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    Graves' Lovecraftian/Steampunk Celestial Magic

    Sp8ke
    Sp8ke

    Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 7
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 24
    Experience : 0

    Character Sheet
    First Skill:
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    Graves' Lovecraftian/Steampunk Celestial Magic Empty Graves' Lovecraftian/Steampunk Celestial Magic

    Post by Sp8ke Sat 26 Jul 2014 - 14:55

    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]

      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.
      Beholder:


    Mini Cthulhu:

    Lupites and his Airship:


    Last edited by Sp8ke on Thu 18 Sep 2014 - 22:13; edited 1 time in total
    Sp8ke
    Sp8ke

    Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 7
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 24
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Graves' Lovecraftian/Steampunk Celestial Magic Empty Re: Graves' Lovecraftian/Steampunk Celestial Magic

    Post by Sp8ke Tue 2 Sep 2014 - 21:18

    BAMPITY BUMP BUMP
    Rosetta Crawford
    Rosetta Crawford

    Administrator- Moderator- Developer/GFX Artist- Regular VIP Status- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishgar- Ten Wizard Saint Member- Guild Master- Demon Slayer- Legal Guild Ace- H-Rank- S-Rank- A-Rank- Veteran Level 2- Veteran Level 1- Magic Application Approved!- Obtain A Secondary Magic!- Character Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Villain- 1 Year Anniversary- Player 
    Lineage : Embodiment of the 13th
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    Posts : 3499
    Guild : Blue Pegasus
    Cosmic Coins : 0
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    Mentor : Sky Emperor Shangdi
    Experience : 367,824.5

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    Graves' Lovecraftian/Steampunk Celestial Magic Empty Re: Graves' Lovecraftian/Steampunk Celestial Magic

    Post by Rosetta Crawford Wed 3 Sep 2014 - 4:34

    Before I look over this properly your iamges need fixing. They are far too big and go off the page.
    I'd suggest doing a
    Code:
    [url=insert url here]insert name of summon here[/url]
    rather than the spoiler. At least that way when they click on it it shouldn't go off the page as much. Otherwise you will need to find smaller images.

    Also you have used the general '88 spirits of the constellations' in your description and yet none of your spells relate to them.

    Also you only have three spells when you are allowed four.

    Based on how you have set this up are you sure you want to make this celestial spirit magic? Why not just make it a summoning magic? Or make up your own 'key' system rather than using celestial spirits.

    Also some of your coding is broken.


    _____________________________________________________________________________________

    Graves' Lovecraftian/Steampunk Celestial Magic Zack2_by_gramcrackers-d8ker96

    Graves' Lovecraftian/Steampunk Celestial Magic Zack_by_ravenart5-d8j23c0

    Graves' Lovecraftian/Steampunk Celestial Magic Zackrose_zpse9a22d85
    Current missions(4/6):  get the squid A, King of Fighters(S), Village Protection(A), Repair the House(D)
    Sp8ke
    Sp8ke

    Player 
    Lineage : Knight of Destiny
    Position : None
    Posts : 7
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 24
    Experience : 0

    Character Sheet
    First Skill:
    Second Skill:
    Third Skill:

    Graves' Lovecraftian/Steampunk Celestial Magic Empty Re: Graves' Lovecraftian/Steampunk Celestial Magic

    Post by Sp8ke Wed 3 Sep 2014 - 19:11

    That's a good point Zack! I'll try to think about it.

      Current date/time is Wed 20 Nov 2024 - 12:36