Magic Name: Celestial Avatar
First Magic: Celestial Avatar Summoning
Third Magic: Avatar Aspect
Magic Type: Faith (Auxiliary - +3 Additional Effects to Distribute), Summoning (Auxiliary - 2 Summons Active), Requip (Auxiliary - 2 Requips Active)
Evidence of Accomplishment: Purchased
Description:
Celestial Avatar magic is the second phase of Samira's magical prowess. Upon first learning how to wield the power and its spells it turned her into a mage that is capable of more than simply summoning spirits to do everything for her. With her connection with those spirits and their part of the celestial world having reached new limits, she can now use that celestial energy for herself in many ways. Access to more summons far beyond the outer reaches of that realm is a part of the magic, as is being able to call upon ancient items of past celestial avatars that had been lost in the massive vaults of the god avatar spirits. Very few of the Nassar had ever been able to reach the point of being able to unlock those abilities and the magic itself, and of those few even fewer had been able to master it. All of it is lost in a history that no one remembers, and only time will tell if Samira herself is capable of using the magic as intended.
The magic itself focuses on the use of celestial energy in order to apply damage to opponents as well as provide support when necessary, especially to those that also make use of celestial magic in some form. However, a great deal of its power is also on defense. After all, if there is no summoner standing then there are no spirits. If there are no protected spirits then there is also a chance there would be no summoner very quickly. Due to this logic, the one that had bestowed this magic onto the Nassar summoners made sure that they were capable of using the celestial energy to create barriers, walls, shield, and domes for protection whenever it is needed.
- Unique Abilities:
- Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The Spell Damage of Samira is increased by 60%. Additionally, she has become much harder to stop by magical means due to their added power. This gives her a 50% counter effect to immobilization spells and abilities, halving her base speed when struck by these effects instead.
- Spirit Overlay - The magical energy of Samira is in a constant mix with that of the spirits that are connected to her by magic and bloodline. This has produced a very thin veil of celestial energy that covers her body and is invisible to those with only normal eyesight. It is harmless to others and acts as a form of minor protection for her instead. Whenever a debuff is placed on Samira it hits the overlay first and temporarily stops the effect as it is filtered and absorbed. The result is Debuff effects being 50% less effective when used on her, acting as a Counter Effect. This overlay also acts as an additional fuel source for her magic. Samira's MP is increased by 60% as a result.
- Celestial Overload - The energy that was unlocked with this magic has fused with her summoning magic. Whenever a spirit is summoned and in combat, this ability activates. For a duration of 10 posts, the vast amounts of celestial energy coming from her spirits and this magic builds up within Samira and will spread out in a celestial explosive wave once per post around her. This wave goes at User rank Burst Speed, reaching User rank Burst Range. Enemies that are within range and struck by the wave will be inflicted with User rank Spell Damage. All values cap at S rank. Passively, her Spell Damage is increased by 60%.
- Souls of Avatars - Samira and her spirits are connected heavily in soul and magic to the point that they are nearly parts of the same being. Once per post, she can either use the ability of a summon for herself whether it be summoned or not, or a spirit can make use of one of her spells if they are the appropriate rank to use it. The MP cost of the spell will be taken from her MP pool as normal regardless of which method is used. A spell or ability used in this way can only be cast again on the next post after it has either been deactivated or its duration has run out unless it has been copied through other means. Additionally, her Spell Durability is increased by 60%.
- Inner Gateway - The Nassar line is unique in that they all have their own gateways to the celestial realm within their bodies, almost as if they are celestial spirits themselves. This ability allows Samira to activate and connect to her own gate and as a result teleport herself to that realm and back to reappear anywhere within S Rank Burst range of 100m once per post. Passively this also increases her Spell Durability by 60%.
- Spirit Avatar - Samira's magic power and the connection with her spirits have reached beyond the limits of a typical summoner. Their power is now constantly fused with her own even without being called on. The Spell Damage of Samira is increased by 60%. Additionally, she has become much harder to stop by magical means due to their added power. This gives her a 50% counter effect to immobilization spells and abilities, halving her base speed when struck by these effects instead.
