Primary Magic: Celestial Spirit Magic.
Secondary Magic: N/A.
Caster or Holder: Holder.
Description: The caster summons Celestial Spirits by opening portals or gates through the use of Celestial Spirit Gate Keys. By using an incantation of their own and swinging the key in a certain fashion, it will summon the given spirit bound to the key. In order for a caster and spirit to work in unison it is necessary for the two to make a contract, deciding what the spirits purpose is and when they can be summoned. Being a holder-type magic, the caster must have the key in order to summon a spirit, otherwise there is no other way aside from spirits summoning themselves, which takes immense magic power between spirit and caster. There are two types of Celestial Spirit Gate keys, silver and gold. Gold keys are rare, and represent the 12 zodiac spirits, ( A rumoured 13th, which is incredibly rare. ) while silver keys represent the other 88 constellations of stars, each equipped with their own set of abilities and personality.
Strengths:
- Due to spirits being their own being, summoning one or two spirits can easily be used to outnumber an opponent.
- Due to spirits having their own individual magic, there is no set element on celestial spirit summoning, meaning the caster can easily hold an advantage during battle due to the versatile spell set they have.
- Celestial spirits, if sensing their contractor in danger and self-summon themselves to aid their contractor.
Weaknesses:
- Although also a strength, due to the versatile spell sets of the spirits it also means they hold more weaknesses, rather than having a set element with it's set weakness.
- Losing the keys as a Celestial Spirit Mage disables the caster and disallows them to summon any spirits, unless they self-summon themselves.
- If you lose a battle against another celestial wizard, it was possible for them to obtain your key and have your contract broken with given spirit(s).
- If you contract with your spirit to only be summoned on certain days, this will cause restrictions of when a wizard can summon their spirit, no matter the situation they may find themselves in.
Abilities/Powers:
- Contracts for when the spirits can and can not be summoned.
- Using magical power to summon each spirit.
- Summoning multiple celestial spirits to come to the users aid.
- Signature Spell:
- Cygnus/Signature Spell:
- Cygnus:
Name: Cygnus.
Rank: C.
Type: Water, diverse.
Description: Summoned by the contractor saying: "Lend me your aid! Open, Gate of the Swan, Cygnus!" The summon appears to be a girl in her teens with beautifully kept long blonde hair. Her hair is usually kept kept in a fancy braid across the top of her head, the rest dangling down her back with a black bow secured on top. She talks as though she is from royalty, though in no means a snobby manner. She is naive and gullible, but holds a strong love and faith for those she considers friends. Due to her princess-like persona, people are often caught off-guard when she swears or does something as simple as letting loose gas. She is dressed as a prep-schoolgirl, most likely having her desire to want to fit in better in the real world, rather than in an elegant dress that both makes her feel out of place and affects her magic casting capabilities. She holds two pouches around her hips, both full of water that she is free to control and manipulate. When she casts her magic, it appears to be normal at first, however the stream of water goes through a magic circle changing it's colours and properties once it's shot out.
Passive: Cygnus is able to manipulate water from a given source and give it different properties. You are able to tell which properties are being given to said water via its colour, all of which consist of colours on the rainbow.
Active: Depending on the magic properties Cygnus gives the water in a pouch she keeps around her back at all times, the water changes colour and then becomes capable of many different things after colours on the rainbow.- Red - Is dense with salt and allows people to float on top of it.
- Orange - Is boiling water and burns mages and ice attacks of a D-rank and below.
- Yellow - This water smells bad once it's thrown on somebody/something. The smell lingers for 3 posts and leaves D-rank mages slightly dazed for 1 post.
- Green - This water is toxic and if it is thrown on somebody and not dealt with it can lead to hallucinations to C-rank mages and below for 2 posts.
- Blue - This water increases it's magical power and allows the user to manipulate this water into a water whip, blade-edge, or simple club to hit people with from a distance. All attacks provided from this form of water deal C-ranked damage. These spells last up to 3 posts unless dispelled or destroyed and take 4 posts to use again.
- Indigo- This water is thicker and is used to block spells and can block 3 D-rank spells, 2 C-rank spells and 1 B+ spell.
- Violet- This water is more of a pink in colour and holds a sweet aroma with sakura petals mixed in with the water. This water's magical properties allow it healing, curing C-rank wounds in 2 posts and D-ranks in 1 post. B+ wounds can not be entirely healed by this magic.
- Rainbow- This water consists of all the colours and when it hits a C-rank mage or lower, it dazes them for 2 posts.
