Zodiac is a Superior Element Class wielded by Cael Stellaris, originally born with a Zodiac Element and having eventually mastered all 12 Zodiac Arts. She is an old member of the Elementalist Club and possessed the Zodiac Witch, Zoidion. Some of it's arts have their own unique color palette. It's medal depicts a constellation of stars that symbolizes their corresponding Zodiacs: Taurus, Sagittarius, Gemini and Aquarius.
Zodiac Element is capable of summoning the Zodiacs or using their power to the user's advantage and it provides almost every spell type you need, but each art has it's own spells, role and style. Because of that, it is much likely closer to a Superelement, due to being difficult to master with it's overwhelming set of spells and ability to switch from over 12 Zodiac Arts.
This Class costs 2500 Coins, but after completing Episode 1, it will automatically unlock. You will only have 2 Zodiac Arts after unlock (Which are Taurus and Aquarius), but you can learn the 10 remaining Zodiac Arts by completing their corresponding guardians or paying 250 Coins for each. In order to buy the Class with Coins, you must fuse Space and Spirit together. One secret art can be found somewhere around the Gorgon's Temple itself.
Summary[]
Zodiac Element is considered very powerful and a celestial force to be reckoned with due it's power revolving around all the Zodiac Guardians. It has served them for many purposes and represents each Zodiac Art and how it plays. It also has an ability to summon their powerful Zodiac Guardians to their side and unleash their powers upon attackers. Each Art gives you the power of it's guardian, serving them their own role to fight against odds, as well as the ability to summon Spatial Spirits and even their Zodiac Guardians. You can improve it's celestial powers and even contact the guardians via Constellation Belt.
Strengths[]
Elemental[]
- Luck and Psychic Element spells can be predicted by a split-second future image when they are about to hit the user by using Gemini's Passive, allowing the user to instantly dodge away by automatically using an extra dash to escape their paths and leaving an explosive clone to chase the attacker.
Tactical[]
- Has almost every spell type you need.
- Each Zodiac Art has it's own role, giving you a strong strategic start either support, defense or offense.
- Some spells are already considered broken and overpowered when followed by it's proper role.
Weaknesses[]
Elemental[]
- Zodiac spells dissolve upon contact with Void, Nightmare, Monster, Sin, Evil and Lunar spells.
- In Lunar's case, Imisélinos's spells will dissolve Zodiac spells upon contact and corrupting it into an eclipsed spell, dealing lunaric damage back to it's caster instead, but that counter will not work against Leo's spells.
- However, Virgo's passive will clear out Evil and Sin's weakness.
- Zodiac and Sidera spells create a reaction named "Supernova" upon contact with Ice and Absolute-Zero spells, causing a massive stellar explosion, covering 15 studs dealing 450 damage each explosion.
- Same as the weakness above, Capricorn's passive will clear out Ice's weakness.
Tactical[]
- This element is probably, the most hardest element to ever master out of any element.
- Switching arts would take longer and longer, every time you switch.
Origins of Element[]
Ever since the birth of civilization, not long before Astromony was invented, Zodiac Magic was discovered by the astrologist somewhere around the deserts of Ishrela, by at the time, the astrologist had drawn the map of the stellar skies out of what they saw, but what they never knew is that there was once a lost civilization between these skies, there was once the guardians who guarded the planet within twelve gates of the starry skies and fulfilling their duties to protect humanity from many disasters and to identify the personality of the souls and deciding their luck, They were called the 12 Zodiac Guardians, each guardian has it's own personality and their own homeland before it was invaded by Luciferio's Legion and the new invading dwellers from the Kingdom of Paradiso. The energetic lamb : Aries, The musclehead bull : Taurus, The dastardly twins : Gemini, The impatient crab : Cancer, The proud lion : Leo, The purehearted maiden : Virgo, The wise judge : Libra, The deadly scorpion : Scorpio, The adventurous centaur : Sagittarius, The caring goat : Capricorn, The intelligent mermaid : Aquarius, And the calm fishmen brothers : Pisces. Together these guardians had an eternal mission to protect the 12 Kingdoms of Ishrela from the darkened hateful thoughts from Luciferio, It was until the Ruler of Paradiso brought ruin to it's kingdoms and purge this civilization from their guardians and built his own kingdom from it's highest places and protect humanity with all of it's magic. However, they are other guardians who fought for their side and protected it's own in a millenium ago before the civilization was lost and the original 12 came to light. The slayer of Medusa : Perseus, The great hunter : Orion, The septuplet sisters : Pleiades, The crooked chariot : Auriga and the diligent triangle : Triangulum.
To learn it's magic, the learner will need to learn Spirit Element by channeling their rigorous energy to create their own spirit to imitate the soul to the Zodiac Guardians, then the learner will also have to study Space Element to channel it's spatial energy to manipulate it's celestial powers and unlocking it's gates towards their celestial skies allowing to learn the 12 unique and Zodiac Arts master them. Although the use of astromony became quitely common throughout into the middle ages, mostly studied and practiced by diviners in Ishrela and some of the astrologist in the desert of Sahra, and some of their Zodiac Guardians differ from each world. But the highest practice of this kind of magic from astrologist is from the deserts of Ramil Caliphate. However it was also condemned by some of the pious scholars but most didn't and some of the astrologist from different worlds and arts had joined the army as Astromancers.
In order to search it's gates location and it's opening time, each astrologist who like to study the Zodiac Arts and it's horoscope has to use 3 tools to opens it's gates and either visit through it's lost civilization or summoning a guardian for training aid. First, in order to find it's location of the gate from the skies, they have to use the Astrolabe to identify it's location of the celestial gate, Second, they used the Ephemeris in order find it's landing or opening point and lastly to identify it's date opening time, they used the Dustboard. Once this procedure is done, they either pack themselves and travel to it's location for training or visit here and ask for it's aid from their nation or luck from the guardian itself and it was nearly commonly used or practice it's element from the late middle ages. Zodiac Magic was only mastered by the few, some only mastered few of it's arts, others are highly trained mostly the astrologist from the Zodiac Council, while some had fully mastered all of it's arts. One such mage was Cael Stellaris.
By dawn of exploration age, the Caliphate of Ramil had become a defensive powerhouse, not only because of the desert mamelukes, it is because of the Zodiac Guardians's aid by their disciples of the Astrology Cult, Their disciples had an ability to perform most of it's destructive spells for all purposes, they can easily predict the futures of the inevitable fate from the diviners and fortune tellers with ease from Gemini's help and purged most of their Dark, Evil and Sinful forces of Luciferio with the help of the purehearted princess and their proudly prince. However they had some weaknesses to encounter unlike any darker evil elements, Void was made to devour all light of the imagination made by the wickedly corrupted humans and both astrologist to studied the Zodiac Magic and the are condemned by the Ruler of Paradiso to be devoured by the Void for cheating to see it's future and to be an aid to their corrupted imagination and inevitably devouring their into ruin and none of the astrologist know how tragic was their civilization's downfall.
