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Ifrit

Ifrit is a difficult but popular summoning spell that most high level wielders aspire to learn. Most summoning spells are very difficult to master compared to any other kind of ability, but Ifrit is still easier than many other summoning spells, with one of the main reasons being that Ifrits are fairly common in the magical dimension, thus there is a large pool to summon and link from. When the wielder first summons an Ifrit, the summoning aura bonds them together for that human's remaining life span, which means all further practice with their individual Ifrit spells will increase the overall stats and endurance level of the creature.   Ifrit has two forms that it can take unlike most other creatures. Its secondary and most common form (though not the original form) is a strong fire drake (not to be confused with the Flare Drake) that has its own variations of unique abilities. The primary form is that of a magma golem, one without the ability to fly, but more armored and set with better abilities for its sacrificed mobility. In its primary form, the Ifrit is a tough creature about 3 meters tall with a rocky body oozing its own magma everywhere, independently capable of fighting using either physical combat or magical spell invocations.     Predecessor Spells: None
Evolutionary Forms: None

Effect

Support Form: Ifrit Summon
Support Type: Summoning Spell
Glyphring: Summoning

Manifestation

In the Fire Drake form, the Ifrit glides around through the air with a softer aero-dynamic body, blasting firey spells at the target from above, often using its sharp fangs to bite the enemy. In golem form, the Ifrit will maintain its position whenever possible and attack from a distance while using its tough magma-body as its own natural armored shell. In either form however, Ifrits are somewhat resistant to spirit elemental damage while highly vulnerable to ice elemental damage. Whichever form Ifrit takes must be decided by that wielder before the summon glyphring starts the generation, because Ifrit cannot change forms during a battle after it has been created. Wielders should take caution going up against the golem form of Ifrit, because its internal magma closely simulates the effect from real magma. Under the veil, that means the simulated magma and most of Ifrits fire attacks will easily cause second degree burns.

Ifrit Parameters:
Endurance Level: 8.5 | Elemental Affinity: Fire Elemental | Average ME Level: 18,757
Known Abilities: Fire Blast + Flamethrower (enhanced) + Homing Flare + Hell Sphere

Ifrit (Fire Drake) Parameters:
Endurance Level: 6 | Elemental Affinity: Fire Elemental | Average ME Level: 17,500
Known Abilities: Fire Fang + Fiery Tail + Flamethrower + Fire Blast

Source

Personal MP
Average MP usage: 54%
Material Components
Alternatively, an unlinked Ifrit can be summoned by using an Ifrit Spell Bomb, which will draw out an Ifrit to battle without relying on the user's direct MP. Mental synch can occur from this wild Ifrit, but the link will be weaker, while the Ifrit's own stats are more random since they are not based off that wielder's own linked Ifrit assuming they have one and know the spell version. The Siriean dome makes it impossible to continue using multiple Ifrit Spell Bombs in a brief period by limiting the use of these to 1 per hour. Every hour, a new Ifrit spell bomb can be used if the single battle has persisted for that long. However, the dome does not prevent a wielder from using their own abilities to cast the summoning spell of Ifrit and using an Ifrit Spell Bomb within the same hour; both chains are separate. Although, summoning multiple Ifrits at a time is ill advised since they may attack each other if spawned by the same wielder. Additionally, there is no rule that states that a wielder cannot use multiple summon spell bombs if each spell bomb brings out a different creature; the same would apply to general summoning spells. Doing so however will make mental synch impossible, thus would all summons behave wildly.
Gestures & Ritual
Learning and practicing with Efreet will lower the learning time of Ifrit, but mastering Ifrit does not require a wielder to learn Efreet, marking this ability as a standard standalone summoning spell.
Related Element
Fire Elemental Magic
Effect Duration
Ifrit remains until he is unsummoned or defeated in combat.
Effect Casting Time
12 seconds for beginners.
Range
N/A
Level
Endurance Level Range: 8.4-9
Applied Restriction
Ifrit can only be summoned by the wielder every 90 minutes. Once summoned, that wielder must wait 90 minutes before summoning Ifrit again, without exception.

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