BASIC SPELLS »
Inorganic Construction Marii may imagine any inorganic item into existence, giving it the same functions and properties of its man-made counterpart. She may create working cars, delicious food, literature in any language she could think of and be fluent in, etc. The size of her constructs seems to be unlimited. However, it depends on her magical output: What comes in must come out...
1. C Rank Item: Something that is small and easily breakable- is usually handheld. May create 6 items at a time. It has a cool down time of 1 post before it can be made again.
2. B Rank Item: Something that is of average quality, about medium size- nothing substantial. May create 5 items at a time. It has a cool down time of 2 posts before it can be made again.
3. A Rank Item: Something that requires two-handed wielding. Most weapons are at this rank. May create 4 items at a time. It has a cool down time of 3 posts before it can be made again.
4. S Rank Item: Exceptionally crafted, is rather large (Something like a vehicle). May create 3 items at a time. It has a cool down time of 4 posts before it can be made again.
5. Ace Rank Item: Near-perfection in craftsmanship. It is notably large (About half a football field). May create 2 items at a time. It has a cool down time of 5 posts before it can be made again.
6. Guild Master Item: Perfected in craftsmanship. It is about the size of a football field. May create 1 item at a time. It has a cool down time of 6 posts before it can be made again.
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Sentinel: Michael Fashioned from Marii's imagination, Michael takes the form of two golden cherubs with spiraled wings for heads. In their hands is a metallic-lid with an emerald eye in the center. The dimensions of the hole are 4ft in circumference/ 8ft in diameter. This automaton has no purpose in offensive tactics. Instead, its specialty is in teleportation. A little known fact to those unfamiliar with the spell: There are always two Sentinel: Michaels what are summoned. One is summoned close to Marii while the other is summoned in an area that Marii can think of. It must be emphasized that the area must be a place Marii can visualize, a place no farther than 1 mile from Marii. Each Michael automaton place down their lids onto the floor and remove the lid after. This causes a small portal to appear on the ground, a portal that Marii may go through. After going through one portal, Marii may pop out the other. The portal vanishes once Marii (Or whoever) goes through them once. Only one person at a time may go through the portal.
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Golden Shield After reciting the incantation, the user transforms their left hand into a large golden shield.
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Ghosts of Brittia The user sends out a wave of ghost-like entities, which envelop and immobilize the target.
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Sacred Guardian Beast: Belfast the Hurricane The caster creates a giant, black creature, similar to a Wyvern, from their imagination.
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Lilith Fashioned from Marii's imagination, these six floating mouths act like a school of piranhas. Upon Marii's command, the Lilith automatons may float towards their target and begin to violently maul them. If Riho is within the premises, they will attack whoever harms her. They may travel up to 100ft away from Marii and may remain active for a total of five posts before they vanish.
ADVANCED SPELLS »
Sentinel: Uriel An inorganic construct imagined by Marii, Uriel takes the form of a pile of infants gliding on a pair of feathered wings. The automaton stands at 8'0" and is seemingly weightless. It possesses a fleshy texture, yet it produces a distinct 'clink' sound when struck, similar to porcelain. Despite its appearance, it is quite durable. Uriel's main ability is its launching mechanism. The five infants that make up Uriel can throw golden orbs at their target. These orbs can be thrown at the standard distance of a handgun bullet, meaning that it may travel up to 2200 meters away from the launch point. Upon contact, the orbs explode into a concussive blow that also delivers a bright light. The size and damage of the explosion as well as the brightness of the light depends on the size of the orb thrown. Five orbs may be thrown at a time...
** The longest this automaton can remain active for is ten posts.
1. Tennis Ball Sized: Causes an explosion that scales 10ft away from the landing point. The damage of the blow and brightness of the light is ranked as C.
This means that there is little to no damage, and is more-so seen as a distraction. However, this would prove cumbersome for C Rank mages.
There is a cool down of 1 post before they can fire another orb.
