Zachary-Sirius wrote:DescriptionOver a thousand years ago, there was a great society that existed past the northern mountains of Fiore-- the kingdom of Creselia. The people there were a nation of great wizards, their focus dedicated to the study of Celestial Wizardry and Astromancy-- the art of controlling and tapping into the powers of the heavens. They were a prosperous and revered nation, which had lived in peace. Their advances in magic were far more advanced than those for their time. Especially those of the royal family. Their nation was so advanced, they were able to build their main city as a flying island in the sky.
However, disaster struck. For reasons unrecorded and unknown, the entire nation was destroyed in a single night. While few descendants were able to escape the disaster, the Creselia nation was wiped away by the northern snows and the sands of time.
The surviving descendants from this nation have a strong connection to Celestial and Astrological magic. For those whose blood is from the royal family-- have unique abilities that set their magic apart from others.
Abilities:•
Stargazer: It was said that direct descendants of the Creseiian Royal Family possessed a rare visual magic called the "Stargazer's Eyes". The eyes appear as starry-night corneas of the eyes, the iris changing color. They are considered so powerful that celestial energy leaks out at times from the corners of the eyes. Through these eyes, the caster could see many things-- the magic of those around him, events of the future, the past, other realities, spirit, and parallel worlds. There are many ways these eyes can be used-- and are more powerful when used in relationship with Celestial Wizardry. The Stargazer Eyes can do a few abilities. Use of the eyes allows one to see and identify spiritual and magic energy as the form of starry bodies. This allows the user to see hidden or invisible enemies
(With OOC permission, since some abilities that hide presences are considered a combat effect that cannot simply be circumvented by a plot device). The use of the eyes also allows the user to identify and understand a person's nature (good, evil, malevolent, ext) via the type of spiritual energy they have. (Requires OOC permission.)
The eyes allow one to see past illusion effects and uncover truths-- which in turn allow them to dispell illusion-effect magic placed upon them by paying equal to the illusion's magic cost.
(This is a negation effect and should thus follow the rules for negation effects as specified in the magic rules. Please change this so that you can only negate a single illusion spell per post, you have to pay MP equal to the cost of the illusion being negated, and that only illusions of user rank up to S can be negated. This counts as 1 effect, bringing your total count up to 1)As the stars were used by diviners to tell the future, so to could one who has the Stargazer Eyes. They see flashes of the future-- regarding the immediate future, they seem them as feelings, vibes or echoes of the events that would follow. This offers a degree of precognition in combat-- enough to anticipate enemy movements within a burst-range effect for present rank. (Up to H rank burst range. PVP this can be avoided by putting the user in positions they cannot escape from. Requires OOC permission. )
(This counts as 2 effects, one for the precognition effect, 1 for transcending the rank cap of S rank, bringing your total up to 3 effects)Finally, unique for those who practice this among Celestial Wizards/ Summoning, the wizard with these eyes can intertwine his magic with his summons-- the result being the summons magically gain the same eyes. The summoner, bonded-creatures and/or the summons gained 'shared vision' allowing one another to see what the other one sees at the same time-- and allow them to communicate over distance similar to telepathy. The summons gains the same abilities as those with the eyes can, both in combat and out of combat.
(This counts as 1 effect, bringing your total up to 4 effects)- Plot Abilities:
Post-cognition: Holders of these eyes can witness events that are lost to the past. Either via a clue or information regarding something, training of will or via touching an object, the eyes can allow one to see into the past to gather information on a person or a specific event in space-time. (Requires OOC permission of other members.)
Precognition: The eyes allow one to gaze into events of the future-- also works via the other sights to gain information of specific user events. This allows him to sense events in the future, however-- its details are not always accurate and often are taxing on the (Requires OOC permission of other members.)
Astral Sight: Through training-- the user of these eyes can in a sense 'astral project' into other dimensions and worlds. These include present world astral projection, parallel worlds (multiverse) , and spirit worlds (Such as the Celestial World). Though an astral figure, and is considered a ghost in many senses, the traveler can be sensed-- even harmed by an entity of strong magical power. (Requires OOC permission of other members regarding their own lore)
•
Cosmic Soul: The path of magic is deep for those of Creselia descent. The wielder of this lineage receives (Rank) % increase in base MP. Goes as high as base lvl H buff. Thier Magic Damage also increases by (Rank) % up to S rank buff.
(You may not increase base values without a significant and impactful drawback. This ability, as it is now, is not allowed and I must thus ask you to change it. Still, a base MP buff is 1 effect, transcending the rank cap of S is another effect, and a spell damage buff is another effect, making this ability 3 effects, bringing your total up to 7 effects)•
Stellar Bonds:: Those who reach out to creatures beyond the stars are blessed with the friendship of those beyond. The keeper of this lineage may get a second combat pet-- and both pets gained count as bond magic. Combat pets also gain 2 additional abilities which are equal to the characters rank (up to S). (Other option: 1 combat pet, 3 user rank abilities)
(You may not classify all your pets as bond pets, especially not the ones gained through a lineage. Bond pets can ONLY be gained through Bond type magic. Further, you cannot give ALL of your combat pets 2 additional abilities. You may give ONE two additional abilities. Gaining a second combat pet counts as an effect, giving it 2 additional user rank abilities is another effect, meaning you have 2 effects in this ability, bringing your total up to 9 effects)•
Platinum Keys of the Planets: It was said the ancients-- long before the nation of Creselia came to be-- were the ones who helped forge the zodiac keys, but also forged 10 others-- platinum keys that were said to rival that of the zodiac as well. While powerful and respected, they proved too strong for average wizards to control. Anyone with not enough magic power would die or be drained. The keys were classified as forbidden and sealed. However, it is said those of the Creselia bloodline have enough magic power-- as a mortal-- to wield these keys properly and live.
