Name: Arc of Tarot
Type: Caster-Type, Lost Magic
Users (List as current and or prior): Diego Vendrix I (deceased)- Prior user
Status: Available
Explanation: Arc of Tarot revolved around the use of twenty powerful spells based on the Major Arcana. When the wielder first uses it, they are known as the Fool and change as they unlock more spells before achieving the Rank of World. The spells are divided into different branches, either powering ones-self, direct attack or summoning golems or weapons. When a golem is out, they can only be out for certain periods of time before needing to be resummoned. Also, only one golem can be out at a time so they often be switched out. The Spells are unlocked through experiences and developments and are unlocked in order.
Spells:
I- Magician: Summons a golem-like mage to perform basic Fire Magic, Earth Magic, Water Magic or Air Magic, depending on the item the golem wields. Learnt upon first using Magic.
II- Priestess: Summons a golem-like Priestess to perform healing magic on an ally. Learnt upon desiring to heal one’s comrades.
III- Empress: Summons a golem-like Empress to conjure physical shields or barriers. Learnt upon taking a blow to protect one’s comrades.
IV- Emperor: Summons a golem-like Emperor that can perform Take-Over Magic (
http://fairytail.wikia.com/wiki/Take_Over). This is done by possessing a spell or object and merging with the wizard to perform the attack. Learnt upon taking charge of a situation.
V- Hierophant: Summons a golem-like Hierophant that can perform Archive Magic (
http://fairytail.wikia.com/wiki/Archive). Learnt upon a spiritual revelation.
VI- Lovers: Summons twin angel-golems with hearts to allies. Allows them to perform Unison Raid (
http://fairytail.wikia.com/wiki/Unison_Raid) with little difficult and without contact. Learnt upon first falling in love or an experience involving love.
VII- Chariot: Summons a heroic warrior Golem that fights through Enhanced Strength and Hand-to-Hand Combat. Can also teach others how to do so. Learnt upon fighting an opponent of stronger physical development and not giving up.
VIII-Justice: Summons a large lawful gavel which the wizard can wield for attacking head on. Can be used for shockwaves. Learnt upon standing up for justice and making a just decision.
IX- Hermit: Summons a golem-like Hermit that can perform Wave (
http://fairytail.wikia.com/wiki/Wave). Learnt upon spending a week of meditation and solace when needed.
X- Wheel of Fortune: Allows the wielder to perform Amaterasu (
http://fairytail.wikia.com/wiki/Amaterasu ) with random effects. Learnt upon embracing the nature of luck’s role in life.
XI- Strength: Grants the wizard an increase of muscle, speed, agility and power for a certain period of time. Learnt upon giving strength to others.
XII- Hanged Man: Allows the wizard to a combination of Chain Magic (
http://fairytail.wikia.com/wiki/Chain_Magic) and Organic Link Magic (
http://fairytail.wikia.com/wiki/Organic_Link_Magic) by summoning a limited number Lachrimas filled with chains. The moment a Lacrima is destroyed, the person responsible would be flung back with the same amount of damage dealt to the Lacrima by chains. Learnt to resignation of an impossible decision and going with the flow.
XIII- Death: Allows the wizard to perform Poison Magic (
http://fairytail.wikia.com/wiki/Pois...n_Slayer_Magic) kinda like this, but a weaker level. Learnt upon the wielder going through a near-death experience.
XIV- Temperance: Allows the wielder to create a shockwave of Dispel Magic (
http://fairytail.wikia.com/wiki/Dispelling_Magic) regardless of friend or foe. Learnt upon recovering from the near-death experience and coming to terms with it.
XV- The Devil: The wizard summons a massive demon to fight his foes. Learnt upon succumbing to darkness and then breaking through it.
XVI- The Tower: The wizardsummons an enormous and ornate tower. As long as the user holds their hands in a position, the tower remains stable. They can then cause pieces of the tower to launch themselves into exploding projectiles or just detonate the entire thing. (Inspired by this:
http://fairytail.wikia.com/wiki/Tower_of_Dingir). Learnt upon the user going through a traumatic experience of loss.
XVII- The Star: The wizard gains the temporary ability to perform certain Heavenly Body Magic spells. (
http://fairytail.wikia.com/wiki/Heavenly_Body_Magic). Learnt upon recovering from the trauma of the Tower and regaining hope.
XVIII- The Moon: The wizard gains the temporary ability to perform certain Darkness Magic spells. (
http://fairytail.wikia.com/wiki/Darkness_Magic) Learnt upon embracing the nature of one’s animal side and understanding their basic desires and instincts.
XIX- The Sun: The wizard gains the temporary ability to perform certain Light Magic spells. (
http://fairytail.wikia.com/wiki/Light_Magic). Learnt upon the renewal of innocence and the positive aspects of one’s self.
XX- Judgment: The wizard summons a large and ornate sword with JUDGMENT in it. They can wield it to slice through, block and redirect almost any magic attack, based on the inner power of the wizard. Learnt upon the user recalling all of their lessons during times of enormous crisis and can only be summoned as a last resort.
Strengths/Weaknesses: Spells are unlocked throughout the lifetime of the wizard and most never reach the last levels. Very versatile and powerful, but requires someone of great moral fiber, strength and soul to be able to wield it to the fullest extent. This one will have to personally be judged by me to decide if yes or no.
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