Post by Jovia on Aug 17, 2011 21:35:34 GMT -7
Celestial Spirit
Celestial Spirit Magic (星霊 魔法, Seirei Mahō) is a Holder Magic used by celestial Spirit Mages. A Magic in which the user summons Celestial Spirits by opening their gates through the use of Keys. These Keys are separated into two classes: the more common Silver Keys and the rarer Gold Keys. Keys for Celestial Spirits are counted in Units (collectively without regard of Gold or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained.
A mage may hold an infinite number of keys at any given time. However, the number of Keys you may summon at once depends on what rank of a mage you are:
At level E, the most you can control at once is one. Once you reach C, you may control 2. Once you reach A, you may control 3. At S rank, you may control 5 spirits at once.
-E-
The Keys should not have more than one ability.
The Keys will not do major damage: ex: they will do little else than bruise an opponent, or pierce skin.
The Keys will barely have any elemental affects: ex: if it is ice-based, it will not freeze anything; rather, it will make something very cold, at most.
The Keys cannot have defense powers that defend against anything higher than E-rank.
The Keys cannot have any attacks that will break through any defense higher than E-rank.
-D-
The Keys should not have more than one major ability - it cannot have a defensive and offensive stage, or two separate abilities, etc. For example, if the Taurus Key were to be a level D, then it would have two techniques using it's axe in a similar fashion: Ex: It can swing it expertly, and throw it like a boomerang. No, it cannot shoot out rays of elements as well as be a boomerang.
The Keys can now have main elemental attacks, such as: setting things on fire (though not large fires, more like a camp fire), freezing things up to the size of a stool, etc.
The Keys cannot have defense powers that defend against anything higher than D-rank.
The Keys cannot have offensive powers that break through any defense higher than D-rank.
At this point, Keys may possess very weak elemental powers - for example, an arrow that lights up on fire, the ability to freeze something small, like a key.
-C-
The Keys can now have main elemental attacks.
The Keys cannot have defense powers that defend against anything higher than C-rank.
The Keys cannot have offensive powers that break through any defense higher than C-rank.
The Keys may have two major abilities.
-B-
The Keys may now have strong elemental powers, such as freezing things as big as trees, or large boulders.
The Keys cannot have defense powers that defend against anything higher than B-rank.
The Keys cannot have offensive powers that break through any defense higher than B-rank.
-A-
The Keys may now have very strong elemental powers, such as freezing multiple things at once, or setting an entire room on fire, etc.
The Keys cannot have defense powers that defend against anything higher than A-rank.
The Keys cannot have offensive powers that break through any defense higher than A-rank.
The Keys can now have up to three major abilities (they must still be related somehow).
-S-
The Keys now possess powers enough to cause minor disasters, such as hurricanes, tornadoes, storms, etc.
The Keys cannot have defense powers that defend against anything higher than S-rank.
The Keys cannot have offensive powers that break through any defense higher than S-rank.
The Keys may have up to four major abilities (still connected somehow).
Celestial Spirit Magic (星霊 魔法, Seirei Mahō) is a Holder Magic used by celestial Spirit Mages. A Magic in which the user summons Celestial Spirits by opening their gates through the use of Keys. These Keys are separated into two classes: the more common Silver Keys and the rarer Gold Keys. Keys for Celestial Spirits are counted in Units (collectively without regard of Gold or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained.
A mage may hold an infinite number of keys at any given time. However, the number of Keys you may summon at once depends on what rank of a mage you are:
At level E, the most you can control at once is one. Once you reach C, you may control 2. Once you reach A, you may control 3. At S rank, you may control 5 spirits at once.
-E-
The Keys should not have more than one ability.
The Keys will not do major damage: ex: they will do little else than bruise an opponent, or pierce skin.
The Keys will barely have any elemental affects: ex: if it is ice-based, it will not freeze anything; rather, it will make something very cold, at most.
The Keys cannot have defense powers that defend against anything higher than E-rank.
The Keys cannot have any attacks that will break through any defense higher than E-rank.
-D-
The Keys should not have more than one major ability - it cannot have a defensive and offensive stage, or two separate abilities, etc. For example, if the Taurus Key were to be a level D, then it would have two techniques using it's axe in a similar fashion: Ex: It can swing it expertly, and throw it like a boomerang. No, it cannot shoot out rays of elements as well as be a boomerang.
The Keys can now have main elemental attacks, such as: setting things on fire (though not large fires, more like a camp fire), freezing things up to the size of a stool, etc.
The Keys cannot have defense powers that defend against anything higher than D-rank.
The Keys cannot have offensive powers that break through any defense higher than D-rank.
At this point, Keys may possess very weak elemental powers - for example, an arrow that lights up on fire, the ability to freeze something small, like a key.
-C-
The Keys can now have main elemental attacks.
The Keys cannot have defense powers that defend against anything higher than C-rank.
The Keys cannot have offensive powers that break through any defense higher than C-rank.
The Keys may have two major abilities.
-B-
The Keys may now have strong elemental powers, such as freezing things as big as trees, or large boulders.
The Keys cannot have defense powers that defend against anything higher than B-rank.
The Keys cannot have offensive powers that break through any defense higher than B-rank.
-A-
The Keys may now have very strong elemental powers, such as freezing multiple things at once, or setting an entire room on fire, etc.
The Keys cannot have defense powers that defend against anything higher than A-rank.
The Keys cannot have offensive powers that break through any defense higher than A-rank.
The Keys can now have up to three major abilities (they must still be related somehow).
-S-
The Keys now possess powers enough to cause minor disasters, such as hurricanes, tornadoes, storms, etc.
The Keys cannot have defense powers that defend against anything higher than S-rank.
The Keys cannot have offensive powers that break through any defense higher than S-rank.
The Keys may have up to four major abilities (still connected somehow).