Magic
Magic Name: Celestial Spirit Magic
Magic Type: Solitary Benefit
Description: Celestial spirit magic is a holder type magic that allows for the user to summon the stars themselves with the use of gate keys that the wizard has in their possession. Once a wizard gets hold of a gate key, they can use it to summon the spirit and form a contract with them. This contract varies from spirit to spirit, having to do with everything from times of day that they can be summoned, to specific criteria that must be met environmentally. Once the wizard and spirit have come to an agreement, the pact is sealed and the spirit will (typically) be at the bidding of their new master. If the master breaks any part of the agreed upon contract, the spirit has the right void the entire thing and go his/her/their separate way. The key will remain in the wizards possession, but it will essentially just be a pretty key that is unable to be used in a summoning. Each of these spirits has their own personality, quirks, and magical abilities. This form of magic can be very versatile, as the magic of each summon varies drastically from one spirit to the next; allowing these creatures to use offensive, defensive, or support magic. These summons are being in their own right, meaning that they all have their own personality traits. Not only is this magic draining on a mana level for the user, but it can also take its toll emotionally if the wizard and the celestial spirit have clashing personalities. If this personality clash is drastic enough, it could also end up resulting in an inability for the wizard and spirit to continue on with their contract.
Naphtali uses Celestial spirit magic strategically. He makes a habit of knowing everything about each of his spirits. He keeps a small notebook on him at all times, and within it is written each contract word for word, along with all of his spirits fighting styles, magics, and skills. He respects his spirits, and sees them as beings of their own, however he also knows that they have willingly agreed to be his pawns. Naphtali uses his spirits like chess pieces, and will only put them in play when he knows the time is right. And yes, he does count Paresse, his Shinigami, as one of these game pieces. However, because they aren't under an explicit contract, he views her more as a wild card.
Unique Abilities:
The Stars
Magic Name: Celestial Spirit Magic
Magic Type: Solitary Benefit
- Character can have up to 4 Summon spells active at once.
Description: Celestial spirit magic is a holder type magic that allows for the user to summon the stars themselves with the use of gate keys that the wizard has in their possession. Once a wizard gets hold of a gate key, they can use it to summon the spirit and form a contract with them. This contract varies from spirit to spirit, having to do with everything from times of day that they can be summoned, to specific criteria that must be met environmentally. Once the wizard and spirit have come to an agreement, the pact is sealed and the spirit will (typically) be at the bidding of their new master. If the master breaks any part of the agreed upon contract, the spirit has the right void the entire thing and go his/her/their separate way. The key will remain in the wizards possession, but it will essentially just be a pretty key that is unable to be used in a summoning. Each of these spirits has their own personality, quirks, and magical abilities. This form of magic can be very versatile, as the magic of each summon varies drastically from one spirit to the next; allowing these creatures to use offensive, defensive, or support magic. These summons are being in their own right, meaning that they all have their own personality traits. Not only is this magic draining on a mana level for the user, but it can also take its toll emotionally if the wizard and the celestial spirit have clashing personalities. If this personality clash is drastic enough, it could also end up resulting in an inability for the wizard and spirit to continue on with their contract.
Naphtali uses Celestial spirit magic strategically. He makes a habit of knowing everything about each of his spirits. He keeps a small notebook on him at all times, and within it is written each contract word for word, along with all of his spirits fighting styles, magics, and skills. He respects his spirits, and sees them as beings of their own, however he also knows that they have willingly agreed to be his pawns. Naphtali uses his spirits like chess pieces, and will only put them in play when he knows the time is right. And yes, he does count Paresse, his Shinigami, as one of these game pieces. However, because they aren't under an explicit contract, he views her more as a wild card.
Unique Abilities:
- Gift of the Stars: When the stars are visible in the sky, Naphtali regains mana 25% faster.
