his summoner. The two quickly work together to open the portal, tearing a rift between realms and pulling it further apart. The great warrior of massive size and covered in thick armor enters through the rift, showing no fear or hesitance in the face of battle. Using some of the powers of his original, he calls upon the souls of Valhalla to aid his allies. He shows great respect towards those that display true strength, whether it be in the form of a warrior, or one that has shown to have an unbreakable will and inner strength.- Appearence:
- Active - Souls of the Valkyrie:
Name: Souls of the Valkyrie
Rank: A+
MP Cost: 75
Category: Supportive
Type: Burst, Buff, Teleport, Negation
Healing: 150
Range: 110m
Speed: 110 m/s
Duration: 9 Posts
Downside:
Description:
When activated, spirits that resemble valkyrie appear as they are called on and hover in a large circle instead of entering battle for themselves. Together, they act as support and are able to heal all allies within a 110m range of Odin for the equivalent of full A+ rank Spell Damage. For plot purposes this will also cause those that have fallen to rise again. For the plot effect to work on other players and anything they may own as well as Event NPCs this requires OOC permission. A buff that lasts for the remainder of this ability's duration will also be granted to those that were healed, increasing their Spell Damage and Spell Durability by 50% each. Once per post, the valkyrie spirits are capable of selecting an ally and transporting them to another location within this spell's range for safety or any other reason they deem relevant. If affecting other players, whatever they own, and Event related things this requires OOC permission. Lastly they can negate a spell that is within range and is S rank or lower once per post. This requires the same MP be taken from Samira that was used to create the negated spell.
- Active - Souls of the Warrior:
Name: Souls of the Warrior
Rank: A+
MP Cost: 75
Category: Offensive
Type: Multi-Target, Buff, Piercing, HP Drain
Damage: 113
Range: 338m
Speed: 250 m/s
Duration: 9 Posts
Downside:
Description:
When activated, warrior spirits will appear and grant each ally (max of 8 targets) within a 338m range and Odin himself their strength and battle confidence. Strength is increased by 100% for the remainder of the duration and does not stack through multiple posts. 9 of these celestial warriors will take the initiative and charge towards either a single target or multiple targets within range at a speed of 250 m/s. They all attack once, slashing their weapons at the intended target to do 75% of A+ rank Spell Damage. Due to their experience and time as celestial warriors, their magical and physical strength become one and surpasses that of typical defenses. Their attack will pierce through armor and magical defenses to do 50% of the intended damage. Attacks made by these battle hardened warriors will also leave a negative effect on those they hit that drains 5% of a target's HP once per post for the remainder of the duration.
- Ma'at, Goddess Avatar of Order:
Name: Ma'at, Goddess Avatar of Order
Rank: S+
MP Cost:
Grade: Bronze Key
Linked Equipment: Ethereal(+)
Melee Damage: 78
Summon HP: 843
Summoning Range:
Movement Speed: 120 m/s
Attack Range: 150m
Attack Speed: 300 m/s
Duration: 12 Posts
Downside:
100% increased MP Cost for 50% more Summon HP
Description:
Upon being called, the scales of justice appear and hover in the air. They pulse as the avatar of the goddess Ma'at answers. Should she not decide to come forth, the scales will break and crumble. Should she answer the call and aid her summoner, the scales disappear and leave a feather in their place. The feather circles, outlining a circle that then turns into a full portal between the realms. Like Isis, she has winged feathers along her arms, but her glowing eyes are much harsher. She is an unbiased spirit, not showing any favor towards her allies or instant damnation towards enemies. Those around her are for her to judge, and she will not allow even her summoner to alter her judgement.- Appearence:
- Active - Defensive Order:
Name: Defensive Order
Rank: S+
MP Cost: 90
Category: Defensive
Type: Burst, Immobilization, Debuff, Negation
Durability: 810
Range: 75m
Speed: 75 m/s
Duration: 12 Posts
Downside:
Sacrifices 50% Range and Speed for 50% more Durability
Description:
When activated, Ma'at will create a transparent energy barrier around herself that spreads as far as 75m at 75 m/s. This absorbs the damage that may be inflicted on herself, Samira, and other spirits even if it appears that they have been struck. In other words, it protects them all from damage up to 3x S+ rank Spell Damage (+50%). This is not for each of them and is a singular barrier that provides protection so long as they remain within its boundaries. Enemies can cross into the barrier's boundaries, but upon doing so a pale white shockwave will emit from Ma'at that extends through the entire circular barrier at this ability's max speed, and if it stikes the enemy they will be stunned and immobilized for a single post, as well as have their Spell Damage, Spell Durability, and Spell Healing reduced by 35% for the remainder of the duration. The barrier's durability resets every post during this ability's duration, and the immobilization shockwave can also happen every post to affect new targets. However, those that have already been affected can only be stunned every other post and only after being hit again. Lastly, Ma'at can choose to power up her barrier by taking energy from Samira in order to negate a single spell that has entered and made contact with its boundaries or has made contact with the shockwave once per post. The cost to do this must match the same that was used to create the negated spell, and it must be H rank or lower.
