Post by Manah on Jul 7, 2018 14:39:53 GMT -5
NEW ACTIONS
Death Magic: 12
(Int.bonus)
-Efficient
-Death Magic is an ages-old, forbidden series of Arcane arts that embody the power of destruction and death on its most primal and powerful level. Its energies are both dangerous and very powerful, and make the user an extremely fearsome opponent.
-Death Bolt (A basic dark energy bolt which adds up to half this Action's AN to Ranged Combat as a Wpn.modifier, 2x damage, AP, Range 5)
-Death Wave (The most fearsome known use of this power, the Death Wave is a small area effect attack which acts as a Wpn.modifier to Ranged Combat equal to half the AN of this action, as an Atk VS Durability, 2x damage, Range 3 and Area effect within the wave's area. Anyone who dies from this attack becomes instantly grey and cold, as though they had died for days already. Using this power will also kill any flora and fauna caught in the effect, and turn impacted objects into dust.)
-Death Orb (This attack, once again a projectile, produces a black orb which the user can throw and control, causing it to disintegrate whatever matter it passes through, leaving a sphere-shaped hole in it. Works as a Ranged Weapon modifier of up to 1/3 AN, at a Range of 5, dealing 2x damage and Ignoring Hardness and Toughness entirely, even when No AP unless the object/victim is a Major Artefact or a God-like being (GM's call). If Lacus wishes, she can expand the Orb upon impact, causing it to inflate into an Area of up to half the AN around impact.)
-Merciful End (A surprisingly merciful way to kill. This spell acts as an Atk VS Durability on a single target no more than Range 2 away, 2x damage; if it kills in one blow, then the victim simply perishes there and then, feeling no pain. If it fails to do so, the 'victim' simply survives with no ill effect.)
-Death Pillar (Similar in effect to the Death Wave, but entirely based on this action and not on Ranged Combat. One puts stones in this action, adding a +5 modifier; it creates a massive pillar of death energy of up to AN in height (based on the Range row on the D&R chart), and with an area of 1/3 this action's AN, again acting as an Attack VS Durability, 2x damage, Range 6, causing instant death or massive damage to anything within said pillar, destroying objects and turning them to dust and rubble, and generally wreaking havoc. It is devastating and terrifying to behold, leaving nothing standing.)
-Dust to Dust (Atk VS Size and Weight, to disintegrate any non-artefact level item, or demon or creature created via Lacus' Living Magic, by mere contact.)
Living Magic: 12
(Int.bonus)
-Efficient
-The main purpose of this ancient, forgotten type of magic allows the user to create permanent, living creatures by breathing magic inside an object, shaping it and giving it life, sentience, power and a physical form of the user's choice. Most creatures created by Zeref were demons, although he wasn't restricted to it, and Lacus uses this power to less vile purposes.
-Each stone played in this action counts as 10 character stones for the created being. There is no limit as per the amount of creatures that can be created with this; Zeref once created a legion of thousands of demons using this. Any power or effect can be given to such a creature as long as the creator knows it exists or can theoretically invent it.
-Alternately, may also be used to merely shape objects in another form or alter the way they are made, or to create soulless creatures that merely obey their maker's orders (such as a zombie).
-Nemesis (This ability allows the user to create a large number of similar creatures all at once, by using a series of similar objects (such as several rocks). The demons/beings thus created must have the same abilities and powers, although their appearances may vary if the user so wishes. If this power is used, the user pays 1 stone/10 stones of the created creature as usual, but also pays 1 stone/10 identical creatures made at once, allowing large numbers of the same creature to be made quickly in a pinch. Note: Creatures made via this technique do not allow for the Accumulate Energy option to be used, thus ensuring only low to medium-powered beings to be created in large numbers.
-Self-Enhancement (May use this spell as Metamorphosis; can be used to improve/add any ability/action/modifier; no need to maintain, may revert at will. Base appearance does not change unless Lacus wills it so, and improving Durability costs 1 stone/point, like everything else.)
-Created creatures are entirely loyal to their creator and will obey her orders. Otherwise, they are free to act as they will depending on their personality as decided by their maker.
-Alteration (May be used as an Attack VS Durability + Magical Defense, which can only be triggered on either a willing target, or by hitting the victim with a Close/Ranged Combat spell for that very purpose, on the same panel, to alter an already living creature and transform them into something else. Each stone that gets through act as a 10 stones change as an increase OR a decrease, as per the creation process above, but the creature retains its full, free will, and is not under his direct control. However, any spell Zeref uses on such an altered creature receives a +10 bonus due to her connection with them. Duration is permanent, but it can be negated with another use of this power or other, similarly powerful transformation powers/spells, GM's call.)