- Ability 2: Unknown
- Ability 3: Unknown
The Stars
- Signature Spells:
- Shine of Sirius:
Name: Shine of Sirius
Rank: C
MP Cost: 0
Category: Auxiliary
Type: Area of Effect
Damage: -
Range: 30m
Speed: 30mps
Duration: 1 post
Downside: affects anyone within range, including allies.
Description: Naphtali summons the brightest start in the sky, Sirius, into the palms of his hands. Sirius then quickly emits a blinding ray of light that spreads a 30 meter radius. Anyone who had been looking in his direction will be blinded for one post.
- D-RANK KEYS:
- THE UNICORN:
Name: Monocerus
Rank: Bronze
Grade: D
Melee Damage: 5hp
Summon HP: 50/50
Range: 15
Speed: 40
Duration: 3 posts
Description: Monoceros uses light magic to power herself and heal others. Despite this, she is quite the pessimist and is always complaining about being summoned. Monoceros prefers to fly over walk, and cares way more for her fellow celestial spirits than she does for humans, and that includes her master. Naphtali really holds none of this against her. After talking with some of the other spirits he owns, he knows that she has had it rough with masters in the past.
Contract: It took Naphtali and Monoceros quite some time to come up with a viable contract. She had quite a bit of restrictions, and she continues to come up with new ones on the go. It really boiled down to this;
~ No summoning out of sexual desire (which was no problem considering her masters gay)
~ No summoning to show her off to others like a prized horse,
~ No kids parties
~ Cannot be used as a decoy or a shield.
Downside:
~She's kind of a pain in the butt personality wise.
~She's also extremely weak to poison and dark damage, taking double the damage.- Song of Hope:
Name: Song of Hope
Rank: D
MP Cost: 20mp
Category: Auxiliary/Healing
Type: AoE
Healing: +20hp to everyone in range
Range: 30m
Speed: 15mps
Duration: 1 post
Downside: Can effect enemies in range
Description: Monoceros sings a son of joy and light, summoning a bright magic circle the covers a 15 meter radius of herself. Anyone standing within the magic circle will be healed of 60hp.
- Unicorns Tear:
Name: Unicorns Tear
Rank: D-rank
MP Cost: 20mp
Category: Auxiliary/Healing
Type: Single Target
Healing: +40hp
Range: 60m
Speed: 60m
Duration: 1 post
Downside: can be blocked by dark magic, cannot cure poison, can be intercepted.
Description: Monoceros forces herself to cry a single tear drop infused with magic. She whips it off her cheek, and flings it towards her target. The first person it hits is infused with the tears magical energy, being healed of 40hp.
- THE CHISLE:
Name: Caelum
Rank: D-rank
Grade: Bronze
Melee Damage: 5hp
Summon HP: 50/50
Range: 15m
Speed: 40mps
Duration: 3 posts
Description: Caelum is, essentially, a robot. It is summoned as an orb, and responds in an r2d2 style of beeps and flashes whenever it is asked a question. It is very good at protecting its master, and can be used a medley of tools to help its master accomplish their goals.
Contract: Caelum is one of the only spirits that has no contract.
Downside: Unlike other summons, he does not another fighter to the field, he is more support than anything.- Sword Form:
Name: Sword Form
Rank: D
MP Cost: 20
Category: Auxiliary
Type: Burst
Damage:-
Range: -
Speed: -
Duration: Up to 3 posts, or until Caelum's summon times out.
Downside: Can't be in multiple forms at one time.
Description: In this form, Caelum transform into its namesake, a large chisel which is used as a sword-like weapon. The sphere transforms and protrudes a long, dark metal bar tipped with a chisel cut that is surrounded by its metallic, halo-like structure in the center, and the sphere features a black handle which can be used as a hilt. Whether it be his master, a fellow spirit, or otherwise will receive a 50% melee buff while weilding Caelum.
- Cannon Form:
Name: Cannon Form
Rank: D
MP Cost: 20
Category: Auxiliary
Type: Transformation
Damage: 5hp per hit
Range: 15m
Speed: 40m
Duration: up to 3 posts, or until Caelum runs out.