- Active - Spawn of Ammut:
Name: Spawn of Ammut
Rank: S+
MP Cost: 180
Category: Offensive
Type: Single Target, MP Drain, HP Drain, Debuff
Damage: 270
Range: 600m
Speed: 600 m/s
Duration: 12 Posts
Downside:
Double MP Cost for 50% more Damage
Description:
Those that continue to fight will anger this spirit and as such she will punish enemy and ally alike. Once per post throughout her duration she is able to call upon a creature to attack for her. This creature takes the form of a lion, hippopotamus, and crocodile, and from her side it will travel towards the intended target, going as far as 600m at a speed of 600 m/s. If the target gets hit they will be damaged for full S+ rank Spell Damage (+50%). The Spawn of Ammut will then fade away until it is called again on the next post.
Being hit by the spawn will leave a lingering effect from the essence of the real Ammut. For the remainder of the duration the hearts, both physical and magical, will be judged as an enemy and thus they will be drained of 5% of MP and 5% of HP every post. A debuff will also be applied for the remainder of the duration that decreases the power of Spell Durability, Spell Damage, and Spell Healing by 35%.
Additional Abilities From Equipment- Power From Another Realm:
Name: Power From Another Realm
Rank: S
MP Cost: NA
Category: Defensive
Type: Single Target, Anti-Piercing, Buff
Durability: 180
Range: Self
Speed: Self
Duration: 10 Posts
Downside:
Sacrifices Range and Speed for 50% more Durability
Description:
As long as Samira has the MP to spend, Ma'at will immediately activate this ability the moment she answers her summoner's call for aid in combat. Power from her realm has crossed over with her, allowing her to use it defensively and to bolster her own power. Once per post throughout the duration, this otherwordly power will act as a shield, covering the spirit in a wall of light that protects her for the amount of S rank Spell Damage (+50%). This form of defense is strong enough to make most abilities with piercing effects futile to use against it. Her strength is also increased by 70% for the remainder of the duration.
- Otherworldly Body:
Name: Otherworldly Body
Rank: A+
Category: Auxiliary
Type: Passive
Description: A portion of power that belongs to the original deity courses through the avatar at all times, bolstering the durability of her body. Ma'at's HP is increased by 100%.
- Apophis, God Avatar of Chaos:
Name: Apophis, God Avatar of Chaos
Rank: H+
MP Cost:
Grade: Crystal Key
Linked Equipment: Ethereal(+)
Melee Damage: 135
Summon HP: 1350
Summoning Range: 500m
Movement Speed: 140 m/s
Attack Range: 500m
Attack Speed: 600 m/s
Duration: 25 Posts
Downside:
100% increased MP Cost for 50% more Summon HP
Description:
A dark portal of highly unstable energy forms when the avatar of the god Apophis is called on. Strong chains cover the gate, at first denying the spirit passage, but upon his summoner's command or by his own force of will the chains break, allowing him full passage. He takes the form of a gargantuan serpent, even larger than that of Kukulkan. Aside from Sagittarius, he is Samira's most powerful spirit, but due to this and his more darker alignment he is difficult for even her to control. He often forgets he is only a spirit incarnation and not an actual god. Surprisingly, even though he can be seen as a dark and evil spirit, he does show care for his summoner. But only her. Allies just get in the way, and he is far too possessive and territorial to trust even his fellow god incarnation spirits to act in his stead. Another unfortunate side is that while he is indeed powerful, his abilities are also parasitic and will drain a great deal from Samira both in MP and HP when used.
For plot purposes only he can also erase any trace of his existence, both physical and magical presences, as a form of long-term invisibility. He is also capable of appearing in a lesser smaller form for travel-size convenience. Additionally, he has the hypnotic abilities of his original and can create natural disasters at a whim, however, OOC permission is required when affecting anything player or event related.- Half Summoned Appearence:
- Full Summoned Appearance:
- Active - Devastation:
Name: Devastation
Rank: H+
MP Cost: 210
Category: Offensive
Type: Burst, Mobility, Teleport, Negation, Buff
Damage: 315
Range: 500m
Speed: 600 m/s
Duration: 25 Posts
Downside:
100% increased MP cost for 50% more Damage
Sacrifices 210 HP from Samira for 50% increase on Buff
Description:
Upon activating this ability, dark colored particles surround this spirit, empowering him greatly. The dark serpent is now able to move much more swiftly for evasive purposes while also allowing him to bring more devastation to those in his path than before. Once per post for every post this ability is active, he can slither and move within the spell's range at the spell's speed. Apophis can also disappear once per post throughout the duration, turning into particles that fade into nothingness and then reappear in full form elsewhere within the shroud's range, acting as a teleport. It is nearly impossible to keep track of him for many, and for those that can see the blur he becomes it could be difficult to act before he does. That is, if they have not already been hit by the corrupted energy force that is created by his movement.