-Resonance (At GM's call; using specific objects to create beings using this magic can result in certain Actions, Powers or Modifiers, in the case of items already infused with power such as a magical amulet. However, Indestructible objects cannot be used to create a being using this magic.)
-Accumulate Energy (May accumulate for one panel to create a larger, and/or more powerful being.)
Enchantment: 18
(Int.bonus)
-Super-Efficient
-Enchant (As Imbuement, paying for Effect - where effect is the imbued power's AN, up to this action's AN (possibly with AN worth of Advantages if applicable) - and a 1 hour/stone Duration, to enchant either living beings - including herself - or objects with magical power or might. Alternately, she can enchant several people/items at once by paying 1 stone for each additionally enchanted target at the same level, or add several enchantments at once onto the same target(s), by paying 1 stone per additional enchantment at the same level. At any rate, those Enchantments can be made permanent by sacrificing one White Stone of Power Level Health for one day, which cannot heal by any other mean than time for the Duration.)
-Conversion (Allows user to either transform people into mystical weapons, or objects into living beings with immense power of their own. The former is essentially an Atk VS Int or Dur (Target's choice), + Magical Defense; success means the victim is transformed into a magical weapon with mystical properties matching the personality/powers/qualities of the victim for a Duration of red stones of damage on the D&R chart, or until either a stronger reverse enchantment - or similar level of power - frees them. The latter is achieved by spending stones of Effect, and Duration on the D&R chart, where Effect is 10w stones of Character Creation per stone spent to create the new being from the object, possibly with the addition of whatever mystical abilities the object might have had should the user transform a magical item into a living being.)
-Matter/Energy/Climatic/Atmospheric/Landscape Mastery (As Mastery of Elements, Unlimited Create/Manipulate, Force Blast (Multiple possible advantages depending on effect used), Combine with Close/Ranged Combat, Area Effect at AN)
-Transform Self/Others (An alternate version of the Conversion enchantment, allowing the user to turn someone into something else entirely, including themselves. Functions as an Atk VS Int or Dur (Target's choice), + Magical Defense to target others. If successful, those stones can then be used as Metamorphosis to alter the victim into another form, or even be accumulated for longer for a more important transformation. Additionally, the user can alter the target's weight and size according to the D&R chart/Growth/Shrink tables at up to this action's AN for free. Said effect will have a Duration of red stones of 'damage' from the initial attack on the D&R chart, or until reverted by another enchantment spell or similar level of power. Alternately, she can simply perform the transformation without the attack should the target be themselves, or willing to be transformed.)
-Power Enhancement (Essentially the same as the Transform Others option, although this effect does not physically transforms others, 'merely' enhancing their power and abilities beyond their normal limits without actually transforming them. Unlike Transform Self/Others, however, this power cannot add new powers, Actions or Modifiers to a person unless they are simply physical in nature and/or could be acquired via normal training over time, as this power is supposed to increase what is already there, not add new elements to it.)
-Re-Raise (As Magical Healing at AN to remove any negative effects such as poisons, diseases, crippling wounds, curses and so on.)
-Possession Enchant (Allows user to exchange bodies with a target as per the Possess Others option of Telepathy by 'enchanting themselves unto' their victim.)
-Deus Zero (Also known as Extraction Enchant, this frightening power downright allows its user to forcefully drag the magic out of a victim and steal it for oneself, leaving the victim de-powered and the user stronger. It acts as an Atk VS Int + Magical Defense, which if successful, allows the user to rip away one Magical Action/Modifier from the victim, and add it to their own CAD instead, and can then be repeated until the victim has no magic left. It is normally permanent unless unmade by a more powerful enchantment or similar level of power.)
-Deus Sema (A Master-level Enchantment of formidable, massively destructive power, It allows its user to downright enchant a huge asteroid from afar and bring it down to earth as a massive meteor to fall onto her target(s), causing a massive explosion and usually killing off anyone unlucky or foolish enough to be stuck in the blast. It functions as an Area Effect Attack VS Durability, 3x damage, Indirect, Causes Massive Collateral Damage, Force Blast attack.)