- Signatures:
- Spirit Barrier:
- Signature Spell Name: Spirit Barrier
Rank: S
MP Cost: NA
Category: Defensive
Type: Single Target, Anti-Piercing
Durability: 180
Range: Self
Speed: Self
Duration: 10 Posts
Downside:
Sacrifices Range and Speed for 50% more Durability
Description:
There is always a form of protection around Samira that is invisible and idle most of the time. Whenever she is about to take damage, or at any time she deems appropriate, this ability will activate. A transparent celestial barrier will appear around her, absorbing damage up to the amount of S rank Spell Damage (+50%). The barrier's durability resets every post. This shield also cannot be pierced by spells with piercing effects.
- Celestial Gate:
- Signature Spell Name: Celestial Gate
Rank: S
MP Cost: NA
Category: Auxiliary
Type: Burst, Buff, Teleport
Damage: NA
Range: 100m
Speed: 200 m/s
Duration: 10 Posts
Downside:
Description:
On activating this spell Samira's Spell Durability is increased by 70%, however, that is not its main purpose. This ability gives Samira the ability to connect to the many other gateways of the celestial realm. It is very limited in practice of course, but it is very convenient regardless. Once per post throughout the duration she can see and connect to a random gateway. She disappears as a gateway portal is opened where she stands and she reappears within 100m where another gate opens.
- Celestial Impact:
- Signature Spell Name: Celestial Impact
Rank: S
MP Cost: NA
Category: Offensive
Type: Single Target, Buff
Damage: 120
Range: 400m
Speed: 400 m/s
Duration: 10 Posts
Downside:
Description:
Samira's spirits all empower her, infusing her body with their might for the duration. This releases a massive dose of energy when she strikes an opponent, inflicting S rank Spell Damage on impact. This can only be done once per post. Alternatively, this energy can also be released as a ranged version instead to hit a single target as far as 400m away at 400 m/s. For the duration, her Spell Damage is also increased by 70%.
- Passives:
Replaces B Rank Spell Slot
Name: Avatar's Energy
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's MP pool is increased by 50%
Replaces B Rank Spell Slot
Name: Avatar's Power
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's Spell Damage is 50% more powerful
Replaces B Rank Spell Slot
Name: Avatar's Defense 1
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's Spell Durability is 50% more powerful
Replaces B Rank Spell Slot
Name: Avatar's Defense 2
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's Spell Durability is 50% more powerful
Replaces B Rank Spell Slot
Name: Avatar's Defense 3
Rank: B
Category: Auxiliary
Type: Passive
Description: Samira's Spell Durability is 50% more powerful
Replaces A Rank Signature from Lineage
Name: Ancestral Experience
Rank: A
Category: Auxiliary
Type: Passive
Description: Samira's MP is increased by 55%
- Normal Spells:
x5 Purchased Spells
Planner Guide:
5 B (all of them Passives)
9 A
6 S
2 H (1 from Will of Nature)- A:
- Gate of Healing:
Name: Gate of Healing
Rank: A
MP Cost: 50
Category: Supportive
Type: Burst, Single Target, Buff
Healing: 100
Range: 75m
Speed: 150 m/s
Duration: 7 Posts
Downside:
Description:
Upon activating this ability a small celestial gate is opened and continues to remain throughout the entire duration, floating slightly above Samira and following her wherever she goes for cosmetic effect. This gateway is not one that summons a being. Instead, it connects directly to a place of healing and the power from that place comes through the gate to affect Samira and allies. Once per post throughout the duration, the gate will release a wave of golden thin energy that spreads as far as 75m at a speed of 150 m/s. Allies that are touched by the divine wave of golden energy will be healed for the equivalent of A rank Spell Damage. Instead of affecting several people in range, a single target can be chosen to be healed for the same amount. With this version, the gate will release a single beam of the same healing energy to gently make contact and heal a target as far as 300m away at a speed of 300 m/s. The Burst and Single Target versions of this spell cannot be used on the same post, however, this ability in general can be used in every post for the duration.
The gate's presence also gives Samira more power, increasing her Spell Durability by 65% for the remainder of the duration.
