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<p>[QUOTE="Lytes, post: 22035680, member: 168279"]</p><p style="text-align: center"><strong><span style="font-size: 22px">Djinn Clan Techniues</span></strong></p> <p style="text-align: center">[spoiler]</p> <p style="text-align: center"><strong>1. Kariru ✽ Borg </strong></p> <p style="text-align: center">[spoiler]</p> <p style="text-align: center"><strong>Type:</strong> Defensive | Supplementary</p> <p style="text-align: center"><strong>Rank:</strong> A</p> <p style="text-align: center"><strong>Range:</strong> Short</p> <p style="text-align: center"><strong>Chakra:</strong> N/a (-30 for initial use, -10 for each usage afterwards)</p> <p style="text-align: center"><strong>Damage:</strong> N/a</p> <p style="text-align: center"><strong>Description:</strong> 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.</p> <p style="text-align: center">Note: Follows the Strength and Weakness Of The Djinn Clan</p> <p style="text-align: center">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.</p> <p style="text-align: center">[/spoiler]</p> <p style="text-align: center"><strong>2. Kyohi no rūku ✽ Rukh Of Rejection</strong></p> <p style="text-align: center">[spoiler]<strong>Type:</strong> Offensive | Defensive</p> <p style="text-align: center"><strong>Rank:</strong> S</p> <p style="text-align: center"><strong>Range:</strong> Short</p> <p style="text-align: center"><strong>Chakra:</strong> 40</p> <p style="text-align: center"><strong>Damage:</strong> 80</p> <p style="text-align: center"><strong>Description: </strong>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.</p> <p style="text-align: center"></p> <p style="text-align: center">Note: Can use a max of two turns per battle.</p> <p style="text-align: center">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.</p> <p style="text-align: center">Note: Cant use any Djinn Techniques of S rank and above in the same turn.</p> <p style="text-align: center">Note: No Djinn techniques of S rank and above in the following turn[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>3. Har-Har Infigar ✽ Scorching Heat Double Palm </strong></p> <p style="text-align: center">[spoiler]<strong>Type:</strong> Offensive</p> <p style="text-align: center"><strong>Rank:</strong> Forbidden</p> <p style="text-align: center"><strong>Range:</strong> Long</p> <p style="text-align: center"><strong>Chakra:</strong> 50 (-30 to user)</p> <p style="text-align: center"><strong>Damage:</strong> 90</p> <p style="text-align: center"><strong>Description:</strong> 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.</p> <p style="text-align: center">Note: Can only use once per battle.</p> <p style="text-align: center">Note: Can only be used by Kings Canidates and Magis</p> <p style="text-align: center">Note: Doing a collective attack (meaning they attack at one location) does forbidden, if it split, it does S rank</p> <p style="text-align: center">Note: Due to the huge strain, this restricts the user from using any rukh technique for one turn after the use of this turn</p> <p style="text-align: center">Note: This technique takes two move slots [/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>4. Danjon Djinn ✽ Dungeon Of Djinns</strong></p> <p style="text-align: center">[spoiler]<strong>Type:</strong> Supplementary</p> <p style="text-align: center"><strong>Rank:</strong> S</p> <p style="text-align: center"><strong>Range:</strong> Long</p> <p style="text-align: center"><strong>Chakra:</strong> 40</p> <p style="text-align: center"><strong>Damage:</strong> n/a</p> <p style="text-align: center"><strong>Description: </strong>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). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.</p> <p style="text-align: center"></p> <p style="text-align: center">When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the 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. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with</p> <p style="text-align: center"></p> <p style="text-align: center">Note: Can only use once per battle</p> <p style="text-align: center">Note: Djinn beings share the strength, speed, chakra nature, and health points of the user</p> <p style="text-align: center">Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns <u>at the cost of a move</u></p> <p style="text-align: center">Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>5. Dorīmukonbājon</strong> <strong>✽ Dream Conversion </strong></p> <p style="text-align: center">[spoiler]<strong>Type:</strong> Offensive |Defensive</p> <p style="text-align: center"><strong>Rank:</strong> C-S</p> <p style="text-align: center"><strong>Range:</strong> Short - Long</p> <p style="text-align: center"><strong>Chakra:</strong> 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect)</p> <p style="text-align: center"><strong>Damage:</strong> 30-80</p> <p style="text-align: center"><strong>Description:</strong> 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.