-Universe One (This new era Magic spell is of a fantastic scope and level of power, so much so that even Acnologia was unable to resist it. The user pays for Effect stones, and the Area of Effect up to AN. The Effect is an Atk VS Durability dealing no actual damage, but anything which 'takes damage' will be affected by the spell. It allows the user to compress the land and alter its entire landscape to purposefully send up to AN people or items to specific locations. However, anything not purposefully affected, including people (caster included), structures and entire landmarks' locations are all switched at random. Also, it requires 10 minutes of prep time per stone of Area affected or Effect, whichever is higher.)
-Accumulate Energy for Greater Effect
Celestial Spirit Magic: 12
(Int.bonus)
-Efficient
-May summon Celestial Spirits in accordance to their contract, agreed upon with each specific spirit; may summon a Spirit of 10 stones/stone played in this action. Requires the Spirit's specific summoning Key.
-Requires vocal component, usually involves stating "Open the Gate of [title of the Spirit]! [name of the Spirit]!"
-Maintaining any Spirit's presence requires 1 stone/panel/Spirit, although it does not require an action. Some Spirits may choose to remain of their own will and are strong enough to do so, although... (read below)
-Mass Summoning: A very rare, powerful technique, mastered by Lucy. Allows her to summon up to AN Spirits at once, paying only the stones of the most powerful one.
-Force Gate Closure: Another very rare ability, again quickly mastered by the young woman. By paying stones equal to a Spirit's Durability, Lucy can forcibly but harmlessly banish one back through their gate, for example if an enemy mage took control of one of her Spirits and tried using it against her.
-Combination Attacks: Lucy can order two or more Celestial Spirits to combine their powers for greater techniques, with results similar to Special Techniques with bonuses equal to half this action's AN. Alternately, she could combine one of her Celestial Spirits' techniques with one magic power of her own.
-Unison Raid: As Combination attacks, but used in conjunction with another Mage.
-Accumulate Energy for greater Effect
Requip - The Knight: 12
(Int.bonus)
-Efficient
-Allows user to store and summon weapons (usually swords), armors and clothes at will, often with magic effects on all but user's regular clothes. NOTE: Unless mentioned otherwise, if an armor grants an action at any AN, user must still pay the stones themselves.
-Basically functions as Hammerspace, but only for weapons/armors and clothes at AN.
-All Armors and Clothes can be resized automatically to user's size, or anyone else within 10' of range.
-Many different clothes, outfits and shoes of many different types, along with accessories such as hats, jewels, nail polish, and whatever else of the sort, are stored within this power.
-NOTE: The following weapons, armors and clothes are noted separately, but can be used interchangeably at the user's will. She could use a given sword with a different armor, and so on.
-Known Currently stored weapons/armors/clothes:
- Heart Kreuz Armor (Simple +2 defense armor), and Sword (+2). This is Erza's standard outfit.
- Heaven's Wheel Armor (+4 Defense, No 2x damage; Flight 5 (May only fly for up to 5 panels), Makes the user's Telekinesis magic deal 2x damage, and may make up to 10 different attacks per panel by paying the cost of the highest attack, making her devastating against large numbers of opponents. Finally, has a Wing +3 Modifier (as Claws)) with hundreds of +3 swords floating around user. This armor looks like it's made of beautiful, shiny metal, and has wings made of blades.
- Black Wing Armor (+2 Defense, Grants Flight 4 (May only fly for up to 5 panels), Adds +2 to any physical/magical attacks) and a black hilt, crystal blue blade sword (+3, Limited AP weapon). This dark, sexy armor has a pair of black leathery wings allowing user to fly.
- Flame Empress Armor (A +3 defense armor granting +5 Fire Defense. It also grants its user Fire Magic 8 (Int.bonus, Efficient, Create/Manipulate, Force Blast - 2x damage, Sets flammable objects on fire, Combine with Close Combat, Mystical Nature)), and a +3 Flame Sword (2x damage due to the heat). This armor is a beautiful gold, red and black armor with dragon 'wings' in the back.
- Giant Armor (This strong +4, No AP, No 2x damage armor grants +5 Strength to its user, and a base throw range of 5 for free), along with the spear known as the De-Malevo Lance (a +5, AP weapon capable of Sealing Darkness with AN 8 (Either a stones VS effect stones to dispel evil/dark powers, spells or effects, or as an Atk VS Durability+Magical Defense to seal away dark/evil powers or magic from a given victim for 1 hour per stone of 'damage'.