However, there is another weakness discovered by the astrologist from Sahra, that the stars from the Constellation Belt explode into "Supernova" when stars had cooldown too much for the Star to handle such temperatures, wondering that it would be the same fate as the Zodiac Magic and cause of their downfall. Due to the supernova explosion, It gave birth to the new element : Nebula, or otherwise it would turn them into black star of Void or it was called the Black Hole. As soon as they discovered the weakness, they manage to report it to council and started to discuss with each other in order to counter this weakness for decades after centuries. They managed to find a way unlock all 65 constellation gates and call an aid from the 12 Zodiac Guardians, Ophichius herself included to unite them against the incoming threat which will soon emerge into a world war. During that era, and author from the Zodiac Council decided to make a book of which it contains the entirity of Zodiac Magic, which includes the knowledge of opening it's constellation gates, learning it's spatial magic to summon your own spirit and their arts from the Zodiac Guardians, and it is called the "Uranometria", which is a sacred book from the council and it must be kept secret only Zodiac Council to the and almost the entirity of the caliphate from the treacherous outside world and from the corruption of Superbius.
And so the modern era came and the world war will soon begin and Superbius had plans to conquer the world, while the council had establish plans to go to space, find the lost civilization's whereabout's and search for the creator of the Zodiac Guardians and the celestial warriors of her own kingdom herself, Zoidion to finally call an aid from an ultimate help against this worldly threat. Two centuries after the sacred Uranometria was published, The Caliphate of Ramil began to advance it's technology, thanks to the council's help as they're about to build a space shuttle that travels towards the lost civlization at the same time they're own war against Superbius' armies to defend their homeland ever since that this caliphate became a first target of her conquest before the rest of the world, due to the coalition between the ambitious two Superbius and Cyrius to launch a continous crusade to conquer the entire Sahra desert, and the war continue to fuel for decades and lost few of their territories against the overpowered pride of Superbius and still manage to fight back and made their first in their own history and their own space shuttle to launch into the starries skies to search for the lost civilization and asks for Zoidion's aid after made so many sacrifices to defend the caliphate.
And now the present era has come, the conquest is still going and the space shuttle from the Caliphate of Ramil is already travelling to space towards the lost civilization, Superbius sees this as a close sign of the inevitable defeat, as she began to launch a full scale attack to finish conquering the caliphate straight to the capital with sheer force, even if she lose too many of her forces with or without Cyrius' help. Meanwhile, in space, the batch of elite students from the Zodiac Council had travelled towards the space managed to reach towards the far side of the moon when the ruined remains of the this civilization was first discovered, knowing that the council said that this lost civilization was a multi-planet civilization far away across the galaxy knowing that the Guardian's Gate might be the fastest way to get there but only to have cost the entire mana for something foolishly impatient enough to foolishly venture through space without proper studying and knowing it's caster's limits and may suffer without breathing air. So as the space shuttle travels towards the farside to request for Zoidion's aid, so does as Superbius trying to finish what she started, to conquer the Sahra desert and managed to erase most of the countries and tribes under her foot and made vassal out of it's allies and even give Cyrius some territory, some are from Ifrit, before invading the primal six witches. Meanwhile, in space, a month after the landing farside of the moon, they discover a ruined village and a shattered portal, which traces an another weakness for this magic as soon as they were ambushed: Lunar, this ruling element had it's strange powers to corrupt any Zodiac Guardians and it's powers under the eclipsed moon. Due to this Imbalanced Element: Imisélinos, It's corrupted crescent-shaped moons will slash through the strongest of it's warriors, eclipsing it with it's black energy, turning them into it's eclipsed form, allowing it turn against them. As soon as they encountered these kinds of soldiers, almost all of their crew are dead due to it's strange unknown weakness and still managed to escape with only a single crew few days later, but as soon as they tried to report back to the council via telepathy, the council decided to continue the exploration, even if it was only a single crew left onboard knowing even if they were to return, they would never had a chance to ever wander back into space. As the caliphate was nearly about to be conquered by the onslaught of powerful demonic armies of Superbius, along with the coalition with Casillius.
And so the future came after a few decades later, the conquest of the Ramil Caliphate has been managed to put into a cease against the onslaught of demonic armies with the help of Zodiac Guardians, despite that they lost so many cities to the demons, leaving only a few territories left to conquer and barely survived to conquest hoping for the crew to return with the witch's aid to finally break free with an epic comeback and the only crewmate left wandering in space is a man who goes by the name "Arcelodeus" practically the only strongest elite scholar left on the Zodiac Council and probably the last hope of the caliphate, journeying around the space alone, hoping to find the Zodiac Witch's whereabouts. As Superbius had plans to conquer the world in the end of the final war against the Ruler of Paradiso himself, due to her overwhelming casualties of her armies, she decided to let her armies rest and retrain and recruit more demonic armies as well as retraining herself, as she is about to be prepared for the final war against his mighty judgement of angelic armies known as the "War of the End" which will brought an end to the corruption of his creation, and she still lost the final battle at the end of the war, leaving only the caliphate and the council to decided the fate of the old humanity, managed to reclaim some territories after the fall of Superbius, now to face the final wrath against the heavenly armies of Paradiso itself for the Ruler of Paradiso to erase to all civilizations around the entire planet, leaving no one to escape the Ruler's Judgement, and the battle lasted for 2 years, now with Arcelodeus returned with the Zoidion's aid, brought her mighty celestial wrath against their heavenly opponents, only to stall time for Arcelodeus to tell their own citizens to flee towards on space with her mighty space called thr "Astrikós Diastimatos" to search for a new planet to live under her rule and successfully managed to escape and repel the angelic armies from harming the fleeing citizens while Zoidion and those are the most loyal to the caliphate itself shall remain to fulfill their last duty as a witch and soldiier to defend their fleeing citizens, knowing that this old world has already come to an end. As the council now managed to flee and lived under the new age on their new planet to live on. Until Zoidion's power had been suceeded by Cael Stellaris.
Spells[]
Zone | Response |
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Passive/Gimmick | 12 Gates of the Night Sky (夜空の12の門/Yozora no 12 no mon) |
Spell Type | Gimmick |
Spell Description | "Giving each powers from every Zodiac Guardian" |
Spell Info | The caster is allowed to switch from over 12 (+1 secret spells) Zodiac Arts, each having 3 spells and their own passives and Ultimate spells, totaling at 36 (+3 secret spells) switchable spells. Switching Zodiacs has cooldown of 50 seconds before you can switch again, which increases by 7 every time you switch, with a maximum of 120 seconds.
