Celestial Spirit Summoning:
Element Here: N/A
Primary/Secondary: Primary
Character Specific/Non-Character Specific: Both. The magic itself is non-character specific, for multiple people can and do use it (NPC or other), however, the summons themselves can only be used by one person. (making the spells character specific)
Offensive/Defensive/Supportive/Mixed: Mixed
Celestial spirit magic is a summoning magic in which the user uses what are known as “gate keys”, in order to summon powerful celestial beings, opening their gate with the keys and drawing them forth. The spirits embody the constellation that the key represents, and even poses spells and abilities that align with their embodiment. There are two types of key, Silver and Gold. Gold keys are the most powerful, only in the possession and for the use of those celestial spirit wizards who have reached S-rank or higher. These keys represent the twelve zodiac signs. The lesser, more common group of keys, are the Silver keys. These represent the rest of the constellations in the world. These keys can reach all the way up to A-rank.
These spirits vary in shape and size, and even species. Most people do not know what they are getting until after they use the key. Using the key, however, does not necessarily mean you are the master of the spirit. In order to become the master of a spirit, the user has to form a contract. A contract is a set of limitations, announcing what the spirits will and will not do, and what measures must be taken in order to summon them. A spirit can be summoned and used for combat before the forming of a contract, however, this can only be done if the user is in danger.
These spirits vary in shape and size, and even species. Most people do not know what they are getting until after they use the key. Using the key, however, does not necessarily mean you are the master of the spirit. In order to become the master of a spirit, the user has to form a contract. A contract is a set of limitations, announcing what the spirits will and will not do, and what measures must be taken in order to summon them. A spirit can be summoned and used for combat before the forming of a contract, however, this can only be done if the user is in danger.
~ Self-summoning: this ability allowed for one of the users Celestial Spirits to shows up of its own volition, passing through the gate by its own power. However, the Celestial Spirit mage and the Celestial Spirit must have a strong bond for this to be possible. To accomplish this, the Celestial Spirit mage must have summoned that Celestial Spirit ten different times. In addition, self-summoning can only happen once per topic, and if a Celestial Spirit mage has all their allowed amount of Celestial Spirits on the battlefield, self-summoning cannot occur until one of the Celestial Spirits has left the battlefield. After a Celestial Spirit is self-summoned, if the Celestial Spirit mage has all their allowed amount of Celestial Spirits on the battlefield, they cannot summon another Celestial Spirit until one of the Celestial Spirits has left the battlefield.
~ Forced Closer: Closing the gates usually requires a mutual agreement from both the summoner and the spirit. However, some Celestial Spirit Mages have demonstrated the ability to force the gates to close in battle, compelling the Spirits to return back to the Celestial Spirit World. This is known as Force Gate Closure. However, Force Gate Closure comes with a price; not only does this perk go on a cooldown equal to that of the Celestial Spirit that was sent back to the Celestial Spirit World, but also gives the Celestial Spirit that was sent back to the Celestial Spirit World a three post increased cooldown (regular cooldown plus three posts).
~ Star Dress: (Locked till L-rank) Star Dress is a mode in which a Celestial Spirit mage has the ability to transfer into an outfit, much like a Requip mage would. This outfit is attached to a Gold Key Celestial Spirit, and gives the mage the ability to take on the passives and spells of the spirit in question. While this is accessible from L Rank on, it is not something that can simply be used right off of the bat. To use a Star Dress, you need at least 10 two person topics of at least 2 pages in length where you summoned the spirit. Topics with 3 or more people may be used as well, but for each extra person in the topic, you must have an extra page as well. If you are using a Star Dress, only 1 gold key may be out to aid you in battle.
~ Summoning the Celestial Spirit King: After owning a gold key for one month (IRL), and reaching X-class, you have formed a bond with the celestial world so strong that the user is now powerful enough to summon the spirit kind himself. The spirit king himself can only be summoned when the user has no spirits on the field, is using no star dress, and whose life is in absolute parral. The spirit kind will always be 50% stronger then his opponent, and as long as he is on the field, (a max of 4 posts), the summoner will be protected by an impermiable celestial shield. His attacks will be 1 rank higher then the opponent.
+ Access to a wide range of abilities and spells through the variety of summons the user possess.
+ The spirits can act on their own free will, meaning that their Gate keeper doesn't need to direct them. This allows for them to join in combat as well.
+ Spirits can absrob damage equal to the rank they are, making them adequate shields if nothing else.
- The limitations of various contracts (varying from spirit to spirit).
- The clashing of personalities between Master and spirit.
- New keys cost money, stumping the physical and magical growth of a Gate Keeper.