- Adamantine Armor (The user's ultimate, high-end defense. A +8, No AP, No 2x damage armor with an additional +5 Magical Defense when worn, granting Flight 3 (for up to 5 panels) to its user. On top of it, she can use Force Field 6, by using both shields on that panel for that purpose), and two +3 Shields (baically 'weapons', but can be used as Force Field; read Adamantine Armor).
- Purgatory Armor (This armor is one of the most powerful in the user's possession. It is a +5, No AP, No 2x damage armor granting +3 to all Physical Abilities. It makes all of her attacks 2x damage, adding 3 stones to the attacks instead if they already are 2x damage. Finally, it generates Fear 7 as a Modifier against all foes within an Area 3 around her), and a large, Spiked Mace (+6, 2x damage weapon, Automatically causes collateral damage.). This armor is terrifying to behold, dark grey and metallic in color, with several spikes around. It looks frightening, and makes most souls who witness it tremble in fear.
- Lightning Empress Armor (A +3, No 2x damage armor also granting +5 Lightning/Electricity Defense. Also grants the girl Lightning Magic AN 10 (Int.bonus, Efficient, Create/Manipulate, Force Blast - 2x damage, Normal and/or Stun Damage, Accumulate Energy for greater effect, Combine with Close Combat, Mystical Nature). Also comes with the Spear of Lightning, a +4 Spear granting +2 bonus to all uses of Lightning Magic. This beautiful armor is golden, white and light blue in color. It is very beautiful to behold in action.
- Flight Armor (A light, +1 defense armor, which adds +5 to the user's speed and replaces it with the user's normal Ability bonus to Close and Ranged Combat if the result is better to the user. It also grants her +1 Leaping), along with two +2 Swords and two +1 daggers.
- Robe of Yūen (A sexy, revealing purple kimono. Grants no regular defense, but has elastic properties granting its user Flexible Skeleton +3 as well as Entangle/Grappling Defense +8, making it nearly impossible to get a hold of the user if she doesn't want to), also comes with a Bisentō (a +4 weapon with a reach of 10', similar to a halberd). This outfit is a fairly sexy kimono with few offensive properties, but excellent to escape attacks or effects useful to bind victims or grapple them.
- Morning Star Armor (This +2 armor has only one special power: a Force Blast of 8 (Int.bonus, Efficient, 2x damage, Automatically causes collateral damage)) of Pure Energy). It comes with two +2 Energy-charged Swords (both of which granting a +2 bonus to the Energy blast if not used for anything else on the same panel). This armor is light, not especially powerful, and not among the most beautiful available... but it has a freakishly powerful force blast.
- Armadura Fairy Armor (This +4, No AP, No 2x damage armor provides a solid +2 bonus to all Physical Abilities of the user, Adds +2 to all offensive actions, and grants the user a deadly, explosive Force Blast of AN 10 (Int.bonus, Efficient, 2x damage, AP, Area effect 6 around point of impact, Range 6, Automatically causes collateral damage).) It comes with a pair of +3 Energy-charged Swords (both granting +2 to the Force Blast if not used for anything else), making it very similar to, but far more powerful than, the Morning Star armor.
- Sea Empress Armor (Granting +2 to defense and +5 to Water defense (despite how little this armor covers), the Sea Empress armor either grants Swimming 5 (Can exceed normal human speed) or adds +3 to Swimming with the same option, whichever is higher, the armor grants its user a Water Magic AN 9 (Int.bonus, Efficient, Create/Manipulate, Force Blast - Normal and Stun damage, 2x damage if target is on/in/underwater, Combine with Close Combat, Accumulate Energy for greater effect, Mystical Nature).) Comes with a Crystal Sword (+3, AP weapon, Dispel Water powers and spells at AN 9 when used against them). This outfit makes the user extremely powerful with and against foes using water as their main power, truly making the wielder a Sea Empress.
- Seduction Armor (This 'armor' provides no defense whatsoever. Instead, it functions as Pheromones 8 against anyone, male or female, young or old, the user wishes to seduce within a range of 3, who is somehow made to look at the user while wearing it. The Pheromones do not inflict damage, nor do they stun; instead they will inspire love, lust and/or desire into the victims, an effect that might become permanent if the stones of 'damage' exceed 3 over the one necessary to cause the effect), along with a Love Sword (A simple +2 Weapon dealing stun damage only, with the words "Come on boy" inscribed on its blade). This 'armor' consists of a maid's headdress, pink panties, fishnet stockings and an apron, metallic gauntlets with a heart-shaped elbow plate on each... and nothing else. Needless to say, it is kinda embarrassing to wear... but its power is still fearsome... in a very pleasant sort of way.