Strengths:- She has a diverse kit that can adapt to different situations.
- She has a natural resistance against water mages, and water spells are weakened when they come in tact with her green water greatly. They are knocked down half a rank in damage.
- All her water is different flavours and can be used to feed a water dragon slayer.
- She is capable of quickly healing wounds and disabling her opponents with her versatile kit.
- She is very smart and tactical in what she does. However she will always suggest her tactics to her caster before fighting.
- She costs no magic power to cost, meaning she can be summoned when the user is desperate and out of magic power.
Weaknesses:- Fire from a 2 D-rank attacks or 1 C-rank+ attack from a mage can burn her water and reduce it to steam.
- Her magic is almost useless against metal and wood.
- If she loses the two pouches of water strung on her hips that hold her water, she is incapable of casting her magic unless she is near a water source.
- Also listed as a strength, her water can be eaten by both opposing and allied water dragon slayers, rendering her magic useless.
- She can take 3 D-rank, 2 C-rank and 1 B-rank spell before she is sent back to the spirit world.
Duration/Cooldown: 5 posts, 6 post cooldown. She costs no MP to summon as a Signature Spell.
D-Rank Summons:
- Scutum:
- Scutum:
Name: Scutum.
Rank: D.
Type: Metal, Defensive.
Description: Summoned by the contractor saying: "Lend me your strength! Open, Gate of the Shield, Scutum!" The summon appears as a young woman, equipped in armour. Although quite lacking in brute defensive force, Scutum makes up for in magical defence. She wields a small rund shield, which enlarges in battle when activated. She also wields a short-sword. Scutum rarely talks, usually caught up in battle to do so. However when she does, she is often sarcastic and confident in her ability to overcome her opponents.
Passive ability: The first ability to strike Scutum's shield is nullified and does no damage to her nor the contractor if it is D rank and below. However drains some energy from her.
Active ability: Scutum's shield enlarges, causing a large magic circle, also 4 meters in size to appear. This defensive ability reflects an ability 1 rank above it or lower back to the original caster at half it's damage.
Strengths:- She can use her sword and shield in hand-to-hand combat.
- She is extremely durable and is unlikely to be forced back to the spirit world after taking 5 D-rank, 3 C-rank or 1 B+ damage.
- She is extremely reliable and can self-summon to defend against a spell that could have fatally injured you.
Weaknesses:- She is slow moving.
- She has no offensive spells except her whacking at her enemy with a sword.
- Her abilities can only be used once per summon.
- Since her armor is made of metal, her armour and shield can be melted by powerful fire spells, forcing her to return to the spirit world for repairs.
Duration/Cooldown: 4 posts and 5 post cooldown.
- Cetus:
- Cetus:
Name: Cetus.
Rank: D.
Type: Water, offensive.
Description: Summoned by the contractor saying: "Lend me your strength! Open, Gate of the Sea Monster, Cetus!" While touching any form of water. The summon appears to be a young, fit male with the lower half of his body looking like that of a whales, however smaller in size. Despite his frightened name, "Sea Monster", it is rather due to him in battle than his appearance. However, he does have the ability to transform into a battle mode, which consists of him morphing into a more monster-like appearance. He is a reckless, stubborn celestial spirit that will often do what he wants. He is hot-headed and has a short fuse, much like his relative, Aquarius.
passive ability: If angered, Cetus transform into his sea monster form. He gains more brute strength in monster form, however loses mobility. He debuffs his own speed by 90%.
active ability: Cetus surrounds his lower body in a pool of water, propelling himself forward, adding a 100% speed boost to his normal 5 m/s.
Strengths:- His monster form gives him brute strength and the ability to par with other D-rank mages without phasing him.
- In human form he is far faster his monster form, allowing him to manoeuvre around his enemies.
- He can strike enemies with punches at high speeds.
- He is almost unbeatable inside water.
Weaknesses:- He can not be summoned without water.
- He is much slow in his monster form, making him an easy target to hit.
- He lacks any real offensive or defensive spells, relying on his own speed and physical attacks.
- He is easily punished by extreme waves of heat, such as solar energy or fire that can cause himself to send himself back to the celestial spirit world. In his monster form, he can take up to 2 hits of C rank and below, 1 hit from B+. In Human Form he can only take 1 hit of any rank.
Cooldown/duration: 3 posts, 4 post cooldown.
- Pavo:
- Pavo:
Name: Pavo.
Rank: D.
Type: Support.
