The Veritas; The Crystal Dimension
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 Summon, Familiar and Guardian Info

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The Omnipedia
Shincleff, the True Grimoire :: The Legend; Herald of the Veritas
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PostSubject: Summon, Familiar and Guardian Info   Summon, Familiar and Guardian Info EmptyFri Nov 28, 2014 6:12 am

(WIP, gathering info from a number of places. Bear with me. Will update later)

Alright, let me explain the Summons thing really quickly. When you have a certain number of Djinn, you will be able to use their power to summon a large and powerful monster for a maximum of 5 posts before it goes away. While a Summon is active, you CANNOT use any Djinn AT ALL. Also, after you use the summon, the Djinn you used to summon it will go into Recovery mode, making them totally and utterly useless for 3 posts. You can summon a Summon multiple times if you have enough Djinn on Standby, making it veeeeerry wise to collect many Djinn if you want to have the power of the summons on your side. Naturally, the more Djinn you have, the more powerful the summon. Also, you may combine the elements for different summons. All summons and their abilities shall be listed below.

Elemental Djinn (not to be confused with normal Djinn) come from the realm of Golden sun. They are classified by their alignment with a certain planet; Venus, Mars, Jupiter and Mercury, their elements being Earth, Fire, Wind and Water respectively. There are originally 72 Djinn with 18 of each element, though we shall be adding "Djinn Copies" so that everyone will be able to have some, though the originals will always be more powerful than the copies and the originals will be able to do.. other things.

Having certain Djinn will have you know certain Psyenergy (please look at the Psyenergy section) and certain Psyenergy will only be acquired by having certain Djinn. Haha. The more of one type of Djinn you have, the more towards that element your Psyenergy will lean to.

When a Djinn can be used, it will be in Set Mode. Djinn cannot be used repeatedly, and after one use they must be on Standby mode, in which they cannot be used themselves, but they can, however, be used to summon up huge...summons. After being used as a summon, they enter Recovery Mode, in which they will not be able to be used for 3 posts (that's 3 of your posts, not you and your opponent collectively.) After these 3 posts of recovery, they will become set again. There will be a list of Djinn and saying what they do as well as a list of summons.

The only way to get a Djinn is if you find one in battle and defeat it in battle. Once you defeat it, it will join you and be under your command. The only way to find a Djinn is if one appears randomly or if you are sent on a mission to find one. The Djinn will be Rped by a higher up.

Another thing, you can only use ONE. DJINN. PER. POST. NO MORE THAN ONE PER POST. Also, after one post, the effects of the Djinn will wear off unless they are stat raising Djinn in which they will wear off when the Djinn go into recovery mode. Djinn can only go into Recovery Mode when a Summon is used or when the Psyenergy Djinn Storm is used.

Also, just to make this perfectly clear, THEY ARE NOT MADE OF THE ELEMENT THEY ARE CONTROLLING, THEY JUST SYMBOLIZE THE ENERGY AND ELEMENT. THEY ARE MAGICAL BEINGS AND CANNOT BE CONTROLLED BY ANYONE REGARDLESS OF POWER UNLESS THEY HAVE BEEN RECRUITED BY YOU. That is all. No one, and I mean NO ONE is exempt.

When you have enough Djinn in Standby mode, you can summon up powerful beasts and creatures to help you out during your turns. You can summon however many summons you want to depending on how many Djinn you still have in Standby mode, but you can only SUMMON ONE SUMMON PER POST. Also, each summon lasts a maximum of 10 posts unless stated otherwise.

The summons work the same as the Elemental Djinn; They all fall under the elements of Venus (Earth), Mars (Fire), Jupiter (Wind) and Mercury (Water.)

Some summons may not fall under just one category of elements, and may have to have a mixture of Mercury and Venus Djinn or Wind and Mars Djinn, etc. etc. and they all may have different effects. The Summons cannot be hurt or touched, however they can attack you. The most you can do is dodge them or counter them.