- Fade:
Name: Fade
Rank: A
MP Cost: 100
Category: Auxiliary
Type: Burst, Buff, Negation, Teleport
Damage: NA
Range: 75m
Speed: 150 m/s
Duration: 7 Posts
Downside:
100% increased MP Cost for 50% increase on Buff
Description:
A simple utility spell that has Samira's body shift halfway into the celestial reality. This halfway state enables her to take the energy from the other realm. Her Spell Damage and Spell Durability are increased by 48% for the remainder of the duration. Additionally, her halfway state leaves open a tear in the normal plane of existence. Whenever a spell is about to make contact with her there is a chance for it to pass through this tear and become negated. However, this can only occur if the incoming spell is A rank or lower and only after the same amount of MP that was used to create the negated spell is taken from Samira's MP pool. This can also only occur once per post throughout the duration. As a final effect, Samira can once per post disappear into the celestial reality completely and reappear elsewhere within 75m.
For Plot, it allows her to go through normal walls and other obstacles while also making it to where people go right through her even with their physical attacks. This is for cosmetic purposes of the spell, meaning Samira will still take the damage that she is meant to take from the attacks. Going through walls and obstacles magically created or belonging to another player requires OOC permission. Same for Event stuff.
- Reactive Barrier:
Name: Reactive Barrier
Rank: A
MP Cost: 50
Category: Defensive
Type: Burst, Anti-Piercing, Buff
Durability: 100
Range: 75m
Speed: 150 m/s
Duration: 7 Posts
Downside:
Description:
When activated, Samira is able to conjure up a wider barrier to protect herself and allies against damage up to A rank Spell Damage. Much like her smaller barriers, it is visualized as pale blue and transparent. The magical defense covers a 75m range around her at 150 m/s, and has the quality of anti-piercing. However, unlike her other barriers, it does not remain. It is meant as a quick defense to block against a quick moving incoming spell. The barrier will fade away once it has reached maxed range or if it has shattered. It can be conjured up again on the next post and every post thereafter during the duration with its durability refreshed every time.
With the use of this ability Samira's magic has further shifted to the defensive, increasing her Spell Durability by 65% for the remainder of the duration.
- Spirit Shrine:
Name: Spirit Shrine
Rank: A
MP Cost: 100
Category: Auxiliary
Type: AoE, Buff, MP Regen
Damage: NA
Range: 150m
Speed: 75 m/s
Duration: 7 Posts
Downside:
100% increased MP Cost for 50% increase on Buff
Description:
This spell is fairly basic even if its cosmetic look indicates that there should be more. An oddly put-together shrine that has a mixture of elements from all the pantheons Samira's spirits originate from is called on when this spell is activated. It boosts the Spell Damage and Strength of not only Samira but also that of her allies by 48% so long as they are within range to receive the effect. One could say the shrine blesses them. While the shrine itself isn't large enough to take up the entire range of this spell, its magical aura is. Various colors and elements spread and cover the 150m, but it is quite harmless even to enemies. Allies of the shrine will also be left with an effect that replenishes 5% of their MP once per post throughout the duration. This cannot put them over the regen cap.
- Spiritual Link:
Name: Spiritual Link
Rank: A
MP Cost: 50
Category: Defensive
Type: Multi-Target, Burst, Teleport
Durability: 225
Range: 225m, 75m
Speed: 165 m/s, 150 m/s
Duration: 7 Posts
Downside:
Description:
When activated, celestial energy emanates from Samira, and tendrils of it spread to attach themselves to targets within 225m at a speed of 165 m/s. Their purpose is not to harm but to protect. Each tendril creates an overlay around the target that glows a pale blue. This thin magical covering protects each target for the amount of 3x Multi-Target A rank Spell Damage. The durability of each protective overlay resets every post. This protection extends to 7 targets, including herself if she so chooses.
If Samira chooses she can use these tendrils of celestial energy to connect herself and others in a different way, allowing the use of teleportation so long as they are within a 75m range. This allows her to move towards one of the targets once per post for the duration. For plot purposes, she can switch places with the target entirely. More commonly this is used for her to switch places with one of her spirit avatars but she can also use it to switch places with other people as well. However, this requires OOC permission to be used on anything player or event related.
