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Sentinel

Sentinel is a summoning spell unique from the other summoning abilities because of its linked creation to non-organic objects that fall under the control of the wielder. Instead of calling out one of the many summons of creatures, the spell brings out six specific sentinels that are all elemental and float around the wielder to be their guide to attack and defend at the same time. Unlike most summoning spells, this ability does not use a very strong summoning aura, instead relying on digital programming in each sentinel that determines what the linked wielder wants. Sentinel can be a very powerful summoning spell when used properly.
 
Predecessor Spells: None
Evolutionary Forms: Neo-Sentinel + Part of Ice Armor

Effect

Support Form: Multi-Elemental Sentinel Summon
Support Type: Summon Spell
Glyphring: Summoning

Manifestation

When the wielder invokes Sentinel, six separate yellow summoning glyphrings each of a small size spaced apart high in the air quickly form and generate each elemental sentinel. A sentinel is a kind of artificial summon, a programmed floating sphere of technology that can cast spells using its own MP energy supply obtained from the wielder during the invocation, as a means of attacking targets or using spells that defend the wielder from projectile spells. Each of the six sentinels from this ability form in different elemental variations, but each invocation will bring the same elements each time.

The first is the Flame Sentinel, capable of invoking fire elemental spells. The Flame Sentinel has a burning red armor coloration among the dark metal black coat around it. The next is the Frost Sentinel, capable of invoking ice elemental spells. The Frost Sentinel has a frozen cyan armor coloration among the dark metal black coat around it. The third is the Thunder Sentinel, capable of electrocuting objects from a distance with electric elemental magic, and keenly focused on disrupting projectiles with its rapid Lightning Strike attacks. The Thunder Sentinel has a glowing jade armor coloration among the dark metal black coat around it. The forth sentinel is the Marine Sentinel, capable of shooting lots of water everywhere with water elemental magic. The Marine Sentinel has a dark blue armor coloration among the dark metal black coat around it. The next is the Air Sentinel, capable of blasting wind in a focused location to cause wind elemental magic damage. The Air Sentinel has a tarnished yellow armor coloration among the dark metal black coat around it. The final sentinel is the Ethereal Sentinel, capable of using spirit elemental spells on the target as an attempt to inflict confusion, or to deal heavier damage to other summons. The Ethereal Sentinel has a glowing dark pink armor coloration among the dark metal black coat around it.

Flame Sentinel Parameters:
Endurance Level: 6.5 | Elemental Affinity: Fire Elemental | Average ME Level: 4,900
Known Abilities: Fire Bolt + Flamethrower + Flameburg

Frost Sentinel Parameters:
Endurance Level: 6.5 | Elemental Affinity: Ice Elemental | Average ME Level: 4,900
Known Abilities: Ice Bolt + Icy Wind + Ice Needles + Ice Beam

Thunder Sentinel Parameters:
Endurance Level: 6.5 | Elemental Affinity: Electric Elemental | Average ME Level: 4,900
Known Abilities: Thunderbolt + Thunder Flare

Air Sentinel Parameters:
Endurance Level: 6.5 | Elemental Affinity: Wind Elemental | Average ME Level: 4,900
Known Abilities: Aero Blast + Whirlwind + Push Wave

Marine Sentinel Parameters:
Endurance Level: 6.5 | Elemental Affinity: Water Elemental | Average ME Level: 4,900
Known Abilities: Water Blast

Ethereal Sentinel Parameters:
Endurance Level: 6.5 | Elemental Affinity: Spirit Elemental | Average ME Level: 5,000
Known Abilities: Spirit Bolt + Matter Transference

Secret Sentinel Ability: Refraction

Source

Personal MP
Average MP usage: 50%

Discovery

Sentinel was invented after the implementation of the Leray veil. Mainne Gelica knows this ability, but is not the inventor.
Gestures & Ritual
Training: When invoking the Sentinel spell, each elemental sentinel has a set endurance level and infused ME level from the wielder. Many spells get stronger in different ways when a wielder practices them largely over time. With Sentinel, the parameters that are upgraded the most other than mild MP conservation and invocation time, is the endurance level of all elemental sentinels, ME infusion (leading to longer lasting MP in spell usage, making it appear as if the MP cost per sentinel ability is lower), and what elemental spell tier is available for that sentinel. When wielders first learn how to use sentinel for example, the floating spheres can only attack and defend with elemental bolts. The Flame Sentinel would only capable at that time of invoking Fire Bolt despite the possibility of the sentinel learning to use Flamethrower and eventually Flameburg. But in order for the higher level spells to be unlocked to that sentinel, the summon spell must have been invoked a great number of times by the linked wielder. Therefore, not all known sentinel abilities may be available to each wielder.
Effect Duration
Sentinels can exist in the physical world for as long as two hours after invocation. They are normally destroyed in combat long before this duration passes.
Effect Casting Time
13 seconds for beginners
Range
N/A
Level
Endurance Level Range: 6-9
Applied Restriction
Once Sentinel is invoked by any wielder, that wielder cannot invoke Sentinel again for a duration of two hours. There are no exceptions to this rule.

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