- Nakagami Armor (A mere +1 defense armor granting an incredible +8 Magical Defense to the user. It grants a powerful Dispel Magic AN 10 (Int.bonus, Efficient) effect that dispels any magic in a Range of 4, and makes any weapon held by the wielder a 3x damage, Ignores Toughness entirely, Range 6 advantages, as it becomes capable of cutting anything, even 'space' - thus why it can attack from a distance even when a melee weapon is held). Comes with a large halberd +4. This armor is extremely powerful, but is very light in defensive potential, and comes with a large drawback. Using it will cause its user, as soon as it is removed, to suffer -2 to all Magical actions for three hours, per panel worn up to -10 for 15 hours, due to the incredible levels of magical energy drained by it.
- Piercing Armor (Interestingly, this armor is nothing more than a solid +3 defense, No 2x damage armor. Its real powers come from the lance usually accompanying this armor), and the Piercing Lance (a devastating +5, AP (Ignores 5 Toughness even when No AP), Ignores Hardness of Objects, Automatically causes collateral damage, melee weapon which can attack at a range of 10'.) This armor looks the closest to that of a real world knight, and is more practical than beautiful. Its weapon, however, is devastating avain even heavily armored targets.
- Farewell Fairy Tail Armor (This beautiful, extravagant armor is a +3 defense outfit mostly made to look magnificent and beautiful than to be actually very useful in a fight). Comes with a Fairy Tail banner (actually a +2 Spear with a flag with the symbol of the Fairy Tail Guild on it). Needless to say, more of a ceremonial outfit than anything else, but still looks great nonetheless, and a decent armor and weapon at the end of the day.
Take Over (Machina Soul): 5
(Int.bonus)
-Efficient
-Allows Shirou to touch machines, weapons, vehicles and machinery and be able to transform his body to take over their attributes and capabilities at will afterwards. Shirou has already taken over multiple machines and weapons, allowing him to take multiple forms and alter his body in lots of ways.
-As Metamorphosis, Also allows him to acquire PA/Robots actions/modifiers, Needs not maintain
-Battle Form (A special form and her most powerful 'outfit' is Shirou's Battle Form, which adds +2 to all Physical Abilities, Power Level, and +3 to Toughness (No 2x damage) and Reflexive Dodge, in addition to still being able to activate this action to add modifications to the form.)
-Accumulate Energy for greater effects
Sky Dragon Slayer Magic: 8
(Int.bonus)
-Efficient
-As Mastery of Air/Wind
-Create/Manipulate
-Force Blast (With some or all the following advantages, depending on the attacks: Normal or Stun Damage, 2x damage, AP and/or Area Attack of Area 5 [Can be augmented by paying stones].)
-Absorb (Eat) 3 stones of Air/Wind (Except for air she creates herself) per panel; may be lowered or lost altogether if the air quality is poor
-Absorb Air/Wind attacks by eating them. She can absorb up to 3 times this Action's AN without any trouble; any stone over this total "bleeds off" by causing powerful winds around her, causing her to lose a similar amount of her absorbed stones. Attacks thus absorbed can either be redirected at the same strength on the next panel without taking up an action, or used to improve Wendy's own Air Magic techniques, in which case she can use the stones as a temporary modifier, up to one half this action's AN per panel.
-Sky Dragon's Healing Spell (Allows Wendy to use this action as Magical Healing at AN. She can heal up to 2 times her AN of White Stones per day. However, while she recently created a variant allowing her to heal herself as well, doing so is very difficult and takes up 2w off that total for every stone healed... and forces her to spend 5 stones in this action for every White Stone healed on herself.)
-Sky Dragon Soul (Assuming some aspects of a Sky Dragon, Wendy uses high-level magic to gain more power. This works as Metamorphosis, but without the Healing effect.)
-Dragon Force (As Metamorphosis; can boost Physical Abilities, Toughness, Reflexive Dodge, and Fire Attacks. Must pay stones to maintain.)
Sky Dragon Support Magic: 5
(Int.bonus)
-Arms (Increase targets' damage output for specific body parts, for example the arms, or the legs. Wendy pays for effect, for duration [1 stone/panel] and for the number of affected targets. The effect is basically a modifier to Physical Attacks made using the enchanted body parts.)
