Primary Magic: Serpent Summoner Magic
Secondary Magic: N/A
Caster or Holder: Holder
Description: With a certain chant for each key, Junko can summon serpent spirits from the spirit realm. These spirits have been contracted with her, and willingly come to her aid whenever she calls them. These strong and fearsome serpents will fight on behalf of Junko, protecting her with everything they have.
These spirits are from the serpent spirit realm, meaning that every spirit that Junko summons will be a serpent of some sort.
Strengths:
- Is bonded strongly with each spirit that she has contracted
- Is more protected by this magic than by using melee attacks
- The spirits will protect Junko at all costs
- The serpents are large, and can deal great amounts of damage
Weaknesses:
- If Junko wants to summon more than one spirit, there will be consequences most of the time
- She can only summon the spirit if she has the key for that specific spirit
- The serpents can be quite large, which may make things a bit difficult to fight with allies
- The spirits have their own free will, meaning that they can disobey if they want to
- Each spirit has their own strengths and weaknesses according to elements and other such things, meaning that if they are weak to a certain element, they may take extra damage.
Lineage:
Unique Abilities:
- Serpent's Tongue: Junko can speak to and understand any and all serpents. Whether they be the serpent spirits that she summons, or just a random serpent that happens to slither by.
- Wings of the Dragon: Junko can temporarily sprout transparent wings from her back and propel herself upwards 15m and glide back down to the ground, giving her a few moments of "flight"
- Fearsome Strength: If Junko so desires, she can sacrifice 4% of her mana and health in order to receive a 25% strength boost. This boost lasts for 3 posts, and has a cooldown of 4 before it can be used again.
Secondary Magic: N/A
Caster or Holder: Holder
Description: With a certain chant for each key, Junko can summon serpent spirits from the spirit realm. These spirits have been contracted with her, and willingly come to her aid whenever she calls them. These strong and fearsome serpents will fight on behalf of Junko, protecting her with everything they have.
These spirits are from the serpent spirit realm, meaning that every spirit that Junko summons will be a serpent of some sort.
Strengths:
- Is bonded strongly with each spirit that she has contracted
- Is more protected by this magic than by using melee attacks
- The spirits will protect Junko at all costs
- The serpents are large, and can deal great amounts of damage
Weaknesses:
- If Junko wants to summon more than one spirit, there will be consequences most of the time
- She can only summon the spirit if she has the key for that specific spirit
- The serpents can be quite large, which may make things a bit difficult to fight with allies
- The spirits have their own free will, meaning that they can disobey if they want to
- Each spirit has their own strengths and weaknesses according to elements and other such things, meaning that if they are weak to a certain element, they may take extra damage.
Lineage:
- Serpent's Fang:
- Serpent’s Fang:
Description: A brave pirate was said to have slain a serpent. The pirate took the fangs of the serpent and turned the fangs into a broth. Little did he know that the fangs would consume the pirate and give him snake like abilities.
Ability: The user becomes agile like a snake, moving quickly in water and grass (50% speed/agility increase) and slithers like a snake during this time. The user also receives harder skin than others giving them a 25% damage resistance against attacks. The active ability is passive and also allows the user to spew out deadly venom from their mouth to paralyze living beings. Range of 5 meters, lasts 1 post. 5 post cooldown and is shot out in the form of a colored(up to the user what color) wad of spit.
Usage: Passive abilities that affects the user. The paralysis poison can have an effect against the same person a maximum of 2 times before they become immune for the rest of the thread but has no effect on H-ranks. Cooldown of the venom does not start until after the paralysis is over.
Unique Abilities:
- Serpent's Tongue: Junko can speak to and understand any and all serpents. Whether they be the serpent spirits that she summons, or just a random serpent that happens to slither by.
- Wings of the Dragon: Junko can temporarily sprout transparent wings from her back and propel herself upwards 15m and glide back down to the ground, giving her a few moments of "flight"
- Fearsome Strength: If Junko so desires, she can sacrifice 4% of her mana and health in order to receive a 25% strength boost. This boost lasts for 3 posts, and has a cooldown of 4 before it can be used again.
- Signature Spells:
Name
Rank:
Type:
Duration:
Cooldown:
Description:
Strengths:
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Name
Rank:
Type:
Duration:
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Description:
Strengths:
Weaknesses:
- D-Rank Spells:
- Zindrass, Gate of the Static Serpent:
- Appearance:
- Key:
Rank: D
Type: Electric, Offensive
Duration: 3
Cooldown: 4
Description: "Open, Gate of the Static Serpent, Zindrass!" Junko shouts this command as she inserts the key into the air, turning it to reveal a shining blue gate. Once this chant has been completed, and the gate has been opened, Zindrass, the electric serpent, will appear before her, ready to fight.
Passive: Because of the massive amount of static electricity that she produces, Zindrass experiences a 25% increase to her speed.
Active: Zindrass builds up electricity around her body, coiling it around herself, until she can shoot this blue charge out of her mouth. This attack can hit one target, or multiple, depending on the intent of the summoner. The attack has a range of 60m and travels at a speed of 45m/s for a single target. If the summoner decides she wants to attack more than one target, the attack then has a range of 45m and travels at 33m/s. If the attack hits one person it does 20hp of damage. If it attacks more than one target, each target will take 10 hp of damage, taking two hits from the electric shock.