The owner of this lineage gains the ability to create 5 additional summon spells for their prime magic classified as summoning primary or higher. These spells are of Immaculate Summon rank, 2 B rank, 1 A, 1 S, and 1 H. They do not count towards the magic purchased spell count-- however, use of these keys consume all summon slots the summoner has. To summon any of them, the user must pay 5% of their MP per turn for each duration to keep the spirit active and it cannot be regained by passives during this time till the summon is gone or dispelled.
(This ability is a little outside of the norm, but in principle allowed, though it's a lot of effects. Giving yourself spell slots set at a certain rank in addition to having it be independent of spell slot maximums is one effect, 2 B rank spells are one effect, 1 A rank and 1 S rank spells are another effect, 1 H rank spell is 2 effects, one for the spell slot itself, one for transcending the rank cap for lineage effects (Which is S rank), bringing your total for this ability up to 5 so far. Then, you wish to make every single one of these spell slots immaculate summons as well, which is one more effect for every spell slot you are giving yourself, so 5 additional effects, bringing your total for this ability up to 10 effects, and your total in the lineage up to 19 effects. I will subtract 1 effect from this grand total, though, for the downside you have included in this ability, meaning your grand total is 18 effects)•
Cosmonomicon: The Kingdom of Creselia had studied astromancy and celestial wizardry for centuries before its end. So much so they discovered spirits and forged keys of those that modern-day summoners never even heard of. Access to these records are scares, some lost to the ages, but not impossible to rediscover again.
Gain access to 6 more Advance spell slots suitable for a single magic, free to put in any rank. In addition gain one Advance spell that ranks up with your present rank up to H+.
(You cannot make it so that these advanced spells can be put into ANY rank. It implies that all of these spells could potentially be made S+ rank spells, which is most definitely NOT allowed. Please make it so that these advanced spells follow an independent spell slot maximum that is modeled after the original spell slot maximum, 1 S+ rank, 2 A+ ranks, 2 B+ ranks and so on. Giving yourself 5 more advanced spell slots is 2 effects, the 6th one is another one since it is outside of what is normally allowed for an ability like this. The H+ spell is 2 additional effects, 1 for the advanced spell slot, one for transcending the rank limit, bringing your total number of effects for this ability up to 5 effects, and your grand total within this lineage up to 23 effects)•
Cosmic Armament: Through a string of events, Zachary came into contact with a stranger from a distant world that passed on an enchantment to hi-- which soon manifested into a powerful weapon bound to his own heart and soul. A Keyblade, while a formidable magical weapon was also a tool of salvation and destruction. Wielder gains 1 Signature Requip weapon spell of a "Keyblade". Ranks up to S rank , separate from magic.
(This is 1 effect, bringing your total up to 24 effects)- Plot Abilities:
•Universal Key: Like any Keyblade, it can open virtually any lock or door, be it physical or magical. The Keyblade can magically unlock any seal or magic obtrusion meant to keep people out. With great ability, comes great responsibility. (Requires OOC Permission)
•Key to the Heart: Evil takes shape to possess and take advantage of the weakness in people's hearts. As a weapon born from the heart, the Keyblade has the power to free people from evil influence. If someone is facing an enemy who is possessing a victim, a strike of the keyblade can remove or destroy the possesser, without harming the host body. (Requires OOC Permission)
•Gatekeeper: Though not of earthland, Celestial Wizards who wield a keyblade have an unexpected ability. Should the summoner be without his keys for whatever reason, via using the Keyblade and with other conditions-- the keyblade can be used to open the gate of the summoner's contracted spirits. Only exception to this are unique and Zodiac keys, whose essence are bound to their unique keys.
•
Galatic Guardian: Some keys can never be forged-- members of Celestial Wizards can form a contract so deep they do not need a key to call upon or discover these spirits. A guardian where the contractor's soul is the 'key' to call them forth. Not to be confused as a "Faustian deal".
Gains 1 Single Signature summon that ranks up to S Rank, but with 2 effects bound to it. The rank is of Unknown Key class.
(This is 3 effects, one for the additional signature spell, one for giving it an additional ability, and another one for making it unknown rank, bringing your grand total of effects for this lineage up to 27 effects)- Construction ideas:
6 advance spells normally
at H rank, that is
so 2 B+, 2 A+, 1 S+ and 1 H+
Ability to add 5 additional advance spell slots for single magic: 4 B+, 4 A+, 2 S+ and 1 H+, so 11 total
then you can have another lineage effect that grants you an additional user rank advanced spell which ranks with you up to H+ for a single magic, so 4 B+, 4 A+, 2 S+ and 2 H+ spells, making the total 12