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Nearly 300 years after Fairy Tail's comeback in the Wizarding Games, Earthland calls for new heroes 

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Beast Magic

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Vivi vampire
Captain

PostPosted: Wed Apr 30, 2014 5:02 pm


An earthen cousin of celestial magic, "Beast" or "Familiar" magic is that which allows the wizard to use animals (familiars) to fight or attend to other duties at the will of their master. Most Beast Wizard spells are used to amplify their familiar's abilities (size, strength, speed, ect.) with few exceptions to which it is the wizard's own fighting ability that is used. It is not unheard of that a beast master may have collected over twenty familiars--however, unlike spirits, familiars will die if too much damage is done to them.

Beast Wizards often make a contract with their first familiar in which each party agrees to certain terms for the creature to fight for the wizard. This ensures a mutual loyalty and understanding of the other's needs; a familiar might have agreed that it would fight for the wizard in exchange for aid in fending off a personal enemy, or other such terms. However, this is most commonly seen with with a first familiar as others are typically bought in stores that serve a Beast Wizard's needs. It should be noted that if a familiar does not perceive a wizard to be strong enough or worthy enough, they can refuse a contract. Contracts cannot be forced onto a familiar; thus, familiar stores will often mark a magic level requirement for some, more powerful, familiars to avoid dealing in a raw exchange.


Magic Rules & Abilities:
- Can only have Familiars that exist of real life animals or recently extinct animals. (Up to 300 Years)
- Can only have up to a total of 20 Animals.
- Animals that require a certain terrain (like water), can only be used if that terrain is present.
- Can use healing items on animals.
- Must follow the Familiar system when creating new Familiars. (see posts below)
- All Familiar abilities are pre-made, cannot create your own. (exceptions will be made by a mod if, and only if, an animal with a unique natural use was not thought of and must be approved by a mod)
- Other Beast Tamers cannot control other Beast Tamer's animals.


NOTE:
- Mages can only use 2 familiars at once to start (C rank).
- S-Rank can only use 4 familiars at once.
- Ace-Rank can only use 6 familiars at once.
- Masters can only use 10 familiars at once.

Taboos
- The greatest taboo there is to a Beast Wizard is the mirror opposite of a take-over Wizard: fusing the human mage with its familiar. The fusion forces one mind/soul to be in dominant control, and the end result is that both souls are shredded--leaving the two to never be able to separate and rampage wildly and mindlessly. Ultimately, this fusion (at its final stage) does organ damage and kills both (all) participants of that fusion.


Spells
Spell Name: Animal Whisperer
Description: The user can freely communicate and understand any animal they come into contact with.
Rank: Null
Magic Cost: Null

Spell Name: Nurturing Life
Description: The user can heal one Familiar fully if they have exchanged their health equal to the health their Familiar requires to be completely healed. The user can heal less if they don't have enough Health to spare of their own. Can be used on an Ally's Familiar.
Rank: C
Magic Cost: 10 points to recover 50 familiar hit points

Spell Name: Beast Master's Magemark
Description: The user can cast the spell on their own Familiar which then enables the user to resize their familiar to be either bigger or smaller then its original size. The spell lasts as long as the user has magic. The size of the animals can only grow up to 5x larger or 5x smaller then their original size.
Rank: C
Magic Cost: 20 points per familiar

Spell Name: Beast Portal
Description: The user can store their familiars in a separate dimension (much like Requip users) and unstore or call them when they are needed. This spell is useful when the wizard has gathered a large number of animals. However, the animals that are called may not be available from time to time and a second choice will come in their stead to help their master
Rank: C
Magic Cost: 10 points for lesser (C-B ranked) familiars and 20 points for greater (A-S ranked) familiars

Spell Name: Animal Enhancement: Speed
Description: The user pours their magic into their animal to increase their speed three times their normal speed. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Rank: B
Magic cost: 25 points per familiar

Spell Name: Animal Enhancement: Strength
Description: The user pours their magic into their animal to increase their strength three times their normal strength. The spell lasts for 5 posts before it has a cool down period of 2 posts. Can also be used on an ally's familiar.
Rank: B
Magic Cost: 25 points per familiar

Spell Name: Grace of the Wood
Description: The spell beckons for an animal spirit to deflect any attack (A rank or less) from the wizard's familiars and near by allies. However, this spell may only be used once every 10 posts during a battle or any kind.
Rank: B
Magic Cost: 75 points per use