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Ultimate Spell | Zodiac Guardian's Wrath (干支の守護者の怒り/Eto no gādian no ikari) |
Spell Type | Ultimate |
Spell Description | "Unleashes the wrath of every chosen guardian, revealing their true forms and unleashing their ultimate destruction" |
Spell Info | The caster will summon their guardian for each zodiac art and perform their own ultimates for a while until the spell ends.
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Zodiakos is the Imbalanced Element of Zodiac itself. This type of Imbalanced Element does not add any new Zodiac Arts, but rather adds 1 more spell, 1 ultimate and 1 passive to each Art, as well as allowing the Zodiac Guardians to fight by the wielder's side. Its color palette is the same as the standard Zodiac magic. Its emblem would depict a constellation of Orion. Activated by acquiring 300% rage while using another Zodiac Element.
Zone | Response |
---|---|
Passive/Gimmick | Starry Skies (スターリースカイ/Sutārīsukai) |
Spell Type | Gimmick |
Spell Description | "Summons a Zodiac Guardian to fight for your side" |
Spell Info | Disables any given passives from the summoned guardian until duration expiration, except their own spells, Summons a guardian on your side every 10 minutes, to either attack, support or defend against any players within 15 studs, and also uses their own spells from their own style, except their ult, and each Zodiac Guardian has it's own time limit, when they will stay defending your side, and you cannot use the same guardian until for 10 minutes. You can summon any guardian by pressing the #6 key
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Ultimate Spell | Zoidion's Ultimate Wish (#######の究極の願い/Zoidion urutimeito u~isshu) |
Spell Type | Ultimate |
Spell Description | "Chants an ultimate wish from the Zodiac Witch, Zoidion" |
Spell Info | You bend you knees, and channel a huge amount of celestial energy and wish for hope with an automatic dialougue above your head "Upon the 12 Gates of the Night Sky, you created the guardians from the stars of your brilliant imagination, I shall now ask for my wish as you hear my call, Zoidion!", and the gigantic celestial gate opens from the sky, and calls out for her help.
''What is your wish, my little friend?'' "Grant me your greatest aid, as the encroaching darkness has attacked my friends, unleash the power of your 88 guardians of the celestial heavens against the evils of this world, let them perish from the sight of my allies!" You've wished for my greatest help for your friends?, Very Well As you completes your encantation, Zoidion descended down from her gate and unleash the strongest celestial beam, that it's so wide that covers over 25 studs, dealing 10 damage per 0.01 seconds, the player is also free to move, attack and cast spells after the encantation, and also allowed to move the celestial beam by clicking in any location, and this ultimate chaneling spell lasts for 10 seconds.
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Astralis is the Imbalanced Element of Astral. It provides the ability to summon spirits from beyond the skies to the wielder's aid and, at full potential, control the entire astral plane and project their own soul to the plane of reality. Its color palette consists of spiritual blue and white. Its emblem would depict a spirit walking outside the human body. Activated by using Zodiac's original ultimate more than 8 times while sustaining 20-5% HP and 200% rage.
Zone | Response |
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Passive/Gimmick | Astral Projection (Asutorarupurojekushon/アストラルプロジェクション) |
Spell Type | Passive |
Spell Description | "Summons a Spatial Spirit to cast destructive spatial elemental spells" |
Spell Info | Creates a Spatial Spirit, to fight for your own side that cast any spatial element spells for 5 minutes before disappearing and reappers again after for another 2 minutes : Space, Star, Lunar, Sun, Cosmic, Universe, Black Hole, Galaxy and Dimension, including it's subelements, increasing these spell's ability power by 150%, except that it doesn't use Ultimates. |
Spell 1 | Orion's Bow (Orionbou/オリオンボウ) |
Spell Type | Projectile |
Spell Description | "Summons the great hunter to unleash a destructive celestial arrow towards the lands" |
Spell Info | Summons Orion, charging around for a perfect aim by 3-12 seconds "Unlike from the unlimited time charge from Sagittarius' Bow", giving the player a target reticle allowing it to aim properly before launching a devastating celestial arrow to it's desired location, exploding upon impact on 30 studs, dealing 500 damage (Increased by 50 per second) and blinding their screens with ultraviolet light and the archer disappears after firing.
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Spell 2 | Celestial Connection (Tentai no tsunagari/天体のつながり) |
Spell Type | Multi-Projectile |
Spell Description | "Creates a chains of connecting constellation of stars" |
Spell Info | Creates a chain of 24 stars which is 4x times the quantity of Constellation Chain, followed by the mouse cursor or spamming anywhere, and each star differs in size from 5 studs to 12 studs randomly by chance, increasing it's damage by +25 per +1 stud size, the connecting star deals 250 damage each, if any opponents are getting in its way, before firing all connected star to it's desired location, dealing 100-275 damage each.
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Spell 3 | Ursa's Roar (Urusa no hōkō/ウルサの咆哮) |
Spell Type | AoE/Summon |
Spell Description | "Lets out a loud roar that calls a spiritual bear" |
Spell Info | You roar loudly out of it, knocking everyone away from you, within 20 studs, dealing 375 damage, automically cancelling every channeling spells except Ultimates and calling a spirit bear from the skies above the celestial gates, attacking all opponents within it's sight and fighting for your side, perform 2 of it's moves for 60 seconds before disappearing back to it's spirit realm. It has +15000 HP, +250 damage and +50 Defense, but -75% Attack Speed.
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Spell 4 | Guardian's Gate (Gādianzugēto/ガーディアンズゲート) |
Spell Type | Transportation |
Spell Description | "Opens up a deadly wormhole that travels towards everywhere and explodes upon closure" |
Spell Info | The caster turns into white orb and charges itself with a brighter glow for 3.75 seconds, before opening a huge wormhole that suck any opponents within 15 studs, so fast that they won't be able to escape, exploding the wormhole, dealing 575 damage to all opponents hit and teleporting itself toward the cursor's location with 45 studs, leaving a wide spatial beam that deals 300 damage to all opponents in the way and exploding on 30 studs, dealing 750 final damage to all opponents within the explosion.
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Ultimate Spell | Orion's Wrath (Orion no ikari/オリオンの怒り) |
Spell Type | Ultimate |
Spell Description | "Calls an aid from Zoidion to summon the greatest hunter from the skies" |
Spell Info | The casts off a greater celestial energy to call an aid from Zoidion, to summon the great hunter himself "Orion". As he descends from the celestial skies, he bashes the earth with his club, knocking everyone airbone with a huge expanding shockwave within 40 studs, dealing 150 initial damage, before he calls the heavens to shoot down 15 gigantic celestial arrows around him before crashing down on the ground, allowing the player to control him while the caster grants invulnerability during the cast, the celestrial arrows deals 200 damage to all opponents hit within it's crash. It grants much of it's special moves, +10000 HP, +150 Ability Power, and +100 Defense to the player itself and the spell lasts for 30 seconds before crashing it's sword and explodes on a brilliant light for 45 studs, dealing 2500 damage.
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Sidera is the Imbalanced Element of Constellation. It has the ability to open and travel through the guardians' gates via a celestial wormhole and create the wielder's own Zodiac Guardian by creating and connecting the stars or wormholes, making it an extremely tricky traveler to be an Imbalanced Element. Its color palette consists of magenta, light pink and white. Its emblem would depict a group of stars connecting to one another, creating a picture. Activated by reducing all Zodiac Arts' skill cooldowns, including the original Zodiac passive, by 80% in any way possible (Items, buffs or skills) and constantly switch over all 12 Arts 5 times each.
Zone | Response |
---|---|
Passive/Gimmick | Starry Connection (Sutārīkonekushon/スターリーコネクション) |
Spell Type | Passive/Gimmick |
Spell Description | "Gives off your white body a glimmering glow that allows you to create stars and connecting them" |
Spell Info | Automically gives off a caster a white glimmering glow that allows you to create small white glowing star by holding the V button for 1.5 seconds by up to 25 of the existing stars, should anyone could come closer to these star than 7.5 studs nearby, then it will automically explode between it's 10 stud radius, dealing 45 damage each and if any of these little stars got hit by Ice and Absolute-Zero spells, then it will trigger a Supernova reaction.
These white little stars can be connected with the other star by only 2 directions, by clicking a star, you would be given a light pink glow that allows you to connect with another star "Via clicking on the another star", thus creating a white beam from 1st selected star connecting to the other selected star, allowing you to do some crazy moves or some incredible chains reactions, should an enemy walk closer to the star and explodes, the connection breaks with the other connecting stars. If a connected star was hit by Ice and Absolute-Zero spells, then it would trigger a chain reaction of Supernovas, exploding from all connected stars, starting from it's closest star to the farthest.
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Spell 1 | Stellar Guardian (Suteragādian/ステラガーディアン) |
Spell Type | Multi-Projectile/Summon |
Spell Description | "Combines all stars to summon a stellar guardian that fights for the cosmos" |
Spell Info | The caster claps it's hands with a glowing white explosion, dealing 120 damage in the initial explosion, launching all stars "Connected or Not" together it into a single attack before exploding into it's desired location and summons a stellar guardian made out of those white stars, that fights for your side unleashes the mighty power of cosmos for 7.5-20 seconds (+0.125 seconds per star) before unleashing a final cosmic explosion, dealing 450 final damage. It stats are based on how much stars your have in store. It has 250 HP (6250 HP on maximum/+250 per star), 2 Defense (50 on maximum/+2 per star), 20 Damage per attack (500 on maximum per attack/+20 per star).
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Spell 2 | Stellar Chain (Suterachēn/ステラチェーン) |
Spell Type | Projectile |
Spell Description | "Shoota a glowing star that travels either straightfoward or through connected stars." |
Spell Info | The caster holds it's hands and glows for a 4 second charge, growing it's size, increasing it's damage by 15 per 0.1 seconds, and +2 studs travelled per 0.25 seconds, before launching it forward, travelling straightward up to 20 studs + 2 studs travelled per 0.25 seconds charged before exploding on 35 studs, dealing 150 damage +15 per 0.1 seconds charged to all opponents hit by the explosion. If a star hits another star that it's connected to other stars, then the connected star who was hit first will open a wormhole for the incoming star to absorb it before letting it travel towards other stars before exiting away to the last connected star, travelling on it's last connected path until it reaches it's final destination or making an enemy or wall contact.
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Spell 3 | Orbital Star Shield (Ōbitarusutāshīrudo/オービタルスターシールド) |
Spell Type | Shield |
Spell Description | "Surround yourself with an orbit of stars that defends you from any incoming projectiles." |
Spell Info | The caster channels off a white glow from the Starry Connection spell that pulls all white stars within 25 studs "The spell will likely won't work if there are no nearby stars", and forms an orbital shields that defends you from any incoming projectiles or enemies for 15 seconds before exploding all stars, giving them a pink-yellowish glow, damage all opponents that come with it and destroys all incoming projectiles, except Void, Ice and Absolute-Zero spells.
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Spell 4 | Nebulae Cluster (Seiun kurasutā/星雲クラスター) |
Spell Type | Transportation |
Spell Description | "Dashes forwardly to create a cluster of colorful stars that releases Nebulae Clouds." |
Spell Info | The caster charges off rainbow aura for 6 seconds before dashing towards the closest star within 15 studs, opening a wormhole along with it before tranporting himself towards 6-12 stars, leaving them to cause a "Supernova" reaction after closing it's gates, releasing a 17-stud nebulae cloud along with it that slows the movement speed by 45%, decreases the ability power, defense and damage by 25%. If there are no stars nearby then the caster dashes straightly for 20-32 studs with a rainbow glow, dealing 750 damages along the way and knocking them airborne, and releasing nebulae clouds alongs it's path.
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Ultimate Spell | Celestial Arc Beam (Seresutiaruākubīmu/セレスティアルアークビーム) |
Spell Type | Ultimate |
Spell Description | "Calls every single star on the map into to unleash a powerful celestial beam and a deadly shower of stars." |
Spell Info | The caster holds it's place before floating itself towards the skies and calls every single stars in the existence into the center of the caster's location forming a circular position along with it and the stars glowing up in size and glowing the caster's soul with greater starlight for 3 seconds, increasing it's nova size and explosion damage by 150%, before firing off a powerful celestial beam to the ground for 15 seconds, dealing 100 damage per 0.5 seconds to all opponents hit, dealing up to 3000 damages, while dropping extremely large stars to it's location every 0.75 seconds, exploding upon impact for 36-studs, dealing 500 damage each. At the end of this ultimate spell, The caster fires off an extremely powerful celestial beam that cover over 50 studs wide, dealing 1500 final damages to opponents who where hit at the final attack.
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Zodiac Arts[]
Zone | Response |
---|---|
Spell 1 | Wool Bombs (Uru bakudan/ウー爆弾) |
Spell Type | Multi-Projectile |
Spell Description | "Launches a barrage of drowsy wool bombs" |
Spell Info | The caster charges and creates a large amount of wool for 3 seconds before launching it and splitting into 18-27 wool bombs, through different directions, dealing 100-125 damage each, and releases a drowsy gas that causes the enemy to sleep for 3 seconds after taking 9 hits, cancelling their channeling spells and preventing the player from moving for a while.
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Spell 2 | Fluffy Wall (Fuwafuwa no kabe/ふわふわの壁) |
Spell Type | Defensive |
Spell Description | "Creates a wall of fluffy wool that protects the caster and it's allies" |
Spell Info | The caster creates a horizontal wall of fluffy wool, that bounces solid projectiles back to it's direction, making it damageable to the attacking caster for 60 seconds, enemies to caught in the wool wall during casting, they will be automatically bounced away once hit from the wool wall and deals 150 damage each, and giving them a Drowsiness buff for 6 seconds that slows down all of it's victim's stats by 40% and turning them asleep after the buff duration for another 4 seconds.