Yes, you can summon more than one of the SAME summon, so long as you have a sufficient amount of Djinn in Standby mode.

The same as the Djinn, the Summons cannot be controlled by ANYONE unless they have been summoned BY YOU. NO MATTER WHAT ELEMENT YOU ARE, YOU CANNOT CONTROL THEM UNLESS YOU SUMMONED THEM. CAPICHE?



So, here's what you Golden Sun fans have all been waiting for! Yay! It's time for the super Elemental Djinn of wonderfulness! Let's get some background info on Djinn, Shall we?

First, there are 4 elements of Djinn: Earth, Wind, Fire and Water. Each elemental Djinn has control over the element it has and each specific Djinn has a different ability. There are numerous Djinn and many copies shall be out (since we wanna be fair to everyone to get Djinn.) Lastly, the more Djinn you collect, the more Psynergy you will be able to do and the more powerful your Summons will be, which we'll come to later.

Now, to receive a Djinn, you must go look for one. Except for your first one. You will receive ONE Djinn from myself, Skelette, and it will be whatever element you want. But it shall be only one freebie. The rest you must go look around HARD for. They're not easy to find, mind you and are also prone to running away so... If you find one and it runs... Tough nuts for YOU! HAHAHAHAHAHA. That just means you need to try harder, you lazy bum! But yeah, this list will show the Djinn by elements as well as what each individual Djinn does. Any questions, refer to me, Skelette!

Djinn also cannot be used consecutively. They may only be used ONCE, and then they will go onto Standby mode, which is required for their power to be used for a Summon. They cannot be used for summons unless on Standby Mode, so you have to use them before you can summon up... Summons. Lastly, after using a Summon, all used Djinn will go into Recovery mode, meaning they cannot be used for their own attacks or for Summons. Recovery mode will always last for 3 posts. After the 3rd post, your Djinn will be back to their normal selves. For those who are a little slow-- I mean, don't understand, here's how it goes!

--Set: Djinn are ready to use their abilities listed below.

--Standby: After using their power ONCE, they are set to use their remaining power to summon up a Summon.

--Recovery: After being used for a Summon, the Djinn itself cannot use its own abilities or use power for summons for 3 posts.



Final thing, you must post what Djinn you have collected HERE. NOT IN THIS SPECIFIC TOPIC. Make your own and be like "I'S COLLECTED THEEEESE MANY DJINN!!! :DDDDDDDD" And make it clear. And update it when you get a new one. And don't try to add them when you know you don't have them. We'll know. And if we find out you're doing something of the sort... BANG. ZOOM. RIGHT TO THE MOON. And no more Djinn for you! And no more Psynergy for you!


Last edited by The Omnipedia on Fri Nov 28, 2014 6:44 am; edited 1 time in total
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PostSubject: Re: Summon, Familiar and Guardian Info   Summon, Familiar and Guardian Info EmptyFri Nov 28, 2014 6:43 am

Earth Summons




Venus Djinn:

Venus Djinn symbolize the Earth Element, usually focusing on power and defense. They tend to have powers that involve the very earth and the plants and nature and such, their names reflecting it.




Flint: Embeds Venus energy into your weapon/attack and strikes with a heavy, destructive blow.

Granite: Creates a large shield around all allies made of Venus (Earth) energy that makes all blows from all attacks lessened by half.

Quartz: Rejuvenates a person of a quarter of their chakra/health/etc. if it is depleted. Otherwise, it does not work.

Vine: Creates an unending amount of vines from the ground to ensnare the enemy. Once cut, they regrow twice as fast.

Sap: Embeds Venus energy into your weapon/attack and makes a strike to drain chakra/energy of a foe by half and sucks it into yourself for energy.

Ground: A super quick vibration shoots through the ground that will instantly paralyze the enemy for if they are touching the ground while this has been used.

Bane: Embeds Venus energy into your weapon/attack and strikes with a heavy blow that will also poison the enemy upon contact.

