Celestial Spirit Magic; Celestial Warrior
Primary Magic: Celestial Spirit Magic; Celestial Warrior
Secondary Magic: N/A
Caster or Holder: Holder
Description: Celestial Spirit magic is a type of summoning magic that involves using special keys to unlock doors between the Celestial world and ours. Each key corresponds to a specific door that allows a particular spirit through into our world to assist us with whatever we may need them for. There are numerous types of keys in the world but the ones connected to the Celestial world fall into two categories; Silver Keys and the rare Golden Keys. The Silver Celestial Keys summon forth Spirits which relate to the 88 Constellations of Stars in the night sky, each with their own abilities and uses. The rare Golden Celestial Keys summon forth the powerful Zodiac Spirits, with abilities and powers that usually surpass those of the Silver Celestial Keys. There are a total of only 13 Golden Zodiac Keys, with the 13th being one that is rarely seen or heard of.
Marick's particular brand of Celestial Spirit Magic is aptly named 'Celestial Warrior' due to his tendency to summon Celestial Warrior spirits to fight alongside him, or equipment to assist him in his own battles. Being an ex-mercenary he has never been one to shy away from a battle and thus if he summons a Celestial Warrior Spirit to fight for him, he will fight alongside that spirit as if they were equals rather than as Spirit and Summoner.
Strengths:
- Summoning spirits gives Marick the advantage if he is against a single opponent due to outnumbering them. This can also help Marick should be find himself outnumbered.
- As a mage who is already starting to flow with considerable magical power, Marick is able to summon multiple spirits at any one time.
- Some of the spirits harbor elemental strengths which make them particularly useful against certain elemental foes.
- Certain spirit summons aren't necessarily warriors, but are instead equipment that Marick can arm himself with so that he can fight alone where necessary.
Weaknesses:
-While Marick can summon multiple spirits at once, his magic will be quickly drained from doing so.
- Some spirits harbor elemental weaknesses which could spell disaster should an opponent be able to exploit those weaknesses.
- Unlike with armor and equipment crafted in Earthland, celestial spirit equipment will only last for a certain amount of time before it must return to the Celestial world and rest.
- Much like the above weakness, spirits can only reside in Earthland for so long before they must return to the Celestial world to rest.
Abilities/Powers:
- Summoning Energy; At B-rank Marick currently has 50 SE (Summoning Energy) and recovers 10 SE every post
- Multiple Spirit Summon; Marick can summon multiple spirits at any one time, although this will quickly drain Summoning Energy should he do this too often and with many high ranked summons.
Primary Magic: Celestial Spirit Magic; Celestial Warrior
Secondary Magic: N/A
Caster or Holder: Holder
Description: Celestial Spirit magic is a type of summoning magic that involves using special keys to unlock doors between the Celestial world and ours. Each key corresponds to a specific door that allows a particular spirit through into our world to assist us with whatever we may need them for. There are numerous types of keys in the world but the ones connected to the Celestial world fall into two categories; Silver Keys and the rare Golden Keys. The Silver Celestial Keys summon forth Spirits which relate to the 88 Constellations of Stars in the night sky, each with their own abilities and uses. The rare Golden Celestial Keys summon forth the powerful Zodiac Spirits, with abilities and powers that usually surpass those of the Silver Celestial Keys. There are a total of only 13 Golden Zodiac Keys, with the 13th being one that is rarely seen or heard of.
Marick's particular brand of Celestial Spirit Magic is aptly named 'Celestial Warrior' due to his tendency to summon Celestial Warrior spirits to fight alongside him, or equipment to assist him in his own battles. Being an ex-mercenary he has never been one to shy away from a battle and thus if he summons a Celestial Warrior Spirit to fight for him, he will fight alongside that spirit as if they were equals rather than as Spirit and Summoner.
Strengths:
- Summoning spirits gives Marick the advantage if he is against a single opponent due to outnumbering them. This can also help Marick should be find himself outnumbered.
- As a mage who is already starting to flow with considerable magical power, Marick is able to summon multiple spirits at any one time.
- Some of the spirits harbor elemental strengths which make them particularly useful against certain elemental foes.
- Certain spirit summons aren't necessarily warriors, but are instead equipment that Marick can arm himself with so that he can fight alone where necessary.