Once per post throughout the duration, Apophis' can choose to use his magical prowess to unleash a blast of energy when he moves. He generally chooses to do this during the mobility effect of this ability, but he can do this before or even in absence of the mobility. Regardless of its activation, a sort of wild energy that takes the form similar to black-colored lightning appears and spreads around him, fully covering a 500m range at 400 m/s. Those that are within range and are struck by the crackling bolts of energy will be dealt damage in the amount of H+ Spell Damage (+50%).
Also once per post, this ability gives Apophis the power to destroy a spell of his choosing, but not without limits or cost. The spell to be negated must be of H+ rank or lower and the same amount of MP that was used to create it must be taken from Samira's MP pool. An additional condition is that the spell in question must also make contact with either himself or the blast of energy before it can be destroyed.
Lastly, instead of being harmed by the power of the damaging component of this ability, those the serpent considers an ally will be strengthened magically. Spell Damage for Samira and allies is increased by 172% for the remainder of the duration. He can, of course, choose not to bestow this power onto them. He's a very fickle snake, after all.
- Active - Obliteration:
Name: Obliteration
Rank: H+
MP Cost: 210
Category: Offensive
Type: Burst, Debuff, MP Drain, HP Drain, Piercing
Damage: 315
Range: 500m
Speed: 600 m/s
Duration: 25 Posts
Downside:
100% increased MP cost for 50% more Damage
Sacrifices 210 HP from Samira for 50% increase on Debuff
Description:
Apophis gathers and charges the corrupted celestial power within him. His scales become brighter as he powers up and within the next instant the black chaotic energy is released, obliterating everything in its path for cosmetic and plot purposes. Anything belonging to other players requires OOC permission before being destroyed, as well if it affects Event NPCs. For the combat effect, those within a 500m range of the corrupted energy wave and are struck will be damaged for H+ Spell Damage (+50%). This can be used for every post of the ability's duration.
Those that were hit and managed to survive the initial blast will find that they have much more to deal with afterward. Certain aspects of their magic become weaker, having been greatly affected by the impact of the chaotic energy that seeks to destroy their essence and being entire. Those hit by this ability will receive a debuff to their Spell Damage, Spell Healing, and Spell Durability by 57%, as well as a lingering curse that drains 5% of MP and HP every post. The negative effects last until this ability's duration has expired unless removed.
Typical defenses and armor are also no match for the dark serpent's ability. His desire to destroy only empowers him when up against such futile tactics, although even his power has limitations and thus cannot go through them completely. This ability can pierce armor and magical defenses in order to do 50% of its intended damage.
- Active - Chains of the Void:
Name: Chains of the Void
Rank: H+
MP Cost: 210
Category: Offensive
Type: Multi-Target, Immobilization, Homing, Negation, Piercing
Damage: 237
Range: 700m
Speed: 600 m/s
Duration: 25 Posts
Downside:
100% increased MP Cost for 50% more Damage
Description:
Snake-like moving chains made out of dark energy will travel as far as 700m at 600 m/s and attempt to wrap around several targets, trapping them and making them unable to move for 1 post. The energy chains will remain to trap any new enemies that enter the battlefield, although those that have already been trapped can only be so again every other post. Enemies will also be damaged for 75% of H+ Spell Damage (+50%) per hit if they are struck by the chains, and the chains are capable of following targets until they reach max range of this ability whether that be by reaching its boundary or total movement distance. Regardless of how many chains there are, damage from this ability can only be done 25 times max.
A chain can also be used to intercept and destroy a single enemy spell once per post if the MP that was used to create that spell is used to amplify its power. However, this can only be done to H+ rank spells or lower, and only within Burst range of this ability(500m). Can be used every post of this ability's duration. Lastly, Apophis' destructive will and energy transfers to the chains, making them even more incredibly powerful in a different way. Each chain is able to ignore armor and magical defenses, but in doing so they lose a portion of their offensive power upon hitting their mark. Only 50% of the intended damage will be done to the target when piercing through armor and defensive abilities.