Echo: Embeds Venus energy into your weapon/attack and strikes with a heavy blow that resonates throughout the bones and may cause paralysis.

Iron: Surges Venus energy throughout the body to increase strength and defense. If it is used consecutively (without other Djinn being used after recovery) then it will continue to increase strength and defense.

Steel: Embeds Venus energy into your weapon/attack and strikes with a heavy blow that can shatter steel with ease.

Mud: The ground instantly becomes liquefied and sticky preventing the foe from moving their legs. If they are in the air, Mud with shoot up and grab them with sticky mud tentacles and pull them down.

Flower: Venus Energy slightly restores a bit of chakra/energy/health/etc, giving you the energy to go on just a bit longer.

Meld: Embeds Venus Energy into your weapon/attack and strikes with a heavy blow that is delivered with twice the power of the one using it.

Petra: Venus Energy surges through the opponent and petrifies them for one post, leaving them vulnerable to any and all attacks unless stated otherwise.

Salt: Removes all status ailments via Venus Energy. This is for ALL status ailments, regardless of what their effects are (except for death and.. well.. loss of body parts.)

Geode: Venus energy forms into a gigantic clod of energy then slams down at the foe with thrice the power of the user.

Mold: Venus Energy takes the form of the foe or a foe's ally and proceeds in beating the foe until the Djinn goes to Standby.

Crystal: Venus Energy restores all health/chakra/energy and gives the foe the will to go on for a lot longer.


Single Element Summons.


Venus/Earth Element:

Venus: (1 Venus Djinn) Venus Energy takes the form of a Venus Djinn and proceeds in shooting a barrage of Venus energy balls straight from the earth under a foe.

Ramses: (2 Venus Djinn) Venus energy forms into a large pyramid with a Pharaoh head on the top and 2 floating fists. Ramses can make large boulders rain from the skies down on the opponent and cause its fists to explode on the foe to cause a great deal of damage.

Cybele: (3 Venus Djinn) Venus energy forms into an ENORMOUS amphibious creature with a beard and 2 twin bonsai trees growing out of its head. Cybele spits out many seeds in the area and creates an endless amount of thorns and vines to entangle and ensnare the foe and stab them a great deal. The vines will not stop until the roots themselves have been destroyed or until Cybele leaves the battle.

Judgment: (4 Venus Djinn) Venus Energy forms into an angelic knight with a right arm Lion Cannon, a left arm Angel Sword, Eagle Wings and large Bull Horns on its armored head. It will charge energy into its Lion Cannon and shoot the Judgment blast into the ground, in which the blast will expand and engulf EVERYTHING in the set area. (requires 1 turn of charging and 1 turn for the blast.) It may also use its sword for direct combat and such.


Last edited by The Omnipedia on Fri Nov 28, 2014 6:45 am; edited 1 time in total
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PostSubject: Re: Summon, Familiar and Guardian Info   Summon, Familiar and Guardian Info EmptyFri Nov 28, 2014 6:43 am

Fire Summons


Mars Djinn:

Mars Djinn symbolize the Fire element, basing their attacks on mostly strength and power as well as status. They tend to revolve around heat, fire and lava/magma.



Forge: Surges Mars energy through the user and gives them incredible power.

Fever: Surges Mars energy through a weapon or attack and hits with a heated strike that will also cause blindness on contact.

Corona: Surges Mars energy through the user and gives them incredible defensive power.

Scorch: Embeds Mars energy through a weapon/attack and hits with a burning hot strike that causes paralysis upon contact.

Ember: Mars energy replenishes all chakra/energy/etc. for the user.

Flash: Mars energy not only increases the defense of the user, but the flash from it also weakens the enemy's defenses.

Torch: Embeds Mars energy through a weapon/attack and hits with an exceptionally burning hot strike that can melt through any defenses, physical or non-physical.

Cannon: Mars energy shoots at the foe in the form of a heated and swift cannon blast.

Spark: Restores a great amount of chakra/health/energy to the user if they run out.