Spell Name: Roar of Reason
Description: The user can communicate with a another person's familiar (if far enough away from its master), or any three wild monsters, and entice them to stop attacking and become under the control of the user. The control lasts for 5 posts before the familiar returns to their true master and this spell cannot be used for another 10 posts.
Rank: B
Magic Cost: 50 points

Spell Name: War Cry of the Beast Lord
Description: The Beast Wizard lets out a powerful roar that can force back weaker enemies and deafen all opposing forces for a moment. Stronger enemies and longer deafening times are measured by how many familiars the wizard has which can either roar or howl. 2 posts are needed as a cool down time before the spell can be used again
Rank: A
Magic Cost: 50 points per use

Spell Name: Gift of the Hunter
Description: A weapon from an idol who is closely associated with animals or hunting is brought into the wizard's realm to borrow for a time but never to keep (ex: Artemis and her bow). However, there is no guarantee that the same weapon will be continuously granted, and each weapon varies slightly (see post below)
Rank: A
Magic Cost: 75 points

Spell Name: Beast Fusion: Myth
Description: 2 familiars can be fused together for a stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +15 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 2 on the field
Rank: A
Magic Cost: 100 points

Spell Name: Beast Fusion: Chimera
Description: 3 familiars can be fused together for a much stronger creature that is able to share the attributes and ability of each animal. However, there cannot be unexplained traits (ex: if it doesn't have wings, it doesn't fly). The fusion may last up to five posts and has +50 power and hit points added to the more powerful of the two familiars' stats. Note The fused creature still counts as 3 on the field.
Rank: S
Magic Cost: 200 points

Spell Name: Animal Enhancement: Induced Evolution
Description: The user forces their animal to evolve depending on the opponent's magic. If the opponent uses an elemental magic like fire or lightning, the animal can adapt to that element and become immune to that magic. The enhancement lasts for 10 posts before the animal loses the enhancement.
Rank: S
Magic Cost: 75 points per familiar

Spell Name: Glory of the Beast King
Description: The user calls for an animal deity to grant them a melee weapon, blessed with a single element, to borrow for the duration of a battle.
Rank: S
Magic Cost: 150 points  
PostPosted: Wed Apr 30, 2014 5:05 pm


User Image
Please note that animals only have 1 ability; though others can be activated through Beast Magic.
Mammal

Pocket Class
Description: Consisting mostly of rodents, this class of tiny familiars are always welcome to traveling wizards with poor direction sense. Light in weight, small in size, they don't typically get called to fight on behalf of their master.
Damage: --
Hit points: 80
Ability:
-Maze Map: able to guide its master through labyrinths with little trouble at all.
-Forager: Able to smell out food and water sources on the road.
-Lock Pick: Using its tail as a key, the familiar can pick through locked doors discretely (will not work on magic-locks)

Armored Class
Description: Specific to shelled mammals (such as armadillos), these lesser familiars are great companions for novice mages and are capable of taking hit after hit. Small in size (under 20lbs; 9kg), they're perfect for traveling with mages who have yet to master their portal spell.
Damage: 30
Hit points: 250
Ability:
-Armored State: Curling up into a ball, damage is reduced by 1/2, but attacks cannot be issued during this state
-Clad Skin: Their hard skin on limbs, head, and tail are able to be used as bludgeons
-Bridge Builder: taking from the surrounding area, the familiar can construct a short bridge or walk way from natural material

Burrowing Class
Description: These are animals that are known for their digging skills and tunnel making. Generally under 35lbs (16kg), they make for a fine lesser to mid-power partner.
Damage: 60
Hit points: 200
Ability:
-Burrow: able to dig quickly for escapes and evasion
-Sharpened Claws: uses their claws for a hard hitting strike
-Stalking Strike: Vanishes from plain sight sticking to the blind spot of opponents and then strikes for double the damage if hits.