- The user can only summon spirits with the key in their hand, (with the exception of a spirit using the Self-summoning ability)
- Silver keys:
- The Exotic Bird of Paradise:
Name: The Exotic Bird of Paradise: Apus
Rank: C
Type: Offensive
Affiliation: Wind
Weapon: Talons/wings (in bird form), Hand to hand combat (in human form)
Ability: Bird of Necessity: Apus can switch back and forth from her human form to her bird form. When in her bird form, Apus can fly (75 mph), and attack with its talon. She can even be used as a mode for transportation, however when doing so, her flying speed is significantly lowered (40 mph when used as a mount). She also can travel with no more then 2 people (one on her back, one being carried by her claws), and cannot attack when being used as a mount.
Appearance:
Human form- Height/Weight: 5'8"/135 pounds
- Hair/Eye: Black/Red
- Extra: tips of hair died red
Bird form- Height/Weight: 7'2"/???
- Wing span: 11"
- Extra: coated in blue, green, and beige feathers. Along with red and green scales.
Personality: When in her human form, Apus is very shy. She is quite the skilled hand to hand combat artist, however, she tends to easily get embarrassed, and distracted, allowing her opponent to land in a hit or two. However, when in bird form, all bets seem to be off. She starts to play dirty, her animalistic instincts kicking in, and goes all out. Going for the eyes, the throat, the ground, no longer caring what others could possibly be thinking about her. She is an extremely loyal spirit, and as long as the conditions of her contract are met, she will do anything and everything she can to make her gate keeper happy.
Contract: Apus refuses to be kept inside, she feels that it is too much like a cage. She must either be summoned outside, or be summoned into a room that is at least 20 square feet wide, and have a ceiling no lower than 20 feet off the ground.- Spells:
Name: Feather Dance
Rank: D
Type: Supplementary
Range: 15 meters A.O.E
Appearance: Apus dances around the area in her human form, releasing feathers from her body which then travel around the 15 meter radius (aoe) of her body.
Description: These feathers not only distract the target, but cause all attacks to be cut in half for the next 2 posts by anyone (friend or foe) within the 20 meter area (with the exception of Apus herself.)
Extra: Can only be done in her human form.
---------------------------------------------------------------
Name: N/A
Rank: D
Type: Offense
Range: 15m eters
Appearance: In bird form, she fires 4, 5 inch long red and green feathers.
Description: Apus picks a target (or multiple targets), and fired a small storm of feathers at them.
Extra: Typically aims for the eyes. Must be in bird form.
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Name:Harpies Feather Duster
Rank: C
Type: Offense
Range: 20m AoE
Description: Apus (in either bird or human form), conjures large amounts of wind around her arms/wings, and then spins, causing the wind in the area to lash out, bashing into everyone within the 20m AOE radius.
Extra: N/A
- Height/Weight: 5'8"/135 pounds
- The Saviors Shield:
- 'Name: The Saviors Shield: Scutum
Rank: C
Type: Defensive
Affiliation: Steel
Weapon: a large shield that can be taken apart to form two heavy duty weapons.
Ability: Sturdy: Most celestial spirits are taken out by damage equal to their rank, however if scutum is hit by an attack that will 1hk0 him, no matter the rank, he will be left with 1hp left (meaning that even a simple flick to the head would send him back to the spirit world), however, it would still mean he blocked whoever he was protecting from taking the damage themselves.
Appearance:- Height/Weight: 5'6"/???
- Hair/Eye: Black/Yellow
- Extra: 4 small, yellow horns buldging from his scalp.
Personality: Scutum is silent, and stern. Almost never changing his expression, he seems to always be concerned with something, as if something is constantly on his mind. Scutum is a bit of a wild card, for his soul purpose is to protect others around him. His Gate keeper, of course, is always his top priority, however, he will disobey orders to protect someone in danger. Overall, he is a good spirit who will typically not disobey his master (but that’s not to say he won’t just ignore them).
Contract: Scutum cannot be told to harm the innocent. His contracts states that he can be summoned only to protect others, and cannot be bothered by helping his gate keeper with remedial tasks such as helping them with typical chores. He can also not be summoned on Sundays.- Spells:
- Name: Rush
Rank: D
Type: Offensive/Defensive
Range: 15 meters
Description: Scutum locks onto a target, and forces all of his magical energy into his legs. He then raises his shield high, and darts forward going 2 meters per second. If his target is an enemy, he will bash into them, knocking them back 5 meters.
Extra: Scutum tends to use this more with allies. Instead of bashing into them, he will lock onto them so that he can rush towards them to get there in time to block an incoming attack.
- Height/Weight: 5'6"/???
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