Additional Abilities From Equipment- Power From Another Realm:
Name: Power From Another Realm
Rank: S
MP Cost: NA
Category: Defensive
Type: Single Target, Anti-Piercing, Buff
Durability: 180
Range: Self
Speed: Self
Duration: 10 Posts
Downside:
Sacrifices Range and Speed for 50% more Durability
Description:
As long as Samira has the MP to spend, Apophis will immediately activate this ability the moment he answers his summoner's call for aid in combat. Power from his realm has crossed over with him, allowing him to use it defensively and to bolster his own power. Once per post throughout the duration, this otherwordly power will act as a shield, covering the spirit in a wall of chaotic energy that protects him for the amount of S rank Spell Damage (+50%). This form of defense is strong enough to make most abilities with piercing effects futile to use against it. His strength is also increased by 70% for the remainder of the duration.
- Otherworldly Body:
Name: Otherworldly Body
Rank: A+
Category: Auxiliary
Type: Passive
Description: A portion of power that belongs to the original deity courses through the avatar at all times, bolstering the durability of his body. Apophis's HP is increased by 100%.
- Ascendant Abilities:
- X:
Avatar of Ilyria:
Description:
In the old days, a demon goddess once ruled over the vast emptiness of space. She called each one her garden, for she like to sow seeds where ever her slimy tentacles would land on. Millenniums passed and the old gods were forgotten. Losing worshippers means losing access to their world. Fortunately for her, a small sect who used to worship her clumsily left the artefacts she left them in their temple for everyone to see or rather steal. Yes the temple was well guarded with guardian monsters and booby traps. But that can never stop the heart of a real adventurer.
With the discovery of her relics, old knowledge which was supposed to be forgotten was remembered. And the door which was supposed to be close was opened. To prevent ever losing contact with this world, she offered a deal which the finder of the treasure could not refuse. "Would you like to be my vessel and have infinite powers beyond your wildest dreams."
Ability:
Vessels of the Forgotten One are given enhanced speed (25%) and strength (25%) as well as enhanced magic defense and durability (25% damage reduction). Also allows them to call the forgotten one if ever they are in need of assistance.
They gain a user-ranked (S-max) signature spell that summons a tentacle to attack or grasp or a non-signature spell(S-max) that summons tentacles to attack or grasp in an area effect.
Once per thread an S-rank mage user can call Ilyria into this world. A 20 meter tall mollusk like monster with 12 tentacles stretching up to 10 meters long and bat like wings with the same length used for attacking and sometimes flying. Once summoned, she gains the same base stats of the user but with their values increased by 100%(besides speed which is instead lowered) and the mage's own increase by 25%. The goddess only has 50% of the HP of the user and moves 50% slowed than the user due to her size and weight. The goddess can only remain in our world for 3 posts of until defeated. This ability cannot be cancelled by user or outside forces.
Usage:
Active ability that lasts 3 posts and is once per thread. Spell is made in addition to the user’s own magic in their spells. Passive enhancements.
- Y:
Master of the Other World:
Description:
In all magic there are prodigies and masters, those who from an early age are destined to be a natural talent in a particular magic or skill. For the Master of the Other World, this mastery comes in the form of summoning; they seem to see lines where others would not and are able to make contracts with their summons of choice which are lasting, and more binding than those made by a normal wizard. When these masters choose to show their power, they seem to be able to better control, and better understand their summons. For some, this is due to a deeper understanding, and even friendship, for others it is their will which allows them to overpower that of the summons.
Ability:
The user gains the ability to actively maintain one additional Summon spell on top of the active Summon slots they already have. If the user does not possess a magic that is at least of an Auxiliary Summoning type, the active summon cap is raised from one slot to two slots instead.
Usage:
Passive
- Z:
Truth:
Description:
There was once a priest who had devoted his entire life to his religion. As such, he preached about his God's superiority over all others and how the belief in his existence was the only "truth". From his point of view, magic was a heresy created by the heathens, thus he denied it completely, believing it to lead people "down the wrong path". Eventually, after years of unfaltering belief, his beloved deity whispered to him. What was then said remains a mystery, one the priest took to his grave, but tales describe his descendants as "the ones who dispel Lies through their only Truth", seemingly hinting that they have gained an unnatural power through their ancestor's unwavering belief.
Ability:
Creates a 30 meter bubble of antimagic in which no magic can exist of the user's rank or lower. Spell Fusions or similar effects can create spell effects that go beyond this limit. While within the area, nobody can speak lies and anyone inside will know when something is true fact or a lie. If someone says what they believe is true, it will feel "empty", but is clearly not an intended lie but they would not be able to say it at all if it is a known lie to them.