Speed Class
Description: These are animals that are usually meant to carry their wizards, but have adapted to fighting to serve their master and fend for their allies. Usually the least powerful of the mammal types, it is their speed, stamina and lightness (under 500lbs; under 227kg) that stands to impress.
Damage: 50
Hit points: 150
Ability:
-Speed Burst: Allows the mage to ride on top the familiar and use a spell without having to use magic this only works for spells A-Rank and lower.
-Steel Hooves: Used the hard hooves of the animal to throw its weight into a crushing blow; deals double the damage if the opponent weighs at least 15lbs (7kg) less.
-Antler fencing: Using it's antlers or horns, the familiar charges in for a fast and hard blow

Quill Class
Description: Specific to spiked and quill covered mammals, these are arguably the best fighters in the small mammal types and are usually a welcomed addition to experienced wizards.
Damage: 85
Hit points: 220
Ability:
-Quill Shot: Quills are thrown at close or mid range to inflict damage
-Poison Tip: getting in for a close range hit or having a physical hit gives a 20% chance of poisoning a foe
-Therapeutic Point: Using its quills, the familiars applies an acupuncture technique to right its master or an ally's state of being (will not cure poison or recover hit points) and allow for a faster magic recovery if used on a mage

Lesser Hunter Class
Description: Predatory mammals between 50-180lbs (22-81kg). A favorite among most higher level wizards for their versatile bodies and abilities.
Damage: 145
Hit points: 250
Ability:
-Healing Howl: Causes the master of the familiar to gain back 200 magic points and 800 Hp back
-Wild Roar: A sonic roar inflicts internal damage and impairs balance for a time
-Stalking Strike: Vanishes from plain sight sticking to the blind spot of opponents and then strikes for double the damage if hits.

Greater Hunter Class
Description: Only attainable by S-rank and higher mages, these are the most powerful in the mammal classes, weighing in between 200-800lbs (90-363kg)
Damage: 200
Hit points: 500
Ability:
-Power Blast: This beast uses is massive size and strength to physically attack the opponent but instead of attacking with strength it sucks in an opponent's magic and blasts it back at them at the same rank.
-Bull Rush: Rushes opponent doing 2x the damage if hits opponent
-Celtic Rights: gains resistance to physical attack by 1/3 the damage



Flight

Night Class
Description: Made up mostly of owl species, this class of familiars have perfect night vision and soundless flight. They make for perfect scouts and have a considerable amount of logical thinking which allows them to advise their masters in strategy
Damage: 50
Hit Points: 150
Ability:
-Peering Screech: Screaming with the birds lungs causes loud distracting noises that make opponent unable to hear for 2 posts.
-Dive Bomb: The bird charges up and heads for opponent head on doing double its damage if hits.
-Stalking Strike: Vanishes from plain sight sticking to the blind spot of opponents and then strikes for double the damage if hits.

Lesser Bird of Prey Class
Description: smaller than hawks and eagles, what this class of familiar lack in power it makes up for in speed.
Damage: 50
Hit Points: 150
Ability:
-Peering Screech: Screaming with the birds lungs causes loud distracting noises that make opponent unable to hear for 2 posts.
-Dive Bomb: The bird charges up and heads for opponent head on doing double its damage if hits.
-Stalking Strike: Vanishes from plain sight sticking to the blind spot of opponents and then strikes for double the damage if hits.

Greater Bird of Pray Class
Description: The largest most feared flight-bound birds typically found with more experienced wizards.
Damage: 90
Hit Points: 200
Ability:
-Peering Screech: Screaming with the birds lungs causes loud distracting noises that make opponent unable to hear for 2 posts.
-Dive Bomb: The bird charges up and heads for opponent head on doing double its damage if hits.
-Stalking Strike: Vanishes from plain sight sticking to the blind spot of opponents and then strikes for double the damage if hits.

Ice Class
Description: Only able to be called in water or ice, this class is made up of penguin variants.
Damage: 80
Hit Points: 180
-Submarine: In the water, a burst of speed is used to crash into its target
-Sleigh Power: On the ice, a burst of speed is used to crash through obstacles.
-Polar to Polar: Aura is released to temporarily stave off the freeze from an ally

Flightless Class
Description: Only able to be called on land, these are the largest yet flightless birds who are praised for their strength and speed (not so much for courage)
Damage: 50
Hit Points: 300
Ability
-Stalking Strike: Vanishes from plain sight sticking to the blind spot of opponents and then strikes for double the damage if hits.
-Speed Burst: Allows the mage to ride on top the familiar and use a spell without having to use magic this only works for spells A-Rank and lower.
-Towing Power: Speed and strength are combined to haul a large amount of weight.

Blood Class
Description: Primarily of bat species, this class of familiar is only found with the most experienced of wizards and have an uncanny ability to steal away a mage's power and transfer it to an ally
Damage: --
Hit Points: 260
Ability:
-Seething Essence: Biting down on the foe, it suck out a small amount (5%) of their magic points
-Giving Essence: Biting on an ally, the amount of stolen magic is doubled and bestowed onto the target ally
-Echo: Produces a high pitched cry that bounces back through the dark and gives a lay out of the familiar of the road ahead.