Description: Summoned by the contractor saying: "Lend me your aid! Open, Gate of the Pheasant, Pavo! The summon appears to be a beautifully aged woman in her 40's, dressed in a Peacock's attire. She has exquisite tastes and always knows the latest and most expensive trends going around. She acts as though she rules over humans, with the exception of her contractor of whom she simply refers to as a 'gatekeeper', promised with the task of guarding her gate with her celestial key. She cares deeply for the contractor however, knowing that they must depend on each other, thus will listen but also help advise them.
passive ability: It appears that birds do whatever Pavo asks them to, whether it's aiding someone in battle or delivering a message.
active ability: From the sapphire iris's embedded on her peacock dress, she can send strings of blue magical energy to search and scout the area in ten different directions, having to delicately manoeuvre each string. She must be sitting on her legs, hands gently placed in her lap and eyes closed in order to preform this spell without fault. She needs maximum concentration. This spell's strings fly out for 20 meters before they can not stretch any longer. This is a useful spell for searching in small places or scouting ahead.
Duration/Cooldown: 5 posts, 6 post cooldown.
Strengths:- Can call upon birds to help you in a fight, however they would be weak, plain birds.
- Useful for finding things and scouting ahead.
- Has a extremely vast knowledge on the worlds avians.
- She takes 5%magic energy to summon rather than 10%, thus she can stay in the human world for longer amounts of time than other spirits.
Weaknesses:- Is useless in combat aside from possible birds that she can call to her aid.
- Despite her useful scouting ability, her dress is awfully easy to spot in from a distance or in the dark.
- Her high head can often get in the way of completing a task with efficiency.
- If you summon her while she is not looking at her best, she will throw a fit as soon as she's summoned.
- She can take 2 D-ranks, and 1 C+ rank spell before she is sent back to the spirit world.
- Ursa Major&Minor:
- Ursa Major&Minor:
Name: Ursa Major & Ursa Minor.
Rank: D.
Type: N/A, offensive.
Description: Summoned by the contractor saying: "Lend me your strength! Open, Gate of The Bears, Ursa!" The summon Ursa Major appears to be a 9'7, fully grown grizzly accompanied by his son, a small grizzly club, Ursa Minor who stands at 4'3. Ursa Major is equipped with two shoulder plats, an abdominal round plate, with a metal guard circling his enter waist. He wears a traditional battle skirt, the front being padded with leather with metal hooks dangling on it's front. He wields a large iron gauntlet with claws, making them hurt even more when struck by his paw. His claws are not his only weapon, however, he also wields a battle axe, and is always accompanied by his son, Ursa Minor. Minor is equipped with his father's helmet, it seems to be random who wears the helmet at what times. He wields a thick stick and wears cloth undies. However don't let his cute appearance fool you, his fangs are just as deadly as his fathers and claws can deal half of what Ursa Major can.
passive ability: Ursa Major strikes 20% more damage with his left arm, wielding a iron claw gauntlet as well as his claws. Ursa Minor attacks every time Ursa Major does, dealing D rank damage with his paws or bite.
active ability: Ursa Major sits Ursa Minor on his back and charges on all fours towards you at 10 m/s, dealing C-ranked damage as he attempts to grab you and throw you behind them.
Strengths:- With two bears it can easily out number the enemy.
- Everytime Ursa Major attacks you, Ursa Minor will follow up dealing damage as well. This means you're being attacked at from two places.
- The bears can swim through water with relative ease, at 5 m/s.
- He is heavily equipped with a large arsenal of potential weapons, from his bite to claws to axe, his axe reaching a meter and a half in front of him.
Weaknesses:- If Ursa Minor is hit by 1 D-rank spell or higher, both bears are sent back to the spirit world.
- Ursa Major would much rather save his cub then you, meaning stupid things done by you and cost you your life/the battle.
- The bears are scared of fire and will refuse to walk through/walk near it.
- Ursa Major is durable but can only take 1 B-rank, 2 C rank and 4 D rank spells before being sent back to the spirit world.
Duration/Cooldown: 5 posts, 6 post cooldown.
C-Rank Summons:
- Berenice:
- Berenice:
Rank: C
Type:
Description: Summoned by the contractor saying: "Lend me your strength! Open, Gate of Berenice's hair, Berenice!" The summon appears as a young girl in her teenage years, her purple locks splitting over in every which direction. She wears an apron and shorts, with bandages wrapped around her left arm and right leg, due to her extreme clumsiness. She is an extremely nervous and shy spirit, asking if she can speak her mind or do said action before she actually does anything. She will often apologise over nothing and become overjoyed when the contractor talks to her first.