Kindle: Mars energy surges through the user to increase power and speed by double the user's original.

Char: Mars energy flows through the air in a concentrated manner to stun the foe on contact.

Coal: Mars energy surges through the user and increases speed by thrice the user's original speed.

Reflux: Mars energy surges through the body and upon being struck by the opponent in any way, they will instantly, without fail strike back with double power. It is unmissable and unable to be guarded against, though the user cannot move until hit or until it wears off.

Core: Embeds Mars energy in a weapon/attack that is so hot that it melts the defenses of a foe no matter what they may be, physical or non-physical and then hits them in a weak spot.

Tinder: Upon going unconscious, restores chakra, health, energy, etc to maximum power.

Shine: Mars energy surges through a weapon/attack that shines extremely brightly, causing blindness and then delivers a powerfully hot blow.

Fury: Mars energy allows a strike to the foe that will enable consecutive strikes coming from Fury (not the user) for about 3 posts.

Fugue: Mars Energy surges through the foe and lowers their chakra/energy/etc. drastically.




Mars/Fire Element:

Mars: (1 Mars Djinn) Mars energy forms into a Mars Djinn which will launch itself at a high speed at the foe and ignite upon contact, resulting in an explosion and a lingering flame under the foe that will burn them intensely.

Kirin: (2 Mars Djinn) Mars energy forms into a 2 headed, 4 horned canine creature that runs at unimaginable speeds and leaves a maelstrom of flames behind it as it runs. It will scoop up the user and strike the foe, then let the flames do the rest.

Tiamat: (3 Mars Djinn) Mars energy forms into a gigantic, purple dragon that continuously makes fireballs rain from the sky randomly. It also shoots out melting hot fire from its mouth to engulf the entire area in addition to the raining fireballs.

Meteor: (4 Mars Djinn) Mars Energy forms into a gargantuan meteor from space. The meteor is so big that it will crush the entire area in a flaming mass of destruction and explosions. It takes 1 post for the meteor to come down and one post for the meteor to hit.


Last edited by The Omnipedia on Fri Nov 28, 2014 6:46 am; edited 1 time in total
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PostSubject: Re: Summon, Familiar and Guardian Info   Summon, Familiar and Guardian Info EmptyFri Nov 28, 2014 6:43 am

Jupiter Djinn:

Djinn that symbolize the Wind element, focus mainly on speed and status, also mostly long range attacks. They use the wind, sky and electricity.



Gust: A large gust of Jupiter energy surges around the foe in a whirlwind-like fashion to cause quite a bit of damage.

Breeze: Calming Jupiter energy flows around the user to make them resistant to all elements for a while.

Zephyr: Jupiter energy allows the user to move at blinding speed as well as run along wind.

Smog: Jupiter Energy flows at the enemy in a fog-like formation to both hurt them and cause blindness.

Kite: A strike from the user allows paralysis in the body of the foe until another strike is delivered by the user, in which then they are free from paralysis. Otherwise, the foe will stay paralyzed.

Squall: A blast of Jupiter energy in the form of lightning that can paralyze the foe instantly upon contact.

Luff: Seals chakra/energy/etc. when contact is made with the foe.

Breath: Cooling breeze of Jupiter energy heals the user as well as increases speed a bit.

Blitz: Jupiter energy surges through a weapon/attack of the user and upon contact will electrocute and paralyze the foe.

Ether: Restores chakra/energy/etc. by half.

Waft: A gaseous Jupiter energy that will both hurt the opponent and put them into a deep sleep instantly.

Haze: The user becomes completely invulnerable to any attack until the Djinn goes into Standby, however they cannot move or attack, themselves.

Wheeze: A gaseous Jupiter energy that will both hurt the opponent and inflict a deadly poison instantly upon contact.

Aroma: Restores a quarter of chakra/health/energy/etc. to all allies instantly.