Weaknesses:
-While Marick can summon multiple spirits at once, his magic will be quickly drained from doing so.
- Some spirits harbor elemental weaknesses which could spell disaster should an opponent be able to exploit those weaknesses.
- Unlike with armor and equipment crafted in Earthland, celestial spirit equipment will only last for a certain amount of time before it must return to the Celestial world and rest.
- Much like the above weakness, spirits can only reside in Earthland for so long before they must return to the Celestial world to rest.
Abilities/Powers:
- Summoning Energy; At B-rank Marick currently has 50 SE (Summoning Energy) and recovers 10 SE every post
- Multiple Spirit Summon; Marick can summon multiple spirits at any one time, although this will quickly drain Summoning Energy should he do this too often and with many high ranked summons.
- D-rank:
- Sculptor:
- Sculptor:
Rank: D-rank
Type: Earth Defence/Summon
Description: The Sculptor is an elderly man who is renowned worldwide as a master in his art due to his incredible speed and precision in his works. He is rather quiet and incredibly obedient, diligently working on whatever work of art he has been requested to make. He is usually unseen, particularly in combat.
Active Ability: Creates a sculpture of his master that is an exact likeness to the original. The sculpture breaks as soon as it is struck.
Passive Ability: Activated as soon as Sculptor crafts the sculpture; Sculptor grants his master a 100% boost in speed for a short burst of time. This is purely so that his master can get clear of the sculpture and any incoming attack.
Strengths:
- Creates a sculpture that looks exactly the same as the person he sculpted in the blink of an eye, using it as a decoy for his master.
- Grants his master a short burst of speed to allow them to get clear of an incoming attack. This lasts until the sculpture is broken.
- The movement is so quick that Sculptor himself cannot be struck before he has crafted the sculpture.
Weaknesses:
- The sculpture breaks immediately upon being struck regardless of the rank of the attack being dealt.
- The speed boost only lasts as long as the sculpture is intact, thus it ends as soon as the sculpture is struck.
- Sculptor nor is creation are able to attack an opponent.
- Sculptor will not wait around to see the result of the strike and will only create a single sculpture before returning to the Celestial world to continue his work there.
Duration/Cooldown:
Instant use (requires 10SE) with a 3 post cooldown.
- Corvus:
- Corvus (Human Form):
- Corvus (Crow Form):
Rank: D
Type: Summon
Description: Corvus is quite the crafty spirit, always managing to dig up dirt on somebody - including his own master on occasion - or to gain information for his master to utilise. He is essentially more of a scout summon than a combat summon, but he is certainly not without his uses. In human form he acts as a butler and is able to get work in the most prestigious of manors under his alias 'Sebastian Michaelis', thus becoming an undercover spy (although he does appear to enjoy being a butler). It's also worth noting that he has a well spoken Pergrande accent, making conversation between himself and his current master rather an interesting sight to behold in Fiore.
In his crow form he becomes his master's eyes in the skies as he can scout ahead in even the densest of regions without too much hassle. He is also one of the few spirits who can travel a fair distance away from his master in our world due to him having considerable magical power to sustain himself with for a considerable amount of time.
Human Ability (Passive): Corvus has a great way with words that allow him to convince even the most stubborn of people to let him into their lives and leak information. This can be incredibly useful for finding out details to assist in any work his master wishes to do, as well as being good fun to taunt with.
Crow Ability (Active): Corvus travels through the air as a crow, mapping out the area and gaining as much intel as possible to be delivered to his master. This can be particularly useful in forests or dungeons where walking the wrong direction could be disastrous.
Strengths:
- Corvus can freely switch between forms, utilising whichever form is best for the current job at hand.
- The Crow has a considerable amount of magical energy in order to sustain himself in our world without necessarily being near his master all the time. This is absolutely crucial when doing recon work.
- Corvus is very skilled in the art of persuasion, easily able to convince others to let him into their lives, making his intel gathering a considerably easier mission.
Weaknesses:
- Although Corvus has his own magical energy, he has no actual outlet for it such as spells and attacks. His energy is purely for keeping himself sustained in our world.
- Corvus has absolutely no defences whatsoever. If he is attacked he will immediately flee to the Celestial world.
- Strong winds make it difficult for Corvus to fly, thus he will not fly in deserts or over oceans due to the stronger winds in those places.