Downside: Can't be in multiple forms at a time.
Description: In this form, Caelum appears as a high-tech cannon. Its body expands, gaining two black structures on its bottom that resemble legs and two metal parts on its sides that resemble arms. Its center protrudes, forming a white cannon covered in black metal that has a green center. In this form, Caelum can launch powerful blasts of green energy. Caelum can target and fire by itself. This spell essentially turns Caelum into a ranged weapon as opposed to the close combat fighter that most combat spirits are.
- TABLE MOUNTAIN:
Name: Mensa
Rank: D+
Grade: Bronze
Melee Damage: 7hp
Summon HP: 75/75
Range: 45m
Speed: 10mps
Duration: 5 posts
Description: In the spirit world, there is a mountain. It's taller then any other in the spirit realm, and the very top is flat appropriately named "Table Mountain." This mountain is used as a memorial for the few spirits who meet an end of their seemingly infinite life, and Mensa is its guardian. Mensa is a 2.5 meter tall cement looking giant with a blocky head, broad shoulders, and a rockin' pony tail. He doesn't speak, but responds in thumbs up or thumbs down motions.
Contract: Mensa takes his job as the guardian of Table Mountain very seriously. He understands that as a spirit, he has a responsibility to enter contract with a human and assist them when needed, however he will only do so when needed. If Mensa's owner opens his gate frivolously, they risk losing their contract.
Downside: He's a large, sturdy, and menacing looking guy. However, because of his size and sturdiness, he can't move as fast as other spirits his rank.- Mud Slide:
Name: Mud Slide
Rank: D
MP Cost: 20mp
Category: Debuff
Type: Single Target
Damage: -
Range: 60m
Speed: 60m
Duration: 3 posts
Downside: -
Description: Mensa slides mud across the ground in a straight line like a bowling ball towards his target. The first thing the mud hits, it latches onto, causing a 50% speed reduction.
- Table Top:
Name: Table Top
Rank: D
MP Cost: 20mp
Category: Defensive
Type: Area of effect
Durability: 60hp
Range: up to 15m
Speed: -
Duration: 3 posts
Downside: -
Description: Mensa pulls a mountain out of the ground, engulfing a up to a 15 meter radius. This spell is mainly used for protecting his comrade, however it can be used to trap enemies.
- C-RANK KEYS:
- THE HUNTING DOGS:
Name: Canes Venatici
Rank: C-rank
Grade: Bronze
Melee Damage: 12hp
Summon HP: 100/100
Range: 30m
Speed: 60mps
Duration: 5 posts
Description: The Gate of the Hunting dogs summons two creatures, Canis and Venandi. It is unknown what their relation is with each other, however they have a strong and inseparable friendship. Canes represents the dog of the two, is black, like a shadow. He has a long snout with sharp teeth, and walks on all four legs. He sprints towards his targets by lashing out at them with his claws and fangs, along with ramming them with his large head. Even on all fours, he is a good 1.5 meters tall. He cannot speak, merely responding in roars and howls to indicate his feelings.
Venandi, on the other hand, represents the hunter. Venandi still resembles a wolf more so than anything else, however they walks on their hind legs, puting them at 140cm, and carries a bow in her hand. Venandi uses it to fire arrows towards their opponent, and can speak. Venandi usually has to translate Canes for their master, and speaks in short, blunt sentences.
Contract:
~ Summon for the hunt, not for idle chitchat. They only ever have time for one thing, and they would like for their master to respect that.
Downside:
~They share the same hp reservoir. Meaning once their combined damage reaches 100hp, they both are out of commission. It can mean that both take 50 damage, or maybe one takes 10hp of damage and the other takes 90.
~ Venandi takes 50% more damage from dark magic
~ Canis takes 50% more damage from light magic- Venandi's Arrow:
Name: Venandi's Arrow
Rank: C
MP Cost: Passive
Category: Passive
Type: Buff
Damage: -
Range: +50%
Speed: -
Duration: -
Downside: -
Description: Venandi Uses arrows made out of pure light, allowing for her to have. anever ending supply that has a 50% range increase with their arrows, allowing for them to aim for a target up to 45 meters away.