Aquatic

School Class
Description: Typically under 12in in length, these familiar come in sets of 5-10. More heads doesn't always mean its better than one. Perfect for starters in aquatic magic, they are easy to care for and are the most basic of fish-familiar; most helpful when looking for something in deep water or to distract an enemy.
Damage: 10
Hit Points: 30
Ability:
-Bubble Cloud: Rapid swimming to produce a cloud of tiny bubbles that act as a cover for escape
-Slip: Makes a water spot on the ground below the opponent as they preform a spell will slip and miss using it.
-Water Shot: Spits out water shots from its mouth that alwas are about 3 shots that if hits do 3x the attack damage.

Scale Class
Description: A broad range of single fish familiars under 50lbs (23kg). These fish familiars make for a great first water partner when chosen carefully.
Damage: 35
Hit points: 55
Ability:
-Slip: Makes a water spot on the ground below the opponent as they preform a spell will slip and miss using it.
-Water Shot: Spits out water shots from its mouth that alwas are about 3 shots that if hits do 3x the attack damage.
-Lunge Strike: a simple lunge at the opponent like a quick strike

Barb Class
Description: Specific to poison pinned fish (Puffer, lion, rock...) this class of familiar--although relatively weak--is for a slightly more experienced aquatic mage or tamer since most have a nasty attitude that's almost to rival their venom.
Damage: 35
Hit points: 40
Ability:
-Poison Pin: The familiar slams itself into the target for a 25% chance of poisoning the foe
-Stunning Fish: The familiar slams itself into the target for a 25% chance of paralyzing the foe
-Pin Pop: Spines are shot out a short distance around the familiar

Kite Class
Description: Specific to Rays (Manta, bat, sting...), This class of familiar is for experienced mages and is one of the more durable classes on the lower scale of aquatic familiars. Most appealing is the common use for crossing oceans if the familiar is large enough.
Damage: 50
Hit Points: 85
Ability:
-Swallow Whole: Swallows and negates a B-rank or below spell
-Water Cannon: The familiar opens its mouth and fires off air and water in a sudden burst for damage
-Lunge Strike: a simple lunge at the opponent like a quick strike

Eel Class
Description: Specific to eel-fish, this class of familiar is tiny but mighty. Eels tend to be shy familiars, but once trust is gained and loyalty made, they are fearsome little fighters
Damage: 50
Hit points: 50
Ability:
-Charged Body: an electrical pulse is sent out to stun the enemy for 1 post and deal out damage
-Rock Shelter: getting near to the ground, the enemy attack has its power reduced to 1/2 as the familiar shares the hit with the surrounding ground.
-Venom needles: A quick bite is made, dealing half its normal damage with a 20% chance of poisoning the foe.

Leg Class
Description: Specific to octopus and squid species, this class of familiar is both versatile and deadly, and is therefore not recommended for beginners.
Damage: 40
Hit Points: 60
Ability:
-Kracken: The tentacles use an extreme amount of force to hold on and deal out a steady amount of damage for 3 posts
-Ink: a cloud of ink is sent out of the familiar's body to blind the enemy long enough to escape
-Torpedo: The familiar jets out a small burst of speed to slam into the foe.

Fight Class
Description: Fish familiar between 50-2200lbs (23-1000kg). Only for the most skilled of mages, these aquatic familiars dominate the size charts and power for all fish class familiar.
Damage: 80
Hit Points: 105
Ability:
-Intimidate Stare: The Large fish will simply look at the opponent scaring them into freezing for 1 post not being able to cast any magic.
-Ring Of Death: Circles the opponent causing a whirlpool around the opponent that cuts viability then rushes in for an attack.
-Lunge Strike: a simple lunge at the opponent like a quick strike

Luminous Class
Description: This class of fish familiar, Specific to angler and other light bound fish, is particularly useful when in dark or deep water, having the ability to light the way.
Damage: --
Hit points: 200
Ability:
-Illuminate: Using its own natural light, the surrounding area is lit even in the darkest waters
-Standing Light: Light is left behind for a few second to momentarily blind the target
-Lure: Enemy attacks are drawn to this familiar rather than the intended target