Passive Ability: She is able to change her hair styles much like a requip mage does their weapon/armor. This doesn't provide much utility in battle but offers a killer sense of fashion!
Active Ability: The caster is able to manipulate their hair to their bidding, elongating, shortening, sharpening or tying the hair to gain an advantage over their enemies. This type of hair magic is extremely versatile and allows the caster to attack from a safe distance, being that their hair is the only part of their body that is in danger. This hair can absorb up to 3 D-rank, 2 C-rank and 1B-rank plus water attack. Her hair travels at 15 m/s when shot out towards a target.
Strengths:- Is good against water based attacks.
- Is extremely versatile and can prove for some deadly combos.
- Has the caster a safe distance away from the fight.
- She is very smart and tactical in what she does, rarely with silly mistakes.
- She can 'reset' her hair by changing hairstyles.
- Can be used to make a shield and absorb 2 D-rank an 1 C-rank spell.
Weaknesses:- Fire magic is able to burn through the hair. 2 D-ranks and 1 C-rank plus fire spell will burn through a few inches of her hair.
- Due to her clumsiness, she often trips over her own hair.
- She can take 3 D-rank, 2 C-rank, and 1 B-rank plus spell before being sent back to the spirit world.
- She is easily offended and will cry if insulted in battle constantly.
- She if defenceless up close if you manage to get past all of her hair.
- She is quite immobile, meaning she will stand still whilst casting her magic.
Duration/Cooldown: 5 posts, with a 6 post cooldown.
- Gemini:
- Gemini:
Name: Gemini.
Rank: C.
Type: N/A.
Description: Summoned by the contractor saying: "Lend me your strength! Open, Gate of the Twins, Gemini!" The summon appears to be two, small round headed spirits with two antennas sticking out from both of their heads. The two spirits are twins, Gem&Mini, Gem with a upward "v" and Mini with a downwards "^" mouth, along with different coloured shorts. The two talk in unison and adapt to their contractors personality, fitting Skye's as pranksters and optimistic spirits. Depending on who the decide to take form of, they can be capable of almost anything, being able to preform spells as good as an S-class wizard if that is who they decide to mimic. They can only mimic another wizard/being if they come in contact with them and they last 5 minutes, obtaining all their memories and feelings, listing them in bullet points if asked what they were.
Passive ability: Gemini can float and fly around at high speeds. They can coat themselves in a magical aura that boosts them up to 10 m/s, causing their headbutts to do C ranked damage.
active ability: Gemini can transform into anybody for 5 minutes if they are able to touch them, obtaining all of their knowledge, skills and bodies. Any wizard that is a higher magical power than their owner results in a successful, however incomplete transformation. If Gemini transforms into a wizard of higher magical power, they are not able to cast spells from that wizard and can only cast spells of wizards either their rank or lower.
Strengths:- They are small and mobile targets, making them hard to hit.
- they can infiltrate and gain knowledge of another wizard to gain the upper hand in a battle or job.
- Since Gemini are two separate spirits, they easily outnumber an enemy putting odds at 3v1, rather than 2v1 for example.
- They adapt to their contractors personality, meaning Gemini have no bad pair.
Weaknesses:- They must transform into someone useful, other wise their battle capabilities are subpar.
- If you are a stronger wizard that the Celestial Wizard, their transformation will remain incomplete.
- If they take 3 shots from an enemy they are likely to return back to the spirit world, since they are not durable.
- They often act silly and taunt their enemies that they've transformed into, leaving them off guard at times.
- They can only transform twice per topic, but can only 'remember' two transforms and has to delete a previous one to remember a new form.
Duration/Cooldown: 5 posts, 6 post cooldown.
- Andromeda:
- Andromeda:
Name: Andromeda.
Rank: C.
Type: Earth, supportive.
Description: Summoned by the contractor saying: "Lend me your aid! Open, Gate of the Princess, Andromeda!" The summon appears to be a young lady, in her late teens. She is dressed in nothing by torn white cloth, with chains hooked on her ankles and wrists. Although they appear heavy, they do not affect how fast she can move. She appears as a rather docile, quiet spirit, but with a big heart. With her earth support magic, she does all she can to protect her contractor.
Passive: When she casts spells standing still, they cast faster by 1 post, however rocks appear on the end of each of her chains, rendering her immobile as she casts. If she doesn't stand still, her spells take 2 posts to charge.