- Inner Gateway Enhanced:
Name: Inner Gateway Enhanced
Rank: A
MP Cost: 50
Category: Auxiliary
Type: Single Target, Buff, Reflection, Copy
Damage: NA
Range: Self
Speed: Self
Duration: 7 Posts
Downside:
Sacrifices Range and Speed for 50% increase on Buff
Description:
This is just a simple spell that further enhances Samira's own inner gateway and connection to the celestial realm within herself. Her Spell Damage and Spell Durability is increased by 48% for the remainder of the duration. A spell that makes contact with her can also be reflected back at its caster once per post throughout the duration. However, this can only be done if the spell is A rank or lower and only if twice the amount of MP that was used to create the reflected spell is taken from Samira's MP pool. She can also use this to copy one of her own spells or one that belongs to someone else so long as it is A rank or lower and the same amount of MP that was used to create the copied spell is taken from her MP pool. Copied Signature spells have rank MP cost.
- Celestial Shield:
Name: Celestial Shield
Rank: A
MP Cost: 100
Category: Auxiliary
Type: Burst, Negation, Teleport, Buff
Damage: NA
Range: 75m
Speed: 150 m/s
Duration: 7 Posts
Downside:
100% increased MP cost for 50% increase on Buff
Description:
Upon activating this ability celestial energy is conjured all around Samira and spreads 75m around her at a speed of 150 m/s. The mix of glittering mini stars and pale celestial energy swirls all around, creating a dome shape protecting not only Samira but also allies within. However, it is not the standard defensive protection that most other shields offer. Instead, it is meant to act as a means to stop an incoming spell and/or to quickly move everyone within its range elsewhere. While this celestial energy will disappear the moment it reaches its max range, a spell that makes contact with it in that time will be negated provided that it is S rank or lower and that the same amount of MP that was used to create the negated spell is taken from Samira's MP pool. If Samira chooses she can teleport herself and allies anywhere within this spell's range. Both the Negation and Teleport effects can only be done once per post throughout the duration. As a final effect, the celestial energy conjured empowers Samira further, increasing her Spell Damage and Spell Durability by 48% for the remainder of the duration.
For plot purposes, Samira can teleport everyone even further away and outside of this spell's range. OOC permission is required for this spell to affect anything player or event related.
- Energy Clones:
Name: Energy Clones
Rank: A
MP Cost: 50
Category: Offensive
Type: Multi-Target, Piercing, Buff
Damage: 75
Range: 225m
Speed: 165 m/s
Duration: 7 Posts
Downside:
Description:
When this spell is activated, clones of Samira and her spirits made entirely of celestial energy are created. These clones do not have access to the original's abilities, but they are capable of doing 75% of A rank Spell Damage with each of their strikes. They can go as far as 225m at a speed of 165 m/s. If they so choose they can change their cosmetic look to be a moving beam of celestial energy instead. Regardless of which cosmetic form they take, combined, the clones can only damage opponents this way 7 times per post. These clones can also pierce through armor and magical defenses in order to do 50% of the intended damage.
The Spell Damage of Samira is also increased by 65% for the remainder of this spell's duration.
- Hieroglyph:
Name: Hieroglyph
Rank: A
MP Cost: 50
Category: Supportive
Type: Single Target, Buff, Negation
Healing: 100
Range: Melee
Speed: Melee
Duration: 7 Posts
Downside:
Sacrifices Range and Speed for 50% increase on Buff
Description:
A glowing hieroglyph appears on Samira's forehead as soon as this spell is activated. Every post throughout its duration she will be healed for the equivalent of A rank Spell Damage. Her Spell Damage is also increased by 97% for the remainder of the duration, and every post the hieroglyph can give Samira the power to negate a spell that gets within melee range and she touches as long as it is A rank or lower and the same MP that was used to create the enemy spell is taken from Samira.
If she chooses, Samira can heal another person instead of allowing the Hieroglyph to heal her for that post. This requires her to touch the person she desires to heal, however.
- S:
- Banish:
Name: Banish
Rank: S
MP Cost: 60
Category: Auxiliary
Type: AoE, Immobilization, MP Drain, Single Target
Damage: NA
Range: 200m, 400m
Speed: 100 m/s, 400 m/s
Duration: 10 Posts
Downside:
Description:
This ability acts similar to her Fade ability, only for enemies, and is more inconvenient for them. A gateway appears on the ground, which then begins to quickly expand until it covers a range of 200m around Samira at a speed of 100 m/s. Enemies that make contact with this gateway and its boundaries will instantly become stunned, their bodies becoming semi-transparent as they are partially banished into the celestial reality. For clarity, the banishment process is only for cosmetics of the spell and enemies are still within the actual world and can interact as normal. Those that have been affected will be immobilized for a single post and can be so again for every other post that they are within the gateway's range and make contact with its energies. As a side effect, the partial banishment into this strange realm will result in affected targets being drained of 5% of their MP per post for the remainder of the duration.