Whorl: Powerful Jupiter energy surges through a weapon/attack and can cause instant death/knockout to an opponent if hit correctly (dice roll, 2 dice, numbers must be equal to or over 10.)

Gasp: Jupiter energy will cause doom upon everyone in the area with a countdown of 10 posts. If one side does not win within these posts, both parties will fall unconscious and there will be a draw.

Lull: Stops/nullifies everything that is happening. (For example, a fireball is coming towards me and I use Lull, the fireball is instantly nullified and disintegrated.)

Gale: A powerful gust of Jupiter energy with enough force to both hurt the foe and blow them out of the battle (dice roll, 3 dice).

Jupiter/Wind Element:

Jupiter: (1 Jupiter Djinn) Jupiter energy forms into a Jupiter Djinn which will shoot out a barrage of swift, large purple Jupiter Energy orbs at the foe nonstop.

Atalanta: (2 Jupiter Djinn) Jupiter energy forms into a large, young, green haired maiden garbed in Greek attire. She can create a nonstop onslaught of large, extremely fast, green energy arrows from around her or from the sky out of nothingness to bombard the foe relentlessly.

Procne: (3 Jupiter Djinn) Jupiter energy forms into a large, divine, beakless bird. Procne incapacitates the enemy by creating a divine tornado with her wings, then while the enemy is helpless, she shoots various blasts of Jupiter energies arrows and bullets at them within the tornado and lets them drop from the skies, powerless.

Thor: (4 Jupiter Djinn) Jupiter energy forms into a seal with a rune in the middle meaning "Giant" in darkened skies which shoots down a gigantic lightning bolt on the foes and from it emerges a giant viking man with a lightning sparked hammer. Thor will electrocute all enemies with his electrical hammer Mjollnir and proceed in smashing them with the hammer, making thunderous explosions of electricity. It takes 1 post to make the seal and 1 post for Thor to attack.


Last edited by The Omnipedia on Fri Nov 28, 2014 6:46 am; edited 1 time in total
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PostSubject: Re: Summon, Familiar and Guardian Info   Summon, Familiar and Guardian Info EmptyFri Nov 28, 2014 6:44 am

Mercury Djinn:

Djinn that symbolize the Water element, focuses mainly on healing and status. They tend to use ice, water and liquid in general.



Fizz: Restores energy to the user as well as heals small wounds with Mercury energy.

Sleet: Icy, chunky Mercury energy is shot at the foe that both weakens the enemy's power and hurts them.

Mist: Mercury energy flows at the foe in a gaseous formation and surrounds them, both hurting them and putting them to sleep.

Spritz: Restores health/energy/chakra/etc. to all allies.

Hail: Mercury energy flows through a weapon/attack and strikes the foe with a chilly blow that will lower the defenses of the foe.

Tonic: Cures the user of all ailments.

Dew: Rejuvenates the user's energy/chakra/health completely if they are depleted and heals all wounds.

Fog: Mercury energy flows in a gaseous formation that will continuously hurt the foe as well as blind them.

Sour: Mercury energy flows through the user's weapon/attack and delivers a blow that will hurt the foe and make them vulnerable to any and all elements, regardless of abilities, until hit once with any elemental attack.

Spring: Mercury energy allows better speed and reflexive abilities as well as heals the user of energy.

Shade: Mercury energy surrounds the user and makes all attacks from the foe weakened by half.

Chill: Mercury energy flows through a weapon/attack and strikes the foe with a chilly blow that will destroy all defenses of the foe.

Stream: Mercury energy flows around the user and makes them resistant to all elements for a while.

Rime: Seals the foe's chakra/energy/etc. as well as the ability to move the body.

Gel: Squishy Mercury energy is shot at the foe and sticks to their chakra/energy/etc. that both hurts the foe and makes the foe as weak as a fly, regardless of strength.

Balm: Restores all allies completely of all energy/chakra/health/etc and heals all wounds.

