Magic
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.
[/list]
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.
[/list]
- 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.
Weaknesses:
- 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.
- Beholder:
- Appearance:
Rank: D
Type: Darkness, Multi-Purpose
Description: The spell is activated by waving the key around in a circle, then jabbing it through the middle and saying "Come lend me your sight! Gate of the Eye, Open! BEHOLDER!" It appears as an eye, floating with a mouth and tentacles. At the end of each tentacle, there is yet another eye. These eyes can fire lasers of fear and darkness energy (Basically make people scared or blind for a short time.) They can also send footage of things it sees as data to the contracter, making it perfect for things like investigation missions.- can be used to distract or spy
- can be used for interrogation
- Evasive and quick
Strengths:- if chant is not said, Beholder may or may not come to aid. More likely not.
- Does not participate in hand to hand combat, but rather in stealth missions.
- Doesn't come on Mondays
- Takes 7 hits
- Duration= 4posts; Cooldown=5posts
Weaknesses:
- Mini Cthulhu:
- Appearance:
- But smaller.
Rank:
Description: The Cthulhu becomes more powerful by feeding on the rage and insanity around him. He deals, in peacetime, the equivalent of 2 d ranks, but with negative energy surrounding him (i.e. anger, envy, rage, etc) his stats is increased and so deals 3 to 4 d rank hits.
Strength:
- his power is increased as the negative energy around him increases.
- perfect for battle purposes due to increased negativity
-
Weakness:
- Lightning as it affects the area with static.
- when everything is peaceful and calm, it can't do extra damage because it only feeds on negative energy to do so.
- not incredibly fast
-
Duration and cool down: 4; 5
- Lupites and his Airship:
- Appearance:
- Airship:
- But smaller.
- Lupites:
Rank:
Description:
Strengths:
- it takes only one post to fix the broken airship
- The airship can carry about 3 people and an infinite supply of goods through a system similar to requipping
Weaknesses:
- Airship is weak to ice-attribute magic because it freezes the engines
- does no damage
- more than three people and the airship wont fly
- duration would be 5 posts and the cooldow would be 6 posts
- does not protect against spells
- Lupites is relatively sassy. :P
Abilities/Powers:
Last edited by Sp8ke on 18th September 2014, 7:13 pm; edited 1 time in total