Flipper Class
Description: The aquatic mammals under 2200lbs (1000kg) which can only be used in water. While most are docile, this class of familiar is for expert mages only.
Damage: 100
Hit Points: 200
Ability:
-Drench: Using the water the creature is in will splash the opponent with a blast of water knocking them back with superb damage
-Deflecting Echo: Sends out a screech that can negate a single attack by a mage thats A-Rank or lower and send the attack back at the opponent.
-Water Wave: Creates a wall around the master that can block a A-Rank or below attack




BUGS

Spider Class
Description: All spiders are encased into one class, big or small, and share the same characteristics
Damage: 40
Hit points: 85
Ability:
- Sticky Ooz: This creature spits out a sticky ooz to stop opponent from moving and doing magic for 1 post.
- Sticky Cage: Shoots out a sticky cage that traps an opponent and holds them in place for 2 turns
- Poison Barb: Shoots out a barb of poison that can when hit cause poison damage


Hoover Class
Description: Encasing all butterfly, dragonfly, moth, bee, and firefly species, this class of insects is less useful for fighting but most useful for guidance and scouting.
Damage --
Hit points: 50
Ability:
- Illuminate: The Familiar's body lights up and the surrounding area is lit even in the darkest places
- Standing Light: Light is left behind for a few second to momentarily blind the target
- Transparency: In the same way a moth blends into the bark of a tree, the master will blend with his/her surroundings when in contact with the familiar


Army Class
Description: For all colonized bugs, this familiar is actually made of 10-20 colonized insects (such as ants)
Damage:40
Hit Points: 100
Ability:
- Swarm Reverse: When opponent launches a projectile attack the swarm will form a wind tunnel and redirect it back at the opponent up to A-Rank spells
- Swarm Wall: The swarm will form a wall in front of the mage and block any A-Rank or lower attack.
- Suicide Strike: Entire swarm attacks opponent and kills them selves doing a massive 500 damage to the opponent leaving only 1 of the swarm left over to re produce this use up all ability points.

Chirp Class
Description: Grasshoppers, locusts, crickets, this familiar class is great for beginners and is capable of making soothing sounds during restless times.
Damage: 50
Hit Points: 100
Ability:
- Lullaby: The familiar chimes in soothingly and relaxes the guard of those around it.
- Blight Force: bug bites slowly drain the foe's magic by its base damage
- Hostile Guard: A quick attack that leaves the Familiar vulnerable, but deals double damage if it hits


Armored Class
Description: Beetles, mantises, scorpions, and other armored insects that are ready to take on the fight. This class of Familiar naturally reduces damage done to it by 1/4 thanks to its armor.
Damage: 50
Hit Points: 200
Ability:
- Exoskeleton: Attacks are drawn to the familiar and it's hard body, taking the hit but at 1/2 damage
- Limbs of Fury: Wings, tail, horn, forearm, or other body part is made sharp to attack with 3 quick attacks
- Stinger: Base damage is dealt with a 20% chance of inflicting venom

Stampede Class
Description: Specific to millipedes and centipedes, this class has an unusual fighting style and bitter attitude. Not recommended for beginners.
Damage: 75
Hit Points: 120
Ability:
- Acid Spray: A toxin is sprayed quickly from the body, capable of melting away thin layers of rock and metal.
- Sound Tremble: Using its many legs, it fools the sound waves to mislead the enemy away from its position.
- Sticky Ooz: This creature spits out a sticky ooz to stop opponent from moving and doing magic for 1 post.


Shelled Class
Description: Aquatic "bugs" such as shrimp and crabs, this class can fight well in water--though water is not required to summon or maintain it.
Damage: 60
Hit Points: 200
Ability:
- Water Shot: Spits out water shots from its mouth that alwas are about 3 shots that if hits do 3x the attack damage.
- Frozen Shot: Opens the mouth and shoots out a beam of Ice attacks that can cause freezing damage.
- Exoskeleton: Attacks are drawn to the familiar and it's hard body, taking the hit but at 1/2 damage.