Usage:
3 post duration with a 8 posts cooldown. Deals 5% HP damage per post to the user as long as it is active. If the bubble is hit by a spell of higher rank of one is used of higher rank inside of it the bubble will disperse and go onto cooldown.
- Unique Abilities:
Ancient Tradition - Nassar summoners once used their very life force to call upon their bound spirit deities. Most still have access to these ancient ways as well as the evolved genetics that came from such magical practices. Not only is Samira's Spell Durability increased by 60%, but her HP is also increased by 60%.
For her own personal threads only Samira is able to use her own vitality and health as a way to sacrifice herself to call upon her god avatar spirits. It's not the preferred way since it does take a lot out of her, but it does come handy in times of desperation.
Avatar Ascension - This ability allows for Samira to call on a spirit as a sort of inner fusion, fully connecting them. This not only allows her to make use of the abilities of the spirit for herself but also allows for the spirit to share and take control of her body. Samira can continue fusing herself with more spirits and using their abilities, but each spirit fusion counts towards the Summon cap. Naturally, the MP cost of the spirit's abilities must also be paid when they are activated. Samira's Spell Damage is also passively increased by 60%.
Spirit Particles - Whenever a spirit is on the field for combat this ability activates and lasts for a duration of 10 posts. Some of the magic spirit particles that exist in the home realm of her spirits come through the portals that open when the avatars are called. These particles Samira can control as a singular group and, if she chooses, can use it to attack those within User rank Burst Range at User rank Burst Speed once per post. However, this is not a normal attack that does damage. Instead, these particles will wrap around targets and solidify to completely bind them in place and stun, counting as immobilization. Those that have already been affected can only be so again every other post. All values cap at S rank. Some of these particles also attach themselves to Samira and fuel her power further, passively increasing her Spell Damage by 60% for the duration.
- Signature Spells:
- Portunus, God Avatar of Keys:
Name: Portunus, God Avatar of Keys
Rank: S
Grade: Bronze Key
Melee Damage: 35
Summon HP: 250
Range: 100m
Speed: 100 m/s
Duration: 10 Posts
Description:
This spirit when summoned is barely noticeable. He lacks the flashy entrance of the others and instead of a large fighting form he takes on the simple appearance of a small key. He materializes on Samira's keyring and remains there until his ability is used. For plot purposes he can be used as a world master key and unlock nearly everything except for player created locks and such. That requires OOC permission.- Active - Circle of Keys:
Name: Circle of Keys
Rank: S
MP Cost: 0
Category: Offensive
Type: Single Target, Buff
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Portunus will leave the keyring and command all other keys attached to leave as well. They then form a circle with Portunus at the center and from there the other keys release their energy to combine at the center point. Portunus then fires a beam of the combined celestial energy towards a single target that does S rank Spell Damage. This can be done once per post. 400m range, 400 m/s speed. Additionally, a small amount of the combined power of the keys transfers to Samira, increasing her Spell Damage by 70% for the remainder of the duration.
- Passives:
Replaces B Rank Spell Slot
Name: Spirit Bond
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's Spell Damage is increased by 50%.
Replaces B Rank Spell Slot
Name: Isis' Boon
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's MP pool is increased by 50%.
Replaces B Rank Spell Slot
Name: Celestial's Touch
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's Spell Damage is increased by 50%.
Replaces B Rank Spell Slot
Name: Ancestral Vitality 1
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira regens 5% of her HP per post.
Replaces B Rank Spell Slot
Name: Ancestral Vitality 2
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's HP is increased by 50%.
Replaces S Rank Signature Spell
Name: Magic Flow 1
Rank: S
Category: Auxiliary
Type: Passive
Description: Samira's MP pool is increased by 60%.
Replaces S Rank Signature Spell
Name: Field of Summoning
Rank: S
Category: Auxiliary
Type: Passive
Description: Samira's Spell Range and Spell Speed are increased by 30%.
Replaces A Rank Signature Spell from Lineage
Name: Magic Flow 2
Rank: A
Category: Auxiliary
Type: Passive
Description: Samira's MP pool is increased by 55%.
- Plot Spirits:
- These are spirits that were either originally in the magic but were removed due to the many rule changes and edits over time, or they are spirits that will have a future plotline. As of now, all of these are for plot purposes and threads only.
- Janus:
- Jing Wei:
- Chronos:
- Cupid:
- Aphrodite:
- Awilix:
- Bacchus:
- Apollo:
- Nox:
- Ah Puch:
- Pele:
- Jormungandr:
Last edited by Samira Nassar on 14th November 2022, 10:23 am; edited 255 times in total