Active: Andromeda has the power to create earth-like structures as defences to aid you and other celestial spirits in battle. She is limited to walls 4 meters in size, small arenas 10x10 in radius and creating sink holes in the ground, in attempt to trap your feet. All her spells are broken by 3 D-rank spells, 2 C-ranks and 1 B+ rank spell.
Strengths:- Paired with the correct wizard or spirit her support can turn the tides of a battle tremendously.
- In a rocky terrain she can easily hide behind rocks or create her own walls to hide her while she renders herself immobile to cast spells faster.
- Her big heart will not allow her contractor to fall before she does.
- Being paired with Perceus she will become demoralised far less and preform with more efficiency.
Weaknesses:- She can not be near an ocean or else she will send herself back to the spirit world.
- If she is put up against/teamed up with Cetus, she will freeze in fear, unable to cast spells, most likely sending herself back to the spirit world immediately.
- She is an easy target when anchored to the ground.
- Her magic is broken by 2 D-rank water spells, and 1 water spell of C-rank and above.
- If she is unable to support a teammate well in battle, she will be demoralised and preform poorly for the rest of the battle.
- She can take 3 D-rank, 2 C-rank and 1 B-rank spell before she is sent back to the spirit world.
Duration/Cooldown: 6 posts, 7 post cooldown.
- Corvus:
- Corvus:
Name: Corvus.
Rank: C.
Type: Shadow, stealth.
Description: Summoned by the contractor saying: "Lend me your aid! Open, Gate of the Crow, Corvus!" The summon appears to be a young boy, in his mid teens. He is dressed in black attire, with goggle perched on his head. His gloves have pointed tips to represent that of a crows talons, which he can utilise to climb walls and sneak around. He is a very tricky boy, and is usually getting dirt on you, your allies and your enemies without anyone knowing. He tends to joke around a lot and not take things very seriously, but he does his job of spying unbelievably well.
Passive: He can freely switch between human and crow form.
Active: He is able to slip in and out of shadows, utilising them for strictly for moving around. At C-rank, his shadows are able to envelope targets and bring them to Corvus, to any shadow within a 30 meters radius. Mages A-rank and above are able to break free from his shadows with ease.
Strengths:- He can freely and quickly change between forms.
- He is very persuasive and usually gets the edge in a conversation and is able to get into peoples lives.
- He holds a large magic power pool which is crucial for how long he can stay in the human world to play recon.
- He is almost impossible to catch in his shadow games.
Weaknesses:- He can only be summoned at night.
- He will return to the celestial spirit world if he is forced to go into combat.
- He will not aid the contractor, he would rather run.
- He can be rather hard to trust and believe.
- As a bird he has difficulties flying in harsh winds; because of this, he refuses to fly near oceans and through deserts.
Duration/Cooldown: 7 posts, 8 post cooldown.
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- Keys broken:
- Columba:
- Columba:
Rank: C
Type: Holy Magic/Offence
Description: Summoned by the contractor saying: "Lend me your strength! Open, Gate of the Dove, Columba!" The summon appears as a young girl in her teenage years, however innocent in appearance, she is still deadly. She is obedient to her contractor and questions nothing. She speaks in military slang, responding with "Yes Sir/ma'am, understood." etc.She is known to self-summon herself often to aid her contractor. She is able to fly and use holy magic to her advantage on the battle field.
Passive Ability: Columba, due to the angel wings on her back, is able to fly at 20 m/s. and carry her contractor around if requested.
Active Ability: Activated when she thrusts her arm towards a target, a magic circle appears before her hand, summoning 30 swords crafted from holy light in a circle around her and sends them to target location, dealing C rank damage. Upon impact this leaves a flash of light within it's impact radius, blinding the area struct for 1 post. People of A-rank or higher are not blinded.
Strengths:- Provides utility with her wings.
- Provides utility with her small blind.
- Will gladly take a shot for her contractor, as her personality insists on doing so.
Weaknesses:- If she misses her ability most of her utility and damage is gone.
- Despite willing to take a hit for her contractor, she lacks defensive capabilities and would be sent back to the celestial spirit world after taking one.
- She can only hold you for 4 posts at 10m/s before her wings and arms give up, sending her back to the celestial spirit world despite your location.
- The active ability takes 2 seconds to set up, so she can be struck within casting time. The caster must be still to preform this spell, standing on the ground of floating with her wings.
Duration/Cooldown: 5 posts, with a 6 post cooldown.
Last edited by Skye Earthe on 12th August 2014, 9:07 am; edited 26 times in total