- Corvus has been known to dig up information on his master and taunt them with it. This can be somewhat of a nuisance.
Duration/Cooldown:
Variable duration (requires 10 SE) and can be summoned only twice per thread.
- Reticulum:
- Reticulum:
Rank: D
Type: Buff/Equipment
Description: Reticulum is a small eye-piece that remains completely silent with exception from the occasional beeping as it focuses on a target. It fits over the wearer's ear with a glass piece being sat about an inch away from their eye. When the wearer chooses a target, Reticulum will beep and pinpoint the target so that the wearer can strike with precision.
Passive Ability: Increases the wearers accuracy considerably.
Active Ability: Once per summon the wearer is able to activate Reticulum's active ability which pinpoints the opponents muscles. This grants the wearer the ability to completely predict the opponents movements on the following post and act accordingly the post afterwards.
Strengths:
- Increases the wearers accuracy by 80%
- By activating Reticulum's active ability, the wearer can predict the opponents movements in the following post.
- Reticulum fits around the wearer, ensuring there is no discomfort and thus are not distracted.
Weaknesses:
- The beeping can be a giveaway to the target that they're being focused on, giving them time to try to react.
- The Active ability can only be used once per summon.
- Increased accuracy does not mean that the user will strike the opponent every time. The opponent can still block the user's attacks.
- Predicting the opponents moves can prove to put the user into trouble should the opponent wise up to the ability.
Duration/Cooldown:
3 post duration (requires 10SE) with a 4 post cooldown.
- Pyxis:
- Pyxis:
Rank: D
Type: Summon
Description: Pyxis is another very situational spirit that is more useful for exploration than anything else. He cannot speak, but always appears to be smiling so long as his master is able to read the direction correctly from the compass upon his head.
Passive Ability: Pyxis has an incredible sense of direction. When paired with any information gather by Corvus, his master can guarantee that he won't ever get lost - assuming they can read a compass and follow directions themselves of course.
Active Ability: Pyxis can place a charm upon one human who isn't their master. So long as that charm remains upon that human, Pyxis can switch between focusing on the worlds own magnetic poles or on the magnetic polarity given off by the charm, thus allowing his master to find the charm - and hopefully the wearer - should they split up.
Strengths:
- Incredible sense of direction courtesy of the compass atop his head.
- Pyxis is able to attach a charm to another human so that he can change his polarity focus to find them.
- Pyxis works well in combination with information found by Corvus beforehand, almost ensuring his master doesn't get lost.
Weaknesses:
- No attacks to speak of.
- Pyxis will return to the Celestial world immediately if he senses any kind of aggression in the vicinity.
- Pyxis only requires a D-rank hit before he returns to the Celestial world.
- Pyxis can only change polarity focus to the charm, not to the person wearing it. Therefore if the wearer were to remove the charm then he'd be focused on that and not find the wearer.
Duration/Cooldown:
Variable duration due to the fact he doesn't fight (requires 10SE) with a 3 post cooldown.
- Lyra:
- Lyra:
Rank: D
Type: Summon
Description: Lyra is a happy and hyper spirit who plays the harp at a higher expertise than any human could hope to achieve. Her songs can portray the way people feel as they embody the feelings of those around her. However she is also able to change someones feelings with general ease.
Passive Ability: Can play the harp and sing at the same time. Fairly impressive to say the least.
Active Ability: Lyra is able to change the way an opponent feels through her songs. This effect lasts for 2 posts with a 3 post cooldown. (B-rank and above are immune to this effect).
Strengths:
- Lyra's active ability can allow her to soothe a raging opponent into a relaxed state, making it easy for her master to escape or capitalise.
- Her childlike qualities make it easy for her to get along with younger people.
- Playing the harp and singing at the same time is a strength in itself.
Weaknesses:
- Lyra has no real offensive options to speak of.
- Lyra's active ability is only useful on opponents below B-rank. Any opponent at B-rank or above are immune to her effects.
- Lyra lacks any defences and will flee immediately if attacked.
- Lyra has a fear of violence. If either an opponent or her master fight while she attempts to play then she will immediately return to the Celestial world.
Duration/Cooldown:
3 post duration (requires 10SE) with a 4 post cooldown.
Last edited by Lt. Surgery on 13th July 2014, 4:47 pm; edited 33 times in total