2. Softball Sized: Causes an explosion that scales 20ft away from the landing point. The damage of the blow and brightness of the light is ranked as B.
This means that there is minor damage and brightness. B Rank mages and below would have some difficulty.
There is a cool down of 2 posts before they can fire another orb.
3. Basketball Sized: Causes an explosion that scales 40ft away from the landing point. The damage of the blow and brightness of the light is ranked as A.
This means that there is moderate damage and brightness. A Rank mages and below would be in for a hard time.
There is a cool down of 4 posts before they can fire another orb.
4. Beach Ball Sized: Causes an explosion that scales 80ft away from the landing point. The damage of the blow and brightness of the light is ranked as S.
This means that there is severe damage and brightness. S Rank mages and below would be dearly injured.
There is a cool down of 8 posts before they can fire another orb.
The infants may also fuse their orbs to make stronger explosions...
1. Every two-ball combination: Results are multiplied by 2 and damage letter ranking goes up by 1.
The cool down goes up by 1.
2. Every three-ball combination: Results are multiplied by 3 and damage letter ranking goes up by 2.
The cool down goes up by 2.
3. Every four-ball combination: Results are multiplied by 4 and damage letter ranking goes up by 3.
The cool down goes up by 3.
4. Every five-ball combination: Results are multiplied by 5 and damage letter ranking goes up by 4.
The cool down goes up by 4.
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Blessed Virgin An inorganic construct imagined by Marii, The Blessed Virgin takes the image of a beautiful porcelain woman standing above a safe-box and the headless body of a winged cherub. The automaton stands at 6'0" and is seemingly weightless. It possesses a smooth texture, like silk. There is no distinct sound that it makes when it is struck. Despite its appearance, it is quite durable. Once it is summoned, the cherub's stomach will begin to inflate per post. Upon Marii's command, the cross on the safe-box will twist to the right, like a valve. This triggers The Blessed Virgin's mouth to open until it unhinges, thus releasing a powerful screech from the very pit of the cherub's stomach. The longer the cherub holds in the screams, the more powerful the attack...
** The longest this automaton can remain active for is nine posts.
1 post of holding in: A-Rank level screams. They can be heard a quarter of a mile away, but are most potent at 200 meters away. The screams linger for 2 posts or until canceled.
2 posts of holding in: S-Rank level screams. They can be heard half a mile away, but are most potent at 400 meters away. The screams linger for 3 posts or until canceled.
3 posts of holding in: Ace-Rank level screams. They can be heard one-third a mile away, but are most potent at 600 meters away. The screams linger for 4 posts or until canceled.
4 posts of holding in (MAX): Guild Master level screams. They can be heard a mile away, but are most potent at 800 meters away. The screams linger for 5 posts or until canceled.
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Sentinel: Gabriel An inorganic construct imagined by Marii, Gabriel takes the form of many upper bodies to form the entirety of the construct: They fashion the arms, chest, wings and glowing beacon. All of these upper bodies have halos levitating from the crown of their heads. The texture of the automaton is coarse like concrete, and it seems to produce a harsh 'clash' sound when struck, similar to something breaking glass. It stands at 10 ft high and 20 ft wide. Despite its large size, it is not an offensive automaton. In fact, its main ability is to heal others. From the glowing beacon on its head, Gabriel can release holy energy in the form of glistening rain that lands on targets within 50 ft of it. The longer someone is within the glistening rain, the more they are healed both physically and mentally. Before releasing its healing rain, the automaton produces a harsh whistle that can be heard around the nearest 100ft. However, it is not as lethal as the Bless Virgin's shrills. The healing rain only seems to have an effect on those with a pure heart, which makes it difficult for the automaton to heal a large group of people. Even if someone is not a dark mage, their corrupt actions could prevent them from being healed. In order to be healed, the people or person in question must atone for their sins.
** The longest this automaton can remain active for is five posts.
1 post in the healing rain: C Rank wounds are healed, such as superficial wounds.