- Canine's Fangs:
Name: Canine's Fangs
Rank: C-rank
MP Cost: 30
Category:Damage over time
Type: Single Target
Damage: -30hp every post for 5 posts (150hp in total)
Range: 30m
Speed: 30mps
Duration: up to 5 posts, or until healed
Downside: Must touch skin in order for the DoE affect, and cannot break through anything tougher than strong armor.
Description: Canes infuses their fangs with dark magic, and bits their enemy. If they hits skin, this dark magic flows into the target, causing him to take -30hp per post for 5 posts.
- THE WHITE RABBIT:
Name: Lepus
Rank: C-rank
Grade: Bronze
Melee Damage: 12hp
Summon HP: 100/100
Range: 30m
Speed: 60mps
Duration: 5 posts
Description: Lepus goes out of her way to proving the stereotype of rabbits untrue. She is a very cocky women who appears to be in her mid twenties. She has a very loud voice that fits pretty well with her over enthusiastic and hyperactive personality. Unlike the stereotype, Lepus is always ready to fight, and will never admit to being too weak to take down an opponent. She users her large feet to hop around the battlefield, primarily using her legs to deal combat damage.
And whether she will admit it or not, she can be used for more than just fighting. She's strong enough to carry the average human male, and can be used to transport her mast places with her leaping. And with her hearing, she can be used to sense enemies and eavesdrop on conversations from immense distances away.
Contract:
~Lepus refuses to be summoned at night if the moon is not visible in the sky, however she has no quarrels with being summoned during the day.
~The most difficult part of her contract is that her owner cannot pull her out of a fight without risk of ruining the contract. She would never be able to forgive her master for attacking her pride like that, and proclaiming to the world that she is weak and needing of protection. If she is put against an enemy that is too powerful, her master will have to deal with watching her suffer.
Downside:
~ Once summoned, you cannot pull her out of a fight until the fight has officially ended.
~ Sound magic is 50% more effective against her.- Rabbit Hop:
Name: Rabbit Hop
Rank: C
MP Cost: 30mp
Category:
Type: Single Target
Damage: 75hp
Range: up to 120m
Speed: 120mps
Duration: 1 post
Downside: This attack does 25% more damage than the typical C-ranked spell, however this is because Lepus is harmed in the process (Lepus loses 25hp). Lepus will receive this damage even if she misses her target.
Description: Lepus sends a vast amount of magical energy to her feet, and uses it to leap forward up to 120 meters, slamming into her target at full force. This causes an extensive amount of damage to the target if hit, but causes her to take damage as well.
- Eavesdrop :
Name: Eavesdrop
Rank: C
MP Cost:-
Category: Auxiliary
Type: Buff
Duration: Active
Downside: This makes Lepus very susceptible to any form of sound magic, or just extremely loud noises in general.
Description: Due to her long white ears, she is capable to hearing sounds at amazing levels. She can hear a person clearly from over 500 meters away, and is practically immune to sneak attacks by being able to pick up on just about any noise. She can even reposition her hears to focus in on multiple sounds and conversations at a time, and use this enhanced sense of hearing to fight people even in the dark!
- THE PAIRED FISH:
Name: Pisces; Clymene & Atlas
Rank: C+
Grade: Gold
Melee Damage: 45hp
Summon HP: 300/300
Range: 45m
Speed: 60mps
Duration: 6 posts
Description: Pisces is always summoned as two large koifish. They grow in size with the the rank of the user, but are currently about 5 meters in length each. They travel through flight, and attack by bashing their heads into their opponents. If the user chooses to have them fight in a more subtle way, they can sacrifice mana to have them switch to their true forms.