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Spell 3 | Drowsy Ram (Doroujīramu/ドロウジーラム) |
Spell Type | Transportation |
Spell Description | "Rides a fluffy ram and charge around the battlefield" |
Spell Info | You summon a gigantic fluffy ram before riding on it and dashed around for 25-30 studs, with a pink sleepy wool smoked on your path, putting your enemies affected by the wool into 4 second sleep, silencing all casting spells, preventing all enemy movement and dealing up to 550 damages, before waking up again.
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Zone | Response |
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Spell 1 | Tauren's Strength (Tauren no sutoren/タウレンのストレン) |
Spell Type | Transformation |
Spell Description | "Gives an uncontrollable amount of strength, allowing it to wield it's guardian's axe" |
Spell Info | The caster gains an uncontrollable amount of strength and wields a gigantic axe for 30 seconds, increasing the entire stats for 50%, and all of his basic attacks were changed into axe swings, allowwing the player to sweep and cleave through multiple powerful opponents, dealing additional +25% damage.
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Spell 2 | Ramming Charge (Ramuminchāji/ラムミンチャージ) |
Spell Type | Transportation |
Spell Description | "Charges straightly to all foes with earthly energy" |
Spell Info | The caster charges Geo Energy for 7 second, increasing 25 damage per second and 2 studs each "Charges directly upon cancelling or being cancelled by other stronger spells", before charging through controlling either the player's cursor or the control stick, dealing up to 175 Earthly damage to all enemies by up to 14 studs.
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Spell 3 | Minos' Guillotine (Minosugirochin/ミノスギロチン) |
Spell Type | Contact |
Spell Description | "Executes the close-ranged opponent with sheer amount of force" |
Spell Info | You dashes towards the closes and stomp them to the ground, pinning them to prevent any movement and cancels it's channeling spell, before chopping it with a land shockwave withing 10 studs, knocking them airborne, dealing 200 damage to all opponents within it's range and deals 450 damage to the chopped opponent, stunning the opponent for 6 seconds.
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Zone | Response |
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Spell 1 | Duplication (Fukusei/複製) |
Spell Type | Summon |
Spell Description | "Creates a clear copy of yourself that allows to do almost everything" |
Spell Info | Duplicates it's own body into a clone that is controlled by an AI, allowing itself to perform almost everything except Ultimate, it has 2000 HP, +50% Ability Power and +10% Movement Speed. It lasts for 40 seconds before it self destructs, dealing 250 damage to all opponents within the 10 stud explosion.
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Spell 2 | Clone Attack (Kurōn'atta/クローンアッタ) |
Spell Type | Counter |
Spell Description | "Defend yourself by summon a clone to attack the offender" |
Spell Info | The caster creates it's own standing clone as a meat shield, If an enemy hits it's clone with either Melee or Spell Attack, He will run to the attacking player so fast before it automatically explodes upon close range contact for 250 damage or performing the same ability or attack as the attacking player does before disappearing.
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Spell 3 | Dual Breath-Bolts (De~yuaruburesuboruto/デュアルブレスボルト) |
Spell Type | Projectile |
Spell Description | "Unleashes a double attack of flames and frost" |
Spell Info | Infuses it's power with magic twins "Gemini", before combining the first 2 opposite magic bolts, which it is a combined magicbolt of Fire and Ice, before launching it away towards distance, exploding upon enemy or wall contact on 20 studs, freezing them from their movement and burning them for 4 seconds, dealing up to 200 damages, followed by the second charge of a powerful combination of light and darkness that travels in a long distance, before exploding from it's first explosion's location for 35 studs, dealing 400 damages to all opponents within the explosion.
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Zone | Response |
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Spell 1 | Kraken Carapace (Kura Ken kōra/クラケン甲羅) |
Spell Type | Transformation |
Spell Description | "Encrust yourself with a hardened crab carapace" |
Spell Info | The caster gains an extremely hardened shell that resist almost all of the attacks, except Explosion, Chaos, Bomb, Radioactive and few other stronger spells that can pierce through the shell, resisting over 85% spell damage on any damageable spells for 45 seconds, but suffers 150% damage if being hit by Explosion, Chaos, Bomb, and Radioactive spells.
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Spell 2 | Crabhammer (Kurabuhanmā/クラブハンマー) |
Spell Type | Transportation |
Spell Description | "Leaps ahead and bashes the oppoenent with a tidal gush" |
Spell Info | The caster leap through with a giant pincer and bashes it to the ground causing a minor earthquake within a 25 studs before several water splash on the earthquake cracks dealing 80 damage to all opponents hit and also crushing enemies flat, preventing their movement and cancelling it's channeling spells, dealing 150 damage to all opponents within it.
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Spell 3 | Gushing Bash (Gushinbasshu/グシンバッシュ) |
Spell Type | Counter/AoE |
Spell Description | "Holds the ground before unleashing it's deadly tidal waves" |
Spell Info | You hold your ground, charging yourself for 8 seconds, before swings your crabhammer and unleashes a torrent of 16 waves that pushes enemies back around you, dealing up to 500 damages, and the wave is so high, that the enemies won't be able to jump through it, unless by spells. If the caster was hit by an opponent spell, then the caster dashes ahead towards the opponent who hit you with that following spell and then, the caster bashes it stomach with it's Kraken Basher, dealing 650 damages before knocking it away from you.
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Zone | Response |
---|---|
Spell 1 | Deadly Sun (Chimei-tekina taiyō/致命的な太陽) |
Spell Type | Projectile |
Spell Description | "Launches a deadly sun over it's target location" |
Spell Info | The caster creates a giant sun above it, before slamming it down to it's desired location at fair speeds, unleashing a devastating solar explosion, dealing 150 damage to opponents within it. "175 damage in daylight hours, 200 damage against Ice, Steel, Paper and Armor type spell users"
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Spell 2 | Dawnlight Sunshine (Dōnraitosanshain/ドーンライトサンシャイン) |
Spell Type | Transformation |
Spell Description | "Unleashes the pride of the Dawnlight" |
Spell Info | The caster will emit a powerful sunshine on his body, Increasing Light, Flash, Flare, Radioactive, Sun, Fire, Heat, and Day spells by 25% "50% on daylight hours" for 60 seconds, which also gives a Superheat Aura that burns all opponents that come too close within 10 studs, dealing 10 damage per 0.5 seconds. This transformation lasts for 50 seconds
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Spell 3 | Rays of Dawnlight (Dōnraito no rei/ドーンライトのレイ) |
Spell Type | Multi-Projectile |
Spell Description | "Launches a several deadly lasers from the sun" |
Spell Info | The caster infuses it's powers with greater sunlight, before launching 30-40 rays of dawnlight towards it's location that covers over 40 studs in a circular area, dealing 120 damage each hit (240 to Dark, Evil, Fear, Horror, and Night spells users), destroying their stealth status and leaves a fire pit for 3 seconds, dealing 10 damage per 0.1 seconds to all opponents stepping on it.