2 posts in the healing rain: B Rank wounds are healed, such as minor wounds.
3 posts in the healing rain: A Rank wounds are healed, such as moderate wounds.
4 posts in the healing rain: S Rank wounds are healed, such as severe wounds.
5 posts in the healing rain: Fatal wounds are healed.
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Judas An inorganic construct imagined by Marii, Judas is a lanky automaton sporting two faces on one head. One head seems to be panting in rage while the other is moaning in duress. Both faces are shielded by ropes wrapped around their eyes. This same rope is used to bind their hands into place. Its torso is held together by a thick red cord. When its torso is struck, the cord becomes undone, pouring out the oily contents of the automaton's innards. Judas stands at 7'0" and weights at 50 lbs. Judas' role is to play as a flesh shield to Riho. All injuries and pain Riho feels is transferred to him, which unfortunately leaves Judas in a constant state of dread and depression. The number of hits Judas can take are as followed...
C Rank: 30 hits
B Rank: 25 hits
A Rank: 20 hits
S Rank: 15 hits
Ace Rank: 10 hits
Guild Master: 5 hits
Above: 1 hit
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Sentinel: Dina An inorganic construct imagined by Marii, Dina takes the form of a bare white face with closed mouth and eyes. Its pieces are shattered into perfect squares which seems to levitate some centimeters from the actual face, which is coarse-yet-sticky underneath the assumed white mask. Adoring the face are 3 ft ornaments that glisten in the sun. It is constantly levitating from the ground, always producing a distinct 'buzz.' When struck, pieces of the mask will shatter, revealing a disturbing
persona underneath. Dina temporarily plays the role of a shield up until all the pieces if its face falls off. Once its true face is bare, Dina will cast a triggered-spell: Dark Écriture: Fear. However, it requires the target to look at Dina in its hole-less eyes for the spell to be triggered.
Dark Écriture: Fear- the user will slowly force the opponent to lose courage, breaking their will to fight and causing them uncontrollable fear of death. Not even Marii is capable of looking at the automaton's face without suffering the effects of her own spell.
** The longest this automaton can remain active for is two posts after its face is revealed.
C Rank Mages affected by the spell: Are shaken for 8 posts.
B Rank Mages affected by the spell: Are shaken for 7 posts.
A Rank Mages affected by the spell: Are shaken for 6 posts.
S Rank Mages affected by the spell: Are shaken for 5 posts.
Ace Rank Mages affected by the spell: Are shaken for 4 posts.
Guild Masters affected by the spell: Are shaken for 3 posts.
Saints affected by the spell: Are shaken for 2 posts.
Ascendants affected by the spell: Are shaken for 1 post.
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Sentinel: Metatron Fashioned after Marii's imagination, this automaton takes a form similar to the "Blessed Virgin." However, the two female heads are what make the automaton's arms. This particular automaton is capable of manipulating crash magic. Notably, it may use the
Crushing Evil, Spreading the Truth: Absolute Heaven Spell. Unfortunately, it may only use this spell once per arm, as its limbs will need to recharge after being used. It takes a total of three posts to recharge its arm before it can use the spell again on that limb. It is also proficient in martial arms hand techniques, and makes for an exceptional "Body guard."
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Sacred Guardian Beast: Belcusas the Thunderclap An enormous, heavily-armored, and physically powerful creature that the user imagines into existence to fight on their behalf. It is strong enough to withstand Evergreen's Fairy Machine Gun: Leprechaun and Elfman's Beast Soul without sustaining any visible damage.
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Jet Black Sword After reciting the incantation, the user transform their right arm into a claw-like sword which is capable of extending itself over long distances. It supposedly can cut through anything.
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Tower of Dingir The user conjures a massive tower that rises out of the ground, immobilizing and dragging their opponents with it in the process. After a short duration, the entire tower explodes, creating a devastating shock-wave that can be felt and heard from miles away. One single use was powerful enough to defeat both Elfman Strauss and Evergreen.