Their true forms appear to be that of a women named Clymene, and a young boy named Atlas. The women appears to be in her thirties, stands at about 6'2" with black hair falling towards her mid back, and white skin. Atlas has dark skin, appears to be in his late teens, is 5'10", and has white hair also reaching to his mid back. The mother is candid, always thinking before she speaks, and perfectly balancing out her fairly impatient and air headed son.
Both are quite skilled at melee combat, however Atlas is summoned with a trident in hand to help booster his close combated style of fighting, while Clymene uses water magic to hit farther ranged opponents, and support her son from afar. While fighting the same target, both Clymene and Atlas fight in perfect harmony with one another. Whether it be intuition or telepathy, they always know what the other is going to do, and how to best support them. However, don't let this fool you. Even when fighting separately, they are both strong adversaries.
Downside:
~ Ironically, if touched by any form of water (with the exception of Clymenes' own water magic) they will both turn into regular sized koifish with no magical abilities what so ever, and the only way for this to be reversed is by closing their gate and resummoning them after a 10 post cool down.
~They share the same hp reservoir. Meaning once their combined damage reaches 300hp, they both are out of commission. It can mean that both take 150 damage, or maybe one takes 10hp of damage and the other takes 290.
~Pisces takes double damage from lightning magic, and Clymenes water spells are only half as effective plant magic users.
Contract:
~ Pisces can be summoned at any time. Day or night, any day of the week. However, the user must always treat them with respect. Any sly remark to the Clymene will cause Atlas to rush to his mothers defense, and vise versa for the mother with her son.
~They also fairly enjoy swimming in their care free water form, so summoning them for a swim once a month is also a requirement of the contract.- Atlantean Shift:
Name: Atlantean Shift
Rank: C
MP Cost: 30
Category: Auxiliary
Type: -
Damage: -
Range: -
Speed: -
Duration: -
Downside: When in fish form, they lose 20% of their speed, but gain 20% in strength.
Description: Pisces is always summoned in their fish form. This means that they are always summoned in their slower yet stronger form. However, Pisces do not have use of their trident or water magic when in this form, and make for very easy targets. By sacrificing a part of his magical power, Naphtali and have them switch from their fish form to their atlantean form in an instant, opening up said traits. The user can switch them forth as many times as they want until they run out of magical power.
- King's Trident:
Name: King's Trident
Rank: C
Category: Auxilary
Type: Single Target
Duration: Passive
Downside: Only possible when in Atlantean form, and takes some melee damage away from Altas's mother, Clymene. Where Atlas receives a melee attack buff of 55%, his mother receives a 40% debuff (putting her melee damage at 27hp). It does not, however, affect the damage of Clymene's magical attacks.
Description: As long as Atlas is holding his King's Trident, he will gain a 55% melee attack buff,, boosting his melee damage from 45hp to 70hp. However, to make up for this tip in the scales of power, the Celestial Spirit king put a curse on the staff, causing it to drain some combat power away from Atlas's mother, Clymene.
- Mermother's Nudge:
Name: Mermother's Nudge
Rank: C
MP Cost: 30 mp
Category: Offensive
Type: Multi-target
Damage: 45hp
Range: 90m
Speed: 65 mps
Duration: 1 post
Downside: Only possible when in Atlantean form.
Description: Clymene summons a large 5mx8m wave of water, and sends it forward dealing damage to any enemy that is hit, and knocking them back.
- Mermother's Lullaby:
Name: Mermother's Lullaby
Rank: D
MP Cost: 20 mp
Category: Offensive
Type: Single Target
Damage: 40hp
Range: 60m
Speed: 60 mps
Duration: 1 post
Downside: Only possible when in Atlantean form, not very hard to dodge.
Description: This is a move very similar to water dragons roar. A magic circle appeared before Clymene's mouth, and Pisces begins to sing a quick hymn. As the sounds enters the magic circle, it is translated into a geyser of water that shoots straight forward at her target.
Last edited by Naphtali Mido on 4th September 2020, 7:20 am; edited 6 times in total