Alternatively, rather than a wide sweep version of this banishment, Samira can instead choose to use it to immobilize a single target. In this version, the gateway halts its normal method for that post and allows Samira to make use of its power. She will point at a target within 400m and use her connection with the gateway to release a beam of that same banishment energy from her fingertip. This beam travels at a speed of 400 m/s and if striking the target the same effects as the AoE version will be applied.
For plot purposes only, she can also be more selective with her targets, alter the size of the gateway, and the targets can be banished into the realm fully. This requires OOC permission for anything Player and Event-related.
- Celestial Ground:
Name: Celestial Ground
Rank: S
MP Cost: 120
Category: Offensive
Type: AoE, Buff, MP Drain, HP Drain
Damage: 60
Range: 300m
Speed: 50 m/s
Duration: 10 Posts
Downside:
Sacrifices 50% Speed for 50% more Range
100% increased MP Cost for 50% increase on Buff
Description:
When used, the ground beneath Samira and her spirits bursts with celestial energy that remains throughout the duration. It spreads as far as 300m around Samira, turning the ground dark with glowing pale blue mist and celestial particles floating above it. The celestial grounds increases the power of the one that created it, therefore increasing Samira's Spell Damage by 105% for the remainder of the duration. Allies that also make use of celestial magic are also affected by this buff if they make contact with the grounds. For every post that an enemy enters the affected area and are struck by the celestial mist and particles they will be damaged for 50% of S rank Spell Damage. Additionally, 5% of MP and HP will also be drained from enemies that have been struck by the mist and particles of the grounds. The drains occur once per post throughout the duration.
- Evocation:
Name: Evocation
Rank: S
Grade: Normal
Melee Damage: 52
Summon HP: 250
Range: Melee
Speed: Melee
Duration: 10 Posts
Downside:
Sacrifices Range and Speed for 50% more Damage
Description:
When activated, this calls upon the powers of an ancient and unnamed spirit that is connected with Samira's ancestry but lacks any sort of key to be used traditionally. It appears as a translucent and mystical aura that takes the shape of a humanoid but the features are unclear. It is attached to Samira's own form, covering her like armor while also giving her its power. To be clear, it is a summon and therefore does count towards the summon cap even if it does not actually move on its own and is a part of her body. In order to perform its basic attacks when enemies get within melee range, it uses energy tendrils that separate from its energy form and are much weaker than the ones it uses for its Active abilities.- Active - Deity's Protection:
Name: Deity's Protection
MP Cost: 120
Category: Defensive
Type: Multi-Target, Buff, Negation
Durability: 405
Range: 150m
Speed: 112 m/s
Duration: 10 Posts
Downside:
100% increased MP Cost for 50% more Durability
Sacrifices 50% Range and Speed for 50% increase on Buff
Description:
Thin segments of celestial energy will extend from this unknown deity's aura and attach themselves to 10 other allies within 300m at 225 m/s, Samira and her other spirits included if it so chooses, where a small transparent and glowing particle swirled barrier then envelops them. The amount of damage each small barrier can take is up to 3x of 75% of S rank Spell Damage (+50%), which totals in a durability of 405 HP. This durability refreshes every post for the rest of the duration. Those that are protected will also have their Spell Damage and Strength increased by 52% for the remainder of the duration as the attached energy segment fuels them with additional power. As a final effect of this ability, the deity can create additional energy tendrils that will cut through a single spell that gets within Burst range(100m) of it, negating the spell as a result. This, however, can only be done to spells of S rank or lower, is only once per post, and only if the deity draws the additional MP from Samira, which must match the cost of the spell that is to be negated.
