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Dark Guild Masters
Oracion Seis

Grimoire Heart

10 Chaos Sinners

xi. Take Over, Requip, and Celestial Spirit Guidelines

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xi. Take Over, Requip, and Celestial Spirit Guidelines

Post by Mewtwo on Thu Mar 21, 2013 10:36 pm

Take Over

Take Over allows the user to, essentially, "take over" the power (or the body, in the case of a Vulcan) of a creature or person and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding a new skill, such as flying, or swimming. One can only "take over" the power of beings that they truly "know". Take Over magic is a special type of magic, that can change the tide of a battle completely.

There are two types of Take Over magic. There is Partial Take Over, and Full Take Over. Partial Take Overs include only a certain aspect, from eyes, to arms, to legs. A perfect example of these would be Elfman's Beast Arm. Full Take Overs change your whole body, and a way stronger than Partial Take Overs. To gain a Full Take Over, a member would have to be at least B-Rank, and higher. A D-Rank or C-Rank mage cannot have a Full Take Over.

Here at FTGX, Take Overs will take up a spell slot. They will be given a Passive ability, that must be rank appropriate. The rest of the spell slots can be used for spells, that can be used with that rank. An example would be a D-Ranked mage. One of those D-Rank spells can be used to make a Partial Take Over. The rest of the spell slots can be used to have specific spells for that Take Over. When you began to rank, you can upgrade your Take Over and create a weaker one to replace it, or make a whole new Take Over, and keep the old one as the same rank.

I.E, You have recently been upgraded from D-Rank to C-Rank. You can upgrade your Partial to C-Rank, making more 2 more spells to go with it, leaving you with three open D-Rank slots. With those 3 D-Rank spells slots, you can make a whole new Partial Take Over.

Below, gives you the number of partials/full take overs a member can have based on rank.

D Rank Mages- 1 Partial
C Rank Mages- 2 Partial
B-Rank Mages- 2 Partials, and 1 Full
A-Rank Mages- 3 Partials, and 2 Full
S and X-Rank Mages- 4 Partials and 3 Full
Z-Rank Mages- 5 Partials, and 4 Full


This Magic allows users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or for combat-related purposes. Some users may just choose to use it to change their clothing. More skilled users are able to Requip different weapons in battle. And it is even possible to Requip armors in the midst of battle.

As a Requip mage, you are given the ability to make weapons, armors, guns, etc. out of spell slots. So, say you are a D-Rank mage. You are given 4 D-Rank spells, which means you can create 1 weapon/armor for each spell slot. So, 3 of those can be weapons, and the last once can be a armor.

Things you Requip can also have passive abilities. However, these are only available for things C-Rank or higher. So, a D-Rank weapon cannot have abilities. Passive abilities can include ability to fire a blast, etc.

Celestial Spirit


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