-Vernier (Increase targets' Speed and Leaping ability. Wendy pays for effect on both/either, for Duration [1 stone/panel] and the number of affected targets. Again, this acts as a modifier, adding directly to the user's Speed and Leaping abilities without them needing to spend more stones.)
-Armor (Increase targets' defensive potential, either, or both, physical and magical. Wendy pays for either aspect she wishes to increase, for Duartion [1 stone per panel] and for the number of targets. This basically works as either an increase of Toughness, or Magical Defense.)
-Body Anomaly Resistance, Raise (This spell allows Wendy to dispel most harmful magical effects from her target. It works as a counterspell, dispelling dangerous spell effects from a given person if she beats the stones of the curse/spell with her own.)
Requip Magic - The Gunner: 9
(Int.bonus)
-Allows user to store and summon various weapons of the firearms variety, usually with a magic effect or two on each weapon.
-Basically functions as Hammerspace, with the difference that the user may have only up to 2 different weapons/AN of this action, and may only holds Firearms-type weapons.
-Currently stored weapons:
- Magic Sniper Rifle (A +4, 2x damage, Limited AP, Range 6 Sniper Rifle which cannot split stones for multiple targets. It has an Enhanced Vision 5 (Far Sight, See at high speeds) feature built in which magically allows user to benefit from it even without looking inside the scope.)
- Magic Rifle (Not unlike Bisca's husband's guns, this +3, 2x damage, Range 5 rifle is enchanted to almost never miss, and receives a Good Luck +3 effect specifically to hit targets.)
- Magic Pump-Action Shotgun (This powerful +4, 2x damage, Area attack, Automatically causes collateral damage, Range 3 shotgun is enchanted to ignore objects' Hardness entirely when firing, and is very good for general destruction of surroundings.)
- Magic Double Machine Guns (Those two Thompson-like machine guns are +3, 2x damage, Automatically causes collateral damage, Range 4 weapons, are enchanted to actually increase their modifier to +5 when firing upon groups of people as opposed to single opponents.)
- Big Bazooka (+7, 2x damage, Area effect 4 around point of impact, Range 7, is simply enchanted to shoot from great distances without loss of effectiveness.)
Gun Magic: 8
(Int.Bonus)
-Bisca's unique type of Gun Magic spells vary depending on what weapon she wields. She might gain new spells with new weapons.
-Combine with Ranged Combat (Requipped Magic Firearms only)
-Homing Shot (Requires use of Magic Sniper Rifle. Shot explodes upon hitting target as an Area 5 explosion around victim.)
-Stinger Shot (Requires use of Magic Sniper Rifle. Shot will surround the enemy, making the attack almost impossible to dodge, negating target'S Reflexive Dodge. Upon hitting target, explodes as an Area 3 effect.)
-Deadeye (Requires use of Magic Rifle. Upon hitting a given target, the Magic Rifle's Good Luck modifier to hit will increase by 1 with each subsequent shot, up to twice the normal bonus (or +6 total), for 1 panel/stone played.)
-Wide Shot (Requires use of Magic Pump-Action Shotgun. Makes the attack not only an Area attack, but one that causes Area effects of 3 around point of impact with every hit target, for massive destruction if many targets are in reach.)
-Bullet Storm (Requires use of Magic Double Machine Guns. Actually make their effect into Area Attacks and increases their Modifier by 1 each.)
-Blast Bullet (Requires use of Big Bazooka. Fires multiple shots, increasing the Wpn.modifier by 1, and the hit area effect to 7.)
Doll Play Magic: 4
(Int.bonus)
-May be used as Telekinesis with 2 Wpn.Modifiers, by moving objects via her magic.
-Animate Doll (This action may be used to create a semi-independent doll made of surrounding materials, or perhaps built prior the use of this magic. Doing so works as the Summoning action, except there is no need to control the doll, and maintaining it costs 1 stone/puppet/panel, but no Action.)
-Doll Master (May use as an Attack VS Durability + Magical Defense to assume physical control of any animal, creature, robot and even of Celestial Spirits (such Celestial Spirits can even be kept from being recalled by their Summoner, but their Gate can still be force closed).
-At any one time, a Doll Play Magic user may only have up to AN manipulated objects/creatures at once, be it via manipulation through threads, Animated Dolls or the Doll Master ability.
-Range: 4