Reptiles

Fortress Class
Description: Specific to turtles and tortoise, this class of reptile is just as capable in water as it is land. They are slow to take order until they become more familiar with their master, and are marveled for their high level of defense and hit capability.
Damage: 40
Hit points: 220
Ability:
- Fortress Body: Tucking into its shell, the familiar only takes 1/3 the damage of an attack
- Castle Gate: Tremendous force is used to make the familiar mobile enough to slam into its target with its hard shell
- Moat Fortress: The defensive ability is moved to protect a nearby ally, taking the damage for them by 1/2

Venom Class
Description:The serpent class of reptile familiars, it is not recommended for beginner mages. Each snake has a potent venom and long, muscular body. Often times, if this familiar senses weakness in its master, it will betray that master.
Damage: 40
Hit Points: 70
Ability:
- Toxic Shock: A bite leaves poison behind in its target, leaving a small bit of damage and letting the aftermath finish it off.
- Strangling Body: The familiar wraps around its foe and squeezes the life from it slowly.
- Devour Whole: Opening its mouth wide, the familiar swallows its prey whole for digestion.

King Class
Description: The largest of reptiles: crocks, gators, monitor lizards... The title of king is not lightly claimed, thus this class should go to more experienced wizards.
Damage: 100
Hit Points: 200
Ability:
- Water Blast: Shoots out a blast of water that's the size of a large truck like a magic spell equal to that of a A-Rank attack.
- Charge Attack: Rushes at the opponent mouth open and attacks this does double damage to the opponent if hits.
- Bad Breath: Spits out a large poisonous gas cloud that can poison opponents.

Glide Class
Description: A pseudo flight-like class of reptiles, their "wings" are brightly colored and able to carry them further than other reptiles per jump.
Damage: 50
Hit Points: 90
Ability:
- Flying Spray: Shoots out small flames from its mouth at an opponent equal to a small fire ball magic spell that's C-Rank.
- Ice Breath: Shoots out small ice chunks from its mouth at an opponent equal to a ice ball magic spell that's C-Rank.
- Thunder Yawn: Shoots out electric bolts from its mouth at an opponent equal to a thunder bolt spell that's C-Rank.

Base Class
Description: The smaller relatives of the King Class, starter mages typically try this class of familiar when looking for a reptile familiar. Light and versatile, they grow loyalty quickly when they see their human companion put in the effort to equal theirs.
Damage: 50
Hit Points: 90
Ability:
- Crook: Launches a massive sound wave that will blast into the ears of the opponent and cause immense pain to ones hearing imoblizing them for 1 post.
- War Call: Makes a noise calling 4 more of its kind to stay around and do battle for 5 posts.
- Dodge Roll: Blows up body with air and avoids attacks for both the familiar and its master.

Wart Class
Description: Specific to frogs and toads, this familiar is flexible with its abilities. A gentle touch is needed to tame this class as they often release toxins when startled.
Damage: 50
Hit Points: 95
Ability:
- Lullaby: The familiar chimes in soothingly and relaxes the guard of those around it.
- Royal Kiss: Prince Charming might be in a frog, but in a familiar it is a healing ability that can reverse status ailments
- Poison Ooz: The familiar is coated with a toxin that will take to the physical hit of its attacker without fail; thus the familiar cannot attack directly

Newt Class
Description: Newts, salamanders, and remaining amphibians and small reptiles,
Damage: 75
Hit Points: 150
Ability:
- Water Shot: Spits out water shots from its mouth that always are about 3 shots that if hits do 3x the attack damage.
- Fire Shot: Spits out small series of fire balls from its mouth (3 shots) that does 3x the damage if it hits
- Mud Shot: Spits out a series of mud balls from its mouth (3 shots) that does 3x the damage if it hits.




Quest Creatures


Manticore
Description: Manticores are blended creatures that have one of many characteristics from their fused parts: bat, lion, scorpion. Though small at birth, they can grow to the size of their large cat predicessors. They will take double damage from light magic
Damage: 175
Hit Points: 500
Ability:
- Seething Essence: Biting down on the foe, it suck out a small amount (5%) of their magic points
- Stinger: Base damage is dealt with a 20% chance of inflicting venom
- Celtic Rights: gains resistance to physical attack by 1/3 the damage

Griffin
Description: Griffins are large creatures the size of a small pony at full growth. They have powerful limbs and are very loyal and prideful, born from fire and hot places. They will take double damage by ice and water magics.
Damage: 175
Hit Points: 500
Ability:
-Power Blast: uses is massive size and strength to physically attack the opponent but instead of attacking with strength it sucks in an opponent's magic and blasts it back at them at the same rank.
-Dive Bomb: charges up and heads for opponent head on doing double its damage if hits.
-Molten shot: A breath of fire is screeched out and has a 40% chance of inflicting burn damage status  

Vivi vampire
Captain

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