Serac: Powerful Mercury energy surges through a weapon/attack and can cause instant death/knockout to an opponent if hit correctly (dice roll, 2 dice, numbers must be equal to or over 10.)



Mercury/Water Element:

Mercury: (1 Mercury Djinn) Mercury energy forms into a Mercury Djinn which will shoot out super fast, bullet-like jets of energy at the foe.

Nereid: (2 Mercury Djinn) Mercury energy forms into a an extremely large, young, Japanese maiden with purple hair holding an open Japanese fan, sitting on top of a gigantic turtle. The turtle she is on will ride in on currents of a huge amount of water that will engulf the area and drown everything, then all of the water will focus on the enemy, compress and condense and spout straight upwards with an extremely high pressure on the Nereid's command.

Neptune: (3 Mercury Djinn) Mercury energy forms into a titanic purple whale with extremely large tusks and a large frontal spout instead of a spout on its head. It will shoot an incredibly large beam from this said spout into the air and waterfalls will rain down with a high pressure on the foe.

Boreas: (4 Mercury Djinn) Mercury energy forms into a mountainous, machine-like entity with its lower torso trapped in a mountain. Somewhat smaller mounds of ice fall into a hole on its back and get ground up by an ice shaver that is embedded in its body. Huge clods of ice will instantly freeze the foe, leaving them able to do literally nothing as Boreas fires a gigantic arrow that will pierce through the ice directly at the enemy, then explode the ice and set them free. Takes 1 post to shave ice and one post to freeze the opponent as well as fire the arrow.
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PostSubject: Re: Summon, Familiar and Guardian Info   Summon, Familiar and Guardian Info EmptyFri Nov 28, 2014 6:47 am

Double Elemental Summons.


Zagan: (1 Venus, 1 Mars) Mar and Venus energy frm into a large Minotaur with a lion's main, unicorn horn and horse's tail wielding a poleaxe. Zagan will storm into the area and swipe its poleaxe at the enemy that will not only nullify defenses, but make a fiery explosion with each contact made.

Megaera: (1 Mars, 1 Jupiter) Mars and Jupiter energy form into 2 large swords that stab down on either side of the enemy and trap them there, and suddenly a large fiery maelstrom incinerates the trapped enemy. Megaera herself, a giant, young maiden with angel wings who wields these two swords will appear herself after all of this and can continue these tornadoes from afar or directly. Her furious flames will allows the user to have a great increase in power.

Flora: (2 Jupiter, 1 Venus) Jupiter and Venus energy form a young, pink-clothed, purple-haired goddess in the skies with small green wings in her hair, who will summon a barrage of sharp petals to attack the opponent. These sharpened petals will instantly put to sleep whoever they cut.

Moloch: (2 Mercury, 1 Jupiter) Mercury and Jupiter energy form a massive, white-furred, single-horned dog-like monster appearing out of a falling snowstorm that will breathe out ice at its opponents. The ice will cut the speed of the opponent by half.

Haures: (3 Venus, 2 Mars) Venus and Mars energy form a wretched blue demon emerging from a black mass that will slash at the foes with demonic nails that can seemingly rip through space. These venomous claws will also induce poison.

Ulysses: (2 Mars, 2 Mercury) Mars and Mercury energy form a glowing card transforming to a Japanese-themed mage that summons talisman papers, and each one transforms into a giant scissor-like object that bites and crunches the enemy party. If the biting papers hit, they will make the foe unable to attack for one post.

Eclipse: (3 Jupiter, 2 Mercury) Jupiter and Mercury energy form a titanic orange dragon above the world’s atmosphere launch a beam attack from its mouth onto the landscape below, engulfing the enemy and the rest of the landscape in a humongous explosion. This explosion will instantly weaken the enemy severely if they get caught in it, even if they manage to block it.

Coatlicue: (3 Mercury, 3 Jupiter) Mercury and Jupiter energy form a goddess, in clothing featuring giant chimes, who summons water to float upward, engulfing the user and restoring a small amount of chakra and energy to the user. At the turn that she must leave, she will restore all of the chakra and energy of the foe, unless they are dead or the battle is over.

Charon: (8 Venus, 2 Jupiter) Venus and Jupiter energy form a cloaked, skeletal entity emerge from a giant dark seal in the landscape and summon a mass of black and purple energy to engulf each individual enemy one by one, causing them to drown in the River Styx, then the dark mass will explode and free them with the cost of a severe portion of their lives/chakra/energy. Sometimes, their lives will be taken instantly (or they will be knocked out instantly.) (Dice Roll, 2 dice, must be over 10.) Takes 2 turns to summon from the rune, 1 turn to engulf the foe in the River Styx and one turn to release them (maybe).

Daedalus: (4 Mars, 3 Venus) Mars and Venus energy form a giant monolithic golem-like statue emerging from the ground and launching a nonstop array of artillery missiles fueled by some sort of fantasy technology. Then Daedalus launches a much larger, mountain sized missile that will come down only on the turn when Daedalus leaves the battlefield, causing a massive, meteor-like explosion. Takes 1 turn to rise, 1 turn to shoot out the missiles.

Catastrophe: (5 Jupiter, 3 Mars) Jupiter and Mars energy form a titanic, demonic knight somewhat reminiscent of (and seemingly the polar opposite to) the Judgment summon sequence’s angel knight. Catastrophe, in the apocalyptic red sky, wields its gigantic sword to summon a three-sided pyramid of lightning that lands onto the area below and folds out, letting loose the explosion of electricity within. The lightning wall then assumes the form of a dragon’s head, and the entire conglomeration of electricity charges through the enemy. This summon also drains the enemy of all chakra upon being hit. Takes 1 turn to charge energy, 1 turn to make the pyramid and 1 turn to shoot out the electricity.

Azul: (4 Mercury, 3 Venus) Mercury and Venus energy forms a very lengthy blue sea serpent that will engulf the area of the enemy in compressed and compacted dimension of water. Azul will then make this dimension into a bubble and pop it, an explosion hurting the foe and bringing them back into this dimension. This will instantly paralyze the enemy. Takes 1 turn to make the bubble and 1 turn to crush the enemy in its currents, then 1 turn to pop it.

Iris: (9 Mars, 4 Mercury) Mars and Mercury energy form a matriarchal goddess garbed in a divinely textured array of clothing summon up the foes and project them into outer space, where they are sent into the blaze of the Sun itself. It is considered the most powerful of all Summons, other than Charon. In addition, even if it misses, all of the allies are healed completely of all malformities, wounds, health, chakra, energy, etc. and cured of all ailments. Takes 2 posts to form in the skies, 1 turn to project the foe into space, and 1 post to let them fly into the sun. Once projected, the foe is instantly stripped of chakra, making escape very slim.

Summoning Style Jutsus:

Summoning Jutsu:: Yochihari: I can summon (giant) porcupines known as Yochihari which are of all sizes and shapes, some as small as a hedgehog (and often mistaken for them) while others are larger than cars. They can shoot their quills out at will, the larger ones able to reach of 10ft in size for quills easily. They have earth chakra and jutsu which they use to dig underground at very fast rates as well as "earth-bend" using it to control the earth under them. They also have sense of smell comparable to that of ninja dogs, so they can be used for tracking and sensing. Porcupines can also curl into a ball, and by sequencing their quills together, create a very hard armor, which will protect them from most attacks.

Summoning Jutsu: can summon Griffins

Water Scroll Summoning: I pull out a water scroll and summon lots of water.

Summoned Animals Jutsu:

Giant Porcupine Mud Trap Jutsu Combination:Me and the Porcupine combine water and earth to form a sticky mud trap in which enemies are stuck to.

Griffin Wind: The griffin uses its wings to create a giant wind storm, 100 mph at least.

Griffin Flame: griffin breaths flame.

Griffin Fire Storm: griffin combines fire and wind to create a flaming wind storm.
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