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Zone | Response |
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Spell 1 | Purifying Light (Hikari o jōka shimasu/光を浄化します) |
Spell Type | AoE |
Spell Description | "Purifies the land with pure light" |
Spell Info | Casts off a purifying light at the desired location within 20 studs, dimming all opponent's screens with pure light within it's range, and removing all negative buffs to allies and positive buff to the enemeies, dealing 200 damage to all opponents within it's range. "240 damage to Sin, Evil, Illusion, Curse, Demon, Zombie, Dark, Shadow, and Necromancy spell users"
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Spell 2 | Heart of Kindness (Yasashi-sa no kokoro/優しさの心) |
Spell Type | Healing |
Spell Description | "Creates a healing heart on the ally that cures all debuffs" |
Spell Info | Creates a heart above the ally player that heals for 15 seconds, restoring 15 mana and 20 health per second before releasing a healing light on 25 studs that heals nearby party members for 300 health and 150 mana after it's 15 second duration, removing all negative buffs from nearby allies and also removes all positive buffs from all enemies.
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Spell 3 | Barrier of Peace (Baransu no sukēru/バランスのスケール) |
Spell Type | Shield |
Spell Description | "Create a shield that nullifies all negative effects" |
Spell Info | The caster creates a 30 stud barrier that nullifies all negative buffs from all allies, removing all positive buffs from all opponents and deflects incoming projectiles within it's barrier as it expands, rendering any opponents from the barrier silenced for 5 seconds or until they walked outside of the barrier, dealing up to 5 damage per second and the barrier lasts for 15 seconds. (Twice the DPS on Sin, Evil, Illusion, Curse, Demon, Zombie, Dark, Shadow, and Necromancy spell users.)
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Zone | Response |
---|---|
Spell 1 | Scales of Balance (Hikari o jōka shimasu/光を浄化します) |
Spell Type | AoE |
Spell Description | "Shoot Heaven Rays of Order at your opponents" |
Spell Info | The caster holds it's scales to it's hand and creates a magic circle of Order and Chaos, The players who has higher level than the caster itself then, it will casts Heaven Rays of Order that deals 200 damage to all enemy players with higher levels, nerfing the player stats and ability power by 75% "Deals 100 damage to Chaos spell users but deals 300 damage to Dark, Evil, Hellfire, Nether, Inferno and Demon spell users", while the players with lower levels than the caster itself, then it will casts Spatial Disorder Lasers that deals 300 damage to enemy players with lower levels. "deals 400 damage to Order, Space, and Time spell users".
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Spell 2 | Force of Guilt (Zaiaku-kan no chikara/罪悪感の力) |
Spell Type | Contact |
Spell Description | "Creates a crushing force that slows down the entire stats" |
Spell Info | The caster will create a crushing gravity force on the targeted enemy within 5 studs, which slows down the attack speed, casting speed, and movement speed and jumping power by 75%, dealing 5 damage per 0.1 seconds, the buffs lasts for 6 seconds, dealing up to 300 damages. "If the enemy target is killed with the Mark of Justice, then the killed target with give off an explosion of light, Healing nearby allies by up to 250 HP, and slows down all opponent's movement stats by 37.5% in 20 studs for another 7.5 seconds."
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Spell 3 | Soul Restoration (Tamashī no kaifuku/魂の回復) |
Spell Type | Healing |
Spell Description | "Restores the wounded soul with glimmering order" |
Spell Info | The caster casts a glimmering light of order on the selected ally, healing them for 6 seconds, restoring up to 600 HP, removing all strong debuffs and buffing it's physical stats by 50%, but nerfs it's ability power by 20% for 12 seconds.
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Zone | Response |
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Spell 1 | Scorpion's Sting (Sukōpion no sashi kizu/スコーピオンの刺し傷) |
Spell Type | Contact |
Spell Description | "Penetrate's the target with an envenomed sandstorm" |
Spell Info | Grabs the envenomed blade and charges through it's selected target with a sandstorm drill for 6 seconds. Dragging opponents within it, dealing 5 damage per 0.1 seconds and dealing up to 300 damage, once it reaches through the enemy target, it stabs through the player's heart and knocking all dragged targets away from it, dealing 250 damage, poisoning them for 4 seconds, dealing 15 damage per 0.25 seconds. If it fails to reach the enemy target or hits the wall, then it proceeds itself to knock everyone away, dealing 400 damage instead.
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Spell 2 | Scorpion's Tail (Sukōpiontēru/スコーピオンテール) |
Spell Type | Summon |
Spell Description | "Summons a gigantic scorpion tail that injects venom" |
Spell Info | The caster summons a gigantic scorpion tail with a 26 studs quicksand vortex that drags players slowly into it's tail that attacks the closest opponents and slows sinks within 13 studs, dealing 70 damage each attack, poisoning them for a second, dealing 7 damage per 0.2 second, dealing up to 35 damage It has 1500 HP, and 50 Defense. The spell lasts for 30 seconds.
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Spell 3 | Quicksand Vortex (Tamashī no kaifuku/魂の回復) |
Spell Type | AoE |
Spell Description | "Creates a deadly quicksand to impale them" |
Spell Info | Creates a whirlpool of quicksand for 40 studs, holding scorpion tail at the center to impale them, sinking enemies into the center of the vortex, making their legs stuck in a quicksand, preventing them from jumping outside the vortex range, once an opponent reaches to the center of the vortex, a scorpion tail shows up and impales the target, dealing 200 damages per attack, stunning them for a second while injecting them with poison for 6 seconds, dealing 2 damage per 0.05 seconds, dealing up to 240 damages. This spell lasts for 20 seconds before the quicksand rises up, and it's tail to bury back underneath itself and disappears.
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Zone | Response |
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Spell 1 | Arrow Barrage (Arōbarāji/アローバラージ) |
Spell Type | Multi Projectile |
Spell Description | "Launches a barrage of magical arrows" |
Spell Info | Grabs a bow, leaps to the air and charges itself for 3 seconds before it shoots (12-15 when directly attack w/o charge) 12-18 Magic Arrows to it's desired location, dealing 15 damage to all opponents on each arrow hit, following a second wave on 15-20 Arrows when the player keep charging for another 1.5 seconds.
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Spell 2 | Enchanted Arrow (Enchantearō/エンチャンテアロー) |
Spell Type | Projectile |
Spell Description | "Shoots a huge magical arrow of destruction" |
Spell Info | Charges the bow with a green glowing light for 6 seconds before reaching into it's maximum size, increasing the damage by 50 per second , before firing it to it's desired location, exploding upon enemy and wall contacts on 22 studs, dealing 200 damage to all opponents within the explosion. Dealing up to 500 damage upon charged fully.