Duration: 1
Cooldown: 2 (The attack must charge up before it can be used again)
Strengths:
- Great against water magic
- Can hit more than one target if desired
- Is very quick to act
Weaknesses:
-Is weak to earth magic
- The attack is 75% less powerful if it is used to hit more than one target
- Zindrass does not have any defensive abilities, only offensive.
- Keldron, Gate of the Fire Serpent:
- Appearance:
- Key:
Rank: D
Type: Fire, Offensive
Duration: 3
Cooldown: 4
Description: "Open, Gate of the Fire Serpent, Keldron!" Junko shouts this command as she inserts the key into the air, turning it to reveal a blazing red gate. Once this chant has been completed, and the gate has been opened, Keldron, the fire serpent, will appear before her, ready to fight.
Passive: With the excessive amounts of heat that Keldron produces, it makes water and ice attacks less effective by 15%. This heat wave that he produces at all times has a range of 15m around him.
Active: Setting his sharp claws ablaze with a scorching fire, Keldron charges at the enemy, tearing them apart with these claws. The attack does a base damage of 50% D-rank damage (10 hp) if it hits the target. If the target is hit, and is inflicted with a burn, the target will take 5 hp of damage for 4 posts.
Duration: 3
Cooldown: 4
Strengths:
- Strong against earth/grass magic
- Can cause a great deal of damage if the attack hits and inflicts a burn
Weaknesses:
- Weak against wind and water magic
- Is not good for range attacks, it must be close combat
- Issyri, Gate of the Angelic Serpent:
- Appearance:
- Key:
Rank: D
Type: Healing, Supportive/Defense
Duration: 3
Cooldown: 4
Description: "Open, Gate of the Angelic Serpent, Issyri!" Junko shouts this command as she inserts the key into the air, turning it to reveal a glowing white gate. Once this chant has been completed, and the gate has been opened, Issyri, the angelic serpent, will appear before her, ready to fight.
Passive: Issyri has phenomenal healing abilities, she is an angel after all. She can heal 5% of the summoner's health every other turn until the duration of her spell is over.
Active: Issyri lets out a very loud shriek, causing a very bright shield of light to form in front of the summoner. This shield can absorb 1 D-rank spell per post, and can absorb 50% of a C-rank spell. Spells that are 2 ranks above or more can blast right through this shield, rendering it useless.
Duration: 3 (or until the shield is shattered by a B-rank or higher spell)
Cooldown: 4
Strengths:
- Can protect the user from 1 D-rank spell per post
- Can absorb 50% of a C-rank spell
Weaknesses:
- Can only protect the front of the summoner, the back is still vulnerable
- Can only protect against D-rank and partial C-rank spells
- This summon is unable to attack
- Alra, Gate of the Water Serpent:
- Appearance:
- Key:
Rank: D
Type: Water, Offensive
Duration: 3
Cooldown: 4
Description: "Open, Gate of the Water Serpent, Alra!" Junko shouts this command as she plunges the key into water, turning it to reveal a swirling pool. Once this chant has been completed, and the gate has been opened, Alra, the water serpent, will appear before her, ready to fight.
Passive: Since Alra is a water serpent, he can assist the summoner and an ally in breathing underwater.
Active: Opening his large mouth, Alra can shoot sharp water arrows from his mouth. These arrows can fly at a speed of 33m/s and reach a range of 40m. Each arrow does 25% D-rank damage (5 hp) and can hit either one target or multiple, depending on the circumstances.
Duration: 1
Cooldown: 2
Strengths:
- Strong against fire magic
- Can shoot arrows from a far range
Weaknesses:
- Weak against earth and electric magic
- Can only be summoned from a body of water
- Grarsuss, Gate of the Forest Serpent:
- Name Grarsuss, Gate of the Forest Serpent
Rank: D+
Type:
Duration:
Cooldown:
Description:
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- C-Rank Spells:
- Chrysalis, Gate of the Butterfly Serpent:
- Appearance:
- Key:
Rank: C
Type: Wind, Defensive & Offensive
Duration: 5
Cooldown: 6
Description:"Open, Gate of the Butterfly Serpent, Chrysalis!" Junko shouts this command as she inserts the key into the air, turning it to reveal a glimmering cocoon. Once this chant has been completed, and the cocoon bursts open, Chrysalis, the butterfly serpent, will appear before her, ready to fight.
Strengths:
Weaknesses:
- Melzrader, Gate of the Venomous Serpent:
Name Melzrader, Gate of the Venomous Serpent
Rank: C
Type:
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- Zudrosda, Gate of the Shadow Serpent:
Name Zudrosda, Gate of the Shadow Serpent
Rank: C
Type:
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- Azul and Ater, Gate of the Twin Serpents:
Name Azul and Ater, Gate of the Twin Serpents
Rank: C+
Type:
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Cooldown:
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- Fusion Spells:
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
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Weaknesses: