[CC] Djinn

21 Savage

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The Djinn clan was created by King Solomon. He created Dungeons which house some sort of genies who proved to be aides in battle, although to be in the real world, they had to be sealed within a metal vessel. In addition to using chakra, Djinn clan members are able to utilize another form of energy called "Rukh". Unlike chakra, Rukh is toxic and causes significant damage to anyone who absorbs it as they suffer drawbacks and poisoning effects.

Djinn clan members are able to passively communicate with themselves in the spirit world as they are all one with Rukh. Asides this, clan members are able to sense people's spirit, spiritual beings and also interact in the spiritual realm effortlessly.

As Djinn clan members, there's always Rukh emanating from their bodies which acts as a radar jam for all sorts of sensory apart from the visual ones, basically keeping clan members as walking ghosts. All clan abilities revolve around Rukh and the Jinn beings who are always loyal to their masters.
 

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Since Djinns are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh.
 

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Djinn clan members are able to passively communicate with themselves in the spirit world as they are all one with Rukh. Asides this, clan members are able to sense people's spirit, spiritual beings and also interact in the spiritual realm effortlessly.

As Djinn clan members, there's always Rukh emanating from their bodies which acts as a radar jam for all sorts of sensory apart from the visual ones, basically keeping clan members as walking ghosts.
A few things to take note.
@bold The Djinn clan member don't directly have the ability but rather it is done through their djinns similarly to how Bee and Naruto communicate using 9 tails and 8 tails despite neither of them possessing the ability.
@Underline This is also done through the Djinns. The user himself can't outright sense/interact with the spiritual realm but his Djinns can (And by extension can relay the information back to you). However if you use the Djinn equip you'd gain the ability since you and the Djinn become one.
@Italics It only jams chakra based sensory (The opponent would sense a blur of chakra and would be unable to pinpoint the user's precise location). Visual ones and enhanced senses would still sense the Djinn clan member.

Since Djinns are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh.
@bold Sneaky Teno XD. Rukh has no elemental weakness aka The elemental attribute gained from the Djinn equip has no weaknesses.

Anyways I assume you've seen all the customs for the clan.
Post each technique and tell me what they do. Ask questions too.
 

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1. Kariru ✽ Borg
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/A (-30 for initial use, -10 for each usage afterwards)
Damage: N/A
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.

Similar to Gaara's ultimate defense, the user is constantly protected by a yellow barrier that responds to non Rukh techniques. Pretty straightforward.
@bold, does this mean the user is capable of using it for flight? And is "as a means of (transpiration)" a typo?



2. Kyohi no rūku ✽ Rukh Of Rejection
Type: Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is an advance version of the "Borg" technique, but alot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.
Note: Can use a max of two turns per battle.
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.
Note: Cant use any Djinn Techniques of S rank and above in the same turn.
Note: No Djinn techniques of S rank and above in the following turn[/spoiler]

Similar to the first, only difference is while the first reacts to non Rukh techniques, this reacts to physical attacks with an S rank force. No questions.



3. Har-Har Infigar ✽ Scorching Heat Double Palm
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50 (-30 to user)
Damage: 90
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.
Note: Can only use once per battle.
Note: Can only be used by Kings Canidates and Magis
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn
Note: This technique takes two move slots

A powerful technique but with excessive setup imo. The user makes four hand seals and releases Rukh from their body into the ground to create three 15m large humanoid figures that shoot fiery Rukh at the target from their hands with destructive capabilities.



4. Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Even though this is the home of the Djinn beings, they dont have any special advantage as far as terrain, but due to them being in their home, they are able to manifest outside of the "metal vessel" of the user. This allows the Djinn beings to fight as a partner, sharing the chakra and health system as their user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa.
Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of their summoner.

Straightforward as well, the user reverse summons them and their opponent to the Labyrinth where they are able to fight alongside their Djinn beings. Tactical.


5. Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)
Damage: 30-80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three handseals


Basic manipulation of Rukh to do the user's biddings as they are able to create different constructs based off their discretion. It also allows elemental infusion. Sweet.


6. Jin sōbi ✽ Djinn Equip
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

One of the best techniques hands down. Gives the user access to a lot of power ups and an arsenal to work with. The juicy boosts can be a game changer. No questions.
 

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1. Kariru ✽ Borg
Type: Defensive | Supplementary​
Rank: A​
Range: Short​
Chakra: N/A (-30 for initial use, -10 for each usage afterwards)​
Damage: N/A​
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan​
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.​
Similar to Gaara's ultimate defense, the user is constantly protected by a yellow barrier that responds to non Rukh techniques. Pretty straightforward.
@bold, does this mean the user is capable of using it for flight? And is "as a means of (transpiration)" a typo?
2. Kyohi no rūku ✽ Rukh Of Rejection
Type: Offensive | Defensive​
Rank: S​
Range: Short​
Chakra: 40​
Damage: 80​
Description: This technique is an advance version of the "Borg" technique, but alot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.​
Note: Can use a max of two turns per battle.​
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.​
Note: Cant use any Djinn Techniques of S rank and above in the same turn.​
Note: No Djinn techniques of S rank and above in the following turn[/spoiler]​
Similar to the first, only difference is while the first reacts to non Rukh techniques, this reacts to physical attacks with an S rank force. No questions.
3. Har-Har Infigar ✽ Scorching Heat Double Palm
Type: Offensive​
Rank: Forbidden​
Range: Long​
Chakra: 50 (-30 to user)​
Damage: 90​
Description: Har-Har Infigar is one of the strongest technique including rukh in itself. Controlling Rukh in the air, the user uses it similar to how chakra is used but in an more destructive way and can only be done by King canidates, and Magis. The user will do four handseals causing the rukh around them to heighten, erupting from their body. The user will then channel this rukh into the ground beneath them, creating three fifteen meter humanoids from the earth while also coating it in the rukh. Due to the rukh inside and out of the humanoid, it wouldn't be weak to lightning. Once the humanoids take a form, each of them will extend their hands (can target up to three targets). The user will then channel their chakra inside the hands of the humanoids creating a type of fiery Rukh. The humanoids will then shoot off the gathered Rukh towards any direction, creating a huge and devastating blast upon impact, enough to destroy a mountain and create a crater 15 meters long, though the damage is reduces upon separating the attack in 3s.​
Note: Can only use once per battle.​
Note: Can only be used by Kings Canidates and Magis​
Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank​
Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn​
Note: This technique takes two move slots​
A powerful technique but with excessive setup imo. The user makes four hand seals and releases Rukh from their body into the ground to create three 15m large humanoid figures that shoot fiery Rukh at the target from their hands with destructive capabilities.
4. Danjon Djinn ✽ Dungeon Of Djinns
Type: Supplementary​
Rank: S​
Range: Long​
Chakra: 40​
Damage: n/a​
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Even though this is the home of the Djinn beings, they dont have any special advantage as far as terrain, but due to them being in their home, they are able to manifest outside of the "metal vessel" of the user. This allows the Djinn beings to fight as a partner, sharing the chakra and health system as their user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa.​
Note: Can only use once per battle​
Note: Djinn beings share the strength, speed, chakra nature, and health points of their summoner.​
Straightforward as well, the user reverse summons them and their opponent to the Labyrinth where they are able to fight alongside their Djinn beings. Tactical.
5. Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive​
Rank: C-S​
Range: Short - Long​
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)​
Damage: 30-80​
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.​
Note: A and S rank can be used a max of 5 times collectively with one turn cool down​
Note: Cant create below the earth but is able to be created above the ground, and even under water.​
Note: A Rank requires two handseals, S rank requires three handseals​
Basic manipulation of Rukh to do the user's biddings as they are able to create different constructs based off their discretion. It also allows elemental infusion. Sweet.
6. Jin sōbi ✽ Djinn Equip
Type: Supplementary​
Rank: S​
Range: Self​
Chakra: 40​
Damage: N/a​
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh​
✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).​
✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)​
✽Amon: Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)​
✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)​
✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.​
Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.​
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.​
Note: Each form last a max of three turns​
Note: Each Special attack is classified as S rank​
Note: Each Equip gains a +3 to speed​
One of the best techniques hands down. Gives the user access to a lot of power ups and an arsenal to work with. The juicy boosts can be a game changer. No questions.
You've completed your training.
 
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