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Spell 3 | Multifiring Barrage (Maruchifaiabarāji/マルチファイアバラージ) |
Spell Type | AoE |
Spell Description | "Holds it's place and fires an infinite barrage of magical arrows towards multiple targets" |
Spell Info | The caster holds it's position and equips an enchanted bow and starts firing at all opponents within 45 studs, casting Enchanted Arrows towards all opponents within it's range at the fastest shooting pace randomically and has 50% chance to casts an Arrow Barrage towards at any location, Lasts for 20 seconds.
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Zone | Response |
---|---|
Spell 1 | Demonic Sweep (Demonikkusuīpu/デモニックスイープ) |
Spell Type | Contact |
Spell Description | "Dashes towards the closest opponent and barrages them with demonic sweeping kicks" |
Spell Info | The caster dashes to the closest opponent within 15 studs and sweeping it off with 3 burning kicks, the first kick will do a left sweep that deals 50 damage to all opponents within 3.75 studs while the second kick will have the caster to do the burning right sweep, within 5 studs, dealing 150 damage to all opponents within the sweep, burning them on fire for 3 seconds, dealing 15 damage per second, and the third kick will knock the attacked opponent away with 15 studs with a 7.5 stud fiery explosion, dealing 100 damage and burning them for 4 seconds dealing 5 damage per 0.5 seconds, leaving a fire pit on it to burn any opponent stepping on it dealing 2 damage per 0.25 seconds.
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Spell 2 | Crushing Hoof (Hi dzume no hasai/ひづめの破砕) |
Spell Type | Counter |
Spell Description | "Unleashes a deadly infernal sweep to counter" |
Spell Info | The caster holds the ground while holding one leg higher with infernal flame charging it for 5 seconds, if it was disrupted by any spell attack, it won't ever take any damage and stuns, as the caster will launch the kick automatically with a burning wave towards the attacking opponent before exploding upon contact, dealing 100 damage to all opponents on the way, and dealing 300 damages to the main target and 175 damage to all opponents within the 7.5 stud explosion, setting the main enemy on fire for 3 seconds, dealing 5 damage per 0.1 seconds up to 450 total damage.
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Spell 3 | Asmodeus' Inferno (Asumodeusuinferuno/アスモデウスインフェルノ) |
Spell Type | Tranformation |
Spell Description | "Grants it's powers from the demonic goat, causing devastating fiery explosive kicks" |
Spell Info | You transform your body into a demonic goat, with burning hellfire on your hoofs, having 75% to cause a fiery explosion that deals +150 damage and burns them for 8 seconds, dealing 5 damage per 0.1 seconds, and your attacks has changed into infernal kicks. This tranformation spell lasts for 40 seconds.
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Zone | Response |
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Spell 1 | Overflowing Waters (Ōbāfurōu~ōtāzu/オーバーフローウォーターズ) |
Spell Type | Multi Projectile |
Spell Description | "Creates a huge waters that splashes out of drench" |
Spell Info | The caster carries Aquarius' vase before flooding the area with 3 waves of 6 giant Water Orbs, splashing it on it's desired location, dealing 150 damage to all opponents and drenching them with water, allowing them to suffer +75% damage to Electricity, Lightning, Plasma and Storm type spells.
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Spell 2 | Flashflood (Teppōmizu/鉄砲水) |
Spell Type | Counter |
Spell Description | "Floods an area with a huge water beam" |
Spell Info | The caster holds a water vase and unleashes a gigantic beam of water that drowns the opponents health inside with water beam for 5 seconds allowing the player to move the beam at every direction, dealing 2 damage per 0.03 seconds, dealing up to 996 damage to all opponents. "Twice the damage against Fire, Heat, Lava, Volcano, Pheonix, Hellfire, Sun, Pyromancy and Flare spell users."
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Spell 3 | Grace of the Ocean (Umi no megumi/海の恵み) |
Spell Type | Healing |
Spell Description | "Increasing it's oceanic power with it's healing waters" |
Spell Info | Amplifies it's aquatic powers to the selected ally or to self, restoring 10 MP and 5 HP per 0.1 second, restoring up to 1200 MP & 600 HP. Increasing the ability power of Water, Geyser, and Neptune spells and it Imbalanced Elements for up to 12 seconds by 25%.
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Zone | Response |
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Spell 1 | Splitting Hydra Blasts (Haidoraburasuto no bunkatsu/ハイドラブラストの分割) |
Spell Type | Multi Projectile |
Spell Description | "Summons a monstrous hydra from the rising waters to shoot splitting water beams" |
Spell Info | The caster summons it's monstrous water snake from a small lake amplified with water magic to fire 3 huge water beams that splits into 9 beams, dealing 150 damage to all opponents hit with each splash and splashing out of the way while it rises, knocking all nearby opponents within the splash, dealing 50 damage to all enemies and drenches them on water for 6 seconds, allowing them to suffer extra +25% against Electricity, Lightning, Plasma and Storm spells.
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Spell 2 | Shark's Maw (Same no mō/サメのモー) |
Spell Type | AoE |
Spell Description | "Summons a gigantic shark to devour the enemies" |
Spell Info | Launches a bait that is doesn't damage anyone, into it's location before creating a large pool of water that unleashes a gigantic shark, that devours anyone in the surface, sucking all players who stepped in this waters within the 18-stud radius whirpool into it's center, preventing their movement and cancel some of the movement spells, so fast that they can't escape, dealing 150 damage to all opponents devoured along the way.
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Spell 3 | Naga Serpentine (Nagasāpentain/ナガサーペンタイン) |
Spell Type | Summon |
Spell Description | "Summons a giant water serpentine from the rising pools that unleashes a deadly flashflood" |
Spell Info | You summon a huge pool of water with a magical circle in it, before summon a huge water serpentine who rises out of the water, that shoot large water beams from it's mouth endlessly, shooting at all enemies within 30 studs, slowing them down by 75% and slowly pushing them away, dealing 15 damage per 0.1 seconds and slows down all opponent's movement within it's 45-studs magical water pool by stepping on it for 75%. This summon last for 30 seconds.
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This secret art can be obtained after completing all quest from Aspectus Medusae's quest including a quest called "Ophichius's Jealousy", and paying 500 coins after unlocking it, to learn it's moves.
Zone | Response |
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Spell 1 | Sting of Jealousy (Shitto no sashi kizu/嫉妬の刺し傷) |
Spell Type | Contact |
Spell Description | "Summons a snake in front of the caster's hands to inject venom" |
Spell Info | The caster summons a magical snake in front of her hands, lunging towards the closest enemy, biting it and strangling them for 2 seconds, dealing 25 damage per second, while injecting poison in their body before knocking them away for 12-studs away, dealing 100 final damage and poisoning them for another 7.5 seconds, dealing 10 damage overtime. During that infection, it's victims will suffer under the effect of "Jealousy", which will force any infected victim to automically use spell against another opponent with higher level or stats every 3 seconds until effect has been wear off.