- Active - Spirit Release:
Name: Spirit Release
MP Cost: 120
Category: Offensive
Type: Multi-Target, Piercing, Buff
Damage: 135
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
100% increased MP Cost for 50% more Damage
Sacrifices 120 HP on activation for 50% increase on Buff
Description:
When used, the unknown spirit's energy aura will split into thin segments that will lash out at several enemies in a 300m range at a 225 m/s speed. Each strike from these segments will cause 75% of S rank Spell Damage (+50%), and is capable of piercing through armor and magical defenses in order to do 50% of the intended damage. When this ability activates, the invoked spirit deity will take part of Samira's life force and convert it into magical energy. This increases Samira's Spell Damage by 105% for the remainder of the duration. Combined, the segment of energy spears can only damage enemies 10 times per post.
- Gate of the Avatar:
Name: Gate of the Avatar
Rank: S
MP Cost: 120
Category: Offensive
Type: Multi-Target, Buff, Piercing
Damage: 90
Range: 300m
Speed: 225 m/s
Duration: 10 Posts
Downside:
100% increased MP Cost for 50% increase on Buff
Description:
When this ability is used, the main celestial gateway that the spirits from Samira's primary magic come through is opened and left to exist for several posts. During the duration of the gate both Spell Damage and Spell Speed for Samira are increased by 52%. As an added effect, the spirits do not need to be traditionally called upon to enter the mortal realm while in battle. The gate allows spirits that have not been summoned normally to appear as a lesser form. They do not have access to any of their normal power while in this form, but they still have enough strength and power to protect their summoner and cause some damage. Spirits called upon by the gate will charge and attack targets within a 300m range of Samira at a speed of 225 m/s. Each hit they inflict will cause 75% of S rank Spell Damage. Additionally, their attacks will pierce through armor and Defensive abilities in order to do 50% of the intended damage. This can only be used to damage opponents 10 times per post.
- Celestial Dome:
Name: Celestial Dome
Rank: S
MP Cost: 90
Category: Defensive
Type: AoE, Anti-Piercing, Buff
Durability: 90
Range: 200m
Speed: 100 m/s
Duration: 10 Posts
Downside:
Sacrifices Effect for 25% increased Durability
50% increased MP cost for 25% increased Durability
Description:
A large circle is made on the ground around Samira, and from that circle, pale blue energy arises to create a circular and mostly transparent blue wall that connects at the top, resulting in a complete dome. This dome protects Samira and allies up to the amount of S rank Spell Damage as long as they stay inside. This durability resets once per post throughout the duration.
Samira's Spell Durability is also increased by 70% for the rest of the duration.
- Inner Gateway Enhanced 2:
Name: Inner Gateway Enhanced 2
Rank: S
MP Cost: 60
Category: Auxiliary
Type: Single Target, Buff, Copy, Reflection
Damage: NA
Range: Self
Speed: Self
Duration: 10 Posts
Downside:
Sacrifices Range and Speed for 50% increase on Buff
Description:
Much like Inner Gateway Enhanced, this spell also increases the power of the inner gate within Samira's body. This increases her Spell Damage and Spell Durability by 52% for the remainder of the duration. As an additional effect, she can also use the gateway to access the power to copy one of her own spells or one that belongs to someone else once per post throughout the duration. This requires that the copied spell is S rank or lower and that the same amount of MP that was used to create the copied spell is taken from Samira's MP pool.
Lastly, the gateway adds an invisible layer of celestial energy around her body. This layer allows for Samira to reflect a spell that makes contact with her right back at its caster once per post throughout the duration. This can only occur if the reflected spell is S rank or lower and only if twice the amount of MP that was used to create the reflected spell is taken from Samira's MP pool. Copied Signature spells have rank MP cost.
- H:
- Invocation:
Name: Invocation
Rank: H
MP Cost: 140
Category: Auxiliary
Type: Burst, Buff, Negation, Mobility, Immobilization
Damage: NA
Range: 200m
Speed: 300 m/s
Duration: 20 Posts
Downside:
100% increased MP Cost for 50% increase on Buff
Description:
When activated, Samira can call upon one of her ancestors that has transcended to a higher plane of existence. These avatars can take on various forms for cosmetic purposes, usually that of large mythical beings and creatures but what remains constant is that they are composed of pure celestial energy that has long since evolved into a different divine form than the basic power of celestial magic users. These avatars will then fuse with Samira, entering her body and becoming one with her magic. The most obvious change is the increase in her power. For the remainder of the duration, Samira's Spell Damage and Spell Durability are each increased by 56%.
The avatar within is no stranger to powerful spells and abilities and the Nassar line has long since been able to vanquish many of them. A spell that makes contact with Samira can be negated if she so chooses, the avatar inside coating Samira with its energy and using its power and ancient knowledge to render the spell harmless and nonexistent. Unfortunately, the avatar has its limits in its current form and thus it can only affect spells that are H rank or lower, can only use this negation tactic once per post throughout the duration, and only if the same amount of MP that was used to create the negated spell is taken from Samira's MP pool.
Once per post throughout the duration, Samira can also move at this spell's speed of 300 m/s to reach a range up to 200m. To most, she would appear at the destination instantly, but for those that are capable of following such speeds they would be able to see the avatar's energy coat her in much the same way as the negation aspect of this ability except it takes over more fully in that quick moment. If Samira touches someone during the mobility aspect of this spell part of the avatar's energy will separate from her and coat the targets, the result being that they are then forcefully immobilized for a single post as they are held in place. She can do this again every post after but those that have already been affected by the immobilization can only be so again every other post. Naturally, she can also choose not to immobilize anyone and just use the mobility aspect as an escape or quicker method of travel, and vice versa for the immobilization aspect as a ranged version. If the latter method is used it follows the same stated rules for immobilization. Its visualization is part of the avatar's energy coating Samira and it leaving her to take full form. It then erupts, its energy spreading up to 200m at a speed of 300 m/s. Enemies in the path of this eruption will not be harmed but instead will be coated by the energy, which holds them in place for that post.
- Ancestral Link:
Name: Ancestral Link
Rank: H
MP Cost: 140
Category: Auxiliary
Type: Burst, Buff, Immobilization, Negation, Mobility
Damage: NA
Range: 200m
Speed: 300 m/s
Duration: 20 Posts
Downside:
100% increased MP Cost for 50% increase on Buff
Description:
When activated, the essence of past Nassar ancestors that used this key, as well as the celestial energy of their spirits, bursts through the object and surrounds Samira. Part of this energy forms into a more solid form that resembles wings in a way, but is not directly attached to Samira in any way despite it always being near her back. The area is more lit as the wings radiate a celestial aura that produces a soft light. The wings and glow will follow wherever she goes, but the glow's range will never extend beyond its max. It simply just stops affecting the old area to spread into the new. For plot, it works as a means of bringing light to dark areas, and the wings allow her to levitate herself to great heights.
For a more combative purpose, once per post Samira can force the light to grow in intensity and allow for her to tap into its power some more. A wave of bright celestial light spreads as far as 200m at a speed of 300 m/s when she does this. The wave of light is quick to fade but its touch provides a benefit to allies and complications for foes.
Samira and allies within range of the celestial light and touched by it will have their Spell Damage and Spell Durability increased by 56% for the remainder of the duration.
Enemies that were hit by the celestial light flash will find that they can no longer move. The remnants of the light leave circles akin to summoning circles around each enemy that had touched the light, magically immobilizing and keeping them in place. This immobilization can only remain for a single post, and those that have already been affected by the effect can only be so again every other post so long as they are once again struck by the light. Due to this ability being of the Auxiliary category, the effect will go through magical defenses with ease, including those with Anti-Piercing.
The combined power and knowledge of the ancient Nassar exists within this light and is automatically transferred to Samira to control. Many high-ranking and powerful spells can be made to be ineffective and the touch of the light will quickly cause the spell to harmlessly disperse. While it still cannot do so against the highest and rarest of spells, it suits its purpose fine to those unsuspecting and prideful of their own abilities. Once per post, the wave of light can be released to collide against an enemy spell to negate it. However, this effect can only occur if the same MP that was used to create the negated spell is also taken from Samira and it is only effective against spells that are H rank or lower.
As a final effect gifted to her by the ancestral power within this key, Samira can move at this spell's speed once per post for an extra boost of magical mobility. However, this movement cannot exceed the max range of this ability.
Last edited by Samira Nassar on 15th November 2022, 9:17 am; edited 70 times in total