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Spell 2 | Serpent's Call (Hebi no yobigoe/蛇の呼び声) |
Spell Type | Summon |
Spell Description | "Calls a deadly huge serpent from a soothing voice to spit deadly toxins" |
Spell Info | Holds an ocarina from its caster's hands and sings a soothing voice thus creating a magical circle in front of the caster, summoning a controllable cobra to fight against your opponents for 20 seconds, spitting Toxic spells and attacks, injecting your opponents with poison, and strangling them for a 5 seconds before disappearing away after it's duration. It has +1000 HP, +100 Damage and +150 Defense
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Spell 3 | Mystical Snakes (Shinpi-tekina hebi/神秘的なヘビ) |
Spell Type | Multi-Projectile |
Spell Description | "Launches 5 mystiical snakes that carries out poisonous venom of jealousy" |
Spell Info | The caster launches 5 mystical snakes, from her palm in a conical formation, crawling up to 30 studs until it explodes on 10-stud area each upon reaching it's destination with toxic liquid spilling, dealing 100 damages to all opponents within the explosion and poisons them for 6 seconds, dealing 7.5 damage overtime giving them a "Jealousy" buff during the effect, or hitting an opponent, splashing out a huge spill of toxic liquids for 15 studs. Instead, it deals 150 damage, poisons the main target for 10 seconds, and it's effect would lasts for additional 2 seconds after it's poisoning duration.
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Trivia[]
- Zodiac Element and Cael Stellaris was inspired by a Fairytail mage, Lucy Heartfillia and her Celestial Spirit Magic.
- Despite that this element has 12 Zodiac Arts, Lucy Heartfillia doesn't have Libra, Pisces and Ophichius which it belonged to Yukino Agria.
- Some of Zodiac Art's spells and it's traits mostly similar to the original Zodiacs in the anime.
- These Zodiac Arts are clearly inspired by her Celestial Spirit Magic and the original Zodiacs in the anime.
- 2 of Aries' spells clearly relates to the original: Wool Bombs and Flully Wall is similar to her Wool Bomb and Wool Wall with few changes.
- Taurus being a musclehead bull with an axe is clearly similar to the original one.
- Gemini's passive and Duplication is nearly similar of how the original Zodiac copies other people and it's abilities.
- Leo's Dawnlight Sunshine and Rays of Dawnlight is closely similar to the original's Lion's Brilliance and Regulus Gatling Impact.
- Libra can cast Gravity magic just like original one does.
- Scorpio can do Sand magic like the original one does in the anime. However, he doesn't do poisonous attacks.
- Aquarius' Flashflood or Overflowing Waters are somehow related to the original's Torrent.
- Ophichius' Serpent's Call is likely based on how the eclipsed original uses er flute to command.
- Celestial Arc Beam was loosely based on Lucy Heartfillia's Urano Metria, but with stars crashing down on the ground.
- Gates of Constellation was scrapped, because not only everyone thinks that it would be too much to have one of the 65 Zodiac Warriors to be randomly summoned by a single spell, the author thinks that this spell it would be too stupid overpowered on it's own standards.
- Originally, This stupidly overpowered spell was supposed to have 76 excluding the original 12, but the author decides to cut it down into 65 of them, minus Ophichius as bonus Zodiac Art, the list of the scrapped warriors is already mentioned in the comment section.
- Despite this, This spell was inspired by the IAU's 88 Constellations or the Book of Uranometria.
- Since it was scrapped, The author decide to drop it below from it to see how this spell would actually look like.
- Zodiac was also known as Astral, Spirit's subelement from Story Arc (ConnorLegendscribe) and was originally a partner element of Star.
- Explaination behind the fusion and similarities: Zodiacs are spiritual beings related in space and astral bodies, made by the connection of stars.
- Despite being a Secondary Fakemon type of Element, there are some Cosmic-type moves from an existing "Pokemon Mod with over 4500 Pokemons", with 12 moves are completely relates this element (Scorpio's Sting is exempted, due to it's existing move). However, they were not added by it's full release instead, they were only given a few info to see what it looks like in the game and the Pokemon Mod itself.
- Aries: Aries Smash - The user attacks the foe with a hazardous, full-power headbutt. The user also takes terribly high damage.
- Taurus: Taurus' Horns - Using its tough and impressive horn, the user rams into the target with no letup.
- Gemini: Gemini Stars - The target is hit twice in a row. May raise the user's Ability/Special Defense.
- Cancer: Cancer's Claws - May make the target bleed with it's sharp carapaced pincers.
- Leo: Leo Strike - A flare of electricity is loosed to strike. It may also cause paralysis.
- Virgo: Virgo's Heart - Has a 47.5% Chance to infatuate the target upon charming an targeted opponent.
- Libra: Libra Beam - Copies the target's stat boosts, then attacks with it's chaotic energy.
- Sagittarius: Sagittarius - A shot from the constellation Sagittarius, it cannot miss.
- Capricorn: Capricorn's Horn - More money is earned after killing an opponent.
- Aquarius: Aquarius Flow - Hits everything around the user with it's deadly tidal waves, causing those hit to be knocked away/switched out.
- Pisces: Pisces Stars - The target is hit twice in a row. May raise the user's Ability Power/Special Attack.
- Ophichius: Ophichius Binding - Bind and squeezes the foe for 8/4 to 10/5 seconds/turns.
- With Ophichius now existed as the 13th, secret and the final Zodiac Art in the game, the author might predict that this is likely going to going to be the 2nd most controversial element in this wiki, due to the existence of Ophichius' art and having the concept thought of how "The caster keep switching spells over using Zodiac Arts, just like how Lucy summon her own Celestial Spirit to fight for her side or using "Star Dress Magic" to fight" as a result over becoming one of the hardest original element to be ever mastered with some the Art's spells are kinda overpowered. First being ConnorLegendscribe's own custom element.
Zodiac Warriors (Scrapped)[]
List of Zodiac Warriors summoned for the Gates of Constellation spell |
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40 more to come....... (Continue this shitty list, If you want to. I don't mind at all) |
Zone | Response |
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Spell 1 | Gates of Constellation (Geitsukonsuterēshon/ゲイツコンステレーション) |
Spell Type | Multi-Projectile |
Spell Description | "Combines all stars to summon one of the Zoidion's 65 Zodiac Warriors of Urano Metria" |
Spell Info | The caster opens the book called the "Urano Metria" and performs a summoning chant by all stars together and launch it into a single attack before exploding into it's desired location and summons one of 65 Zodiac Warriors, to perform one of it's destructive abilities. Each star deals 150 damage to all opponents each hit. The list of Zodiac Warriors is in below.
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