</p> <p style="text-align: center"><strong>Note: </strong>A and S rank can be used a max of 5 times collectively with one turn cool down</p> <p style="text-align: center"><strong>Note: </strong>Cant create below the earth but is able to be created above the ground, and even under water.</p> <p style="text-align: center"><strong>Note: </strong>A Rank requires two handseals, S rank requires three handseals[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>6. Jin sōbi</strong> <strong>✽ Djinn Equip</strong></p> <p style="text-align: center">[spoiler]</p> <p style="text-align: center"><strong>Type:</strong> Supplementary</p> <p style="text-align: center"><strong>Rank:</strong> S</p> <p style="text-align: center"><strong>Range:</strong> Self</p> <p style="text-align: center"><strong>Chakra:</strong> 40</p> <p style="text-align: center"><strong>Damage:</strong> N/a</p> <p style="text-align: center"><strong>Description: </strong>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</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Baal</strong>: 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 <strong><a href="https://magi.fandom.com/wiki/Bararaq_Saiqa">Bararaq Saiqa</a></strong> 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).</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Vinea: </strong>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 <strong><a href="https://magi.fandom.com/wiki/Vainel_Al-Salos">Vainel Al-Salos</a></strong> 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)</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Amon: </strong>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 <strong><a href="https://magi.fandom.com/wiki/Amol_Dherrsaiqa">Amol Dherrsaiqa</a> </strong>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)</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Focalor: </strong>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 <strong>Magul Al-Hazard </strong>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)</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Agares</strong> : 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 <strong><a href="https://magi.fandom.com/wiki/Zaug_Mobarezo">Zaug Mobarezo</a></strong> 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.</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Note: </strong>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.</p> <p style="text-align: center"><strong>Note: </strong>User cannot use techniques from other Elements that I'd not the Djinn in use.</p> <p style="text-align: center"><strong>Note</strong>: Each form last a max of three turns</p> <p style="text-align: center"><strong>Note: </strong>Each Special attack is classified as S rank</p> <p style="text-align: center"><strong>Note: </strong>Each Equip gains a +3 to speed</p> <p style="text-align: center">[/spoiler]</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>7. Jin sōbi</strong> <strong>V2</strong> <strong>✽ Djinn Equip V2</strong></p> <p style="text-align: center">[spoiler]</p> <p style="text-align: center"><strong> Type:</strong> Supplementary</p> <p style="text-align: center"><strong>Rank:</strong> S</p> <p style="text-align: center"><strong>Range:</strong> Self</p> <p style="text-align: center"><strong>Chakra:</strong> 40</p> <p style="text-align: center"><strong>Damage:</strong> N/a</p> <p style="text-align: center"><strong>Description: </strong>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. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Leraje </strong>: <strong>Leraje</strong> is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called <strong><a href="https://magi.fandom.com/wiki/Lelazzo_Madraga">Lelazzo Madraga</a> </strong> where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Zurmudd : </strong>Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called <strong><a href="https://magi.fandom.com/wiki/Alf_Al-Yad">Alf Al-Yad</a> </strong> where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Belial : </strong>Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.</p> <p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Zepar: </strong>Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called <strong><a href="https://magi.fandom.com/wiki/Dhell-Dhell_Dhalam">Dhell-Dhell Dhalam</a> </strong>which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>✽Dantalion </strong> : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called <strong><a href="https://magi.fandom.com/wiki/Dante_Al-Thais">Dante Al-Thais</a>: </strong> Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)</p> <p style="text-align: center"></p> <p style="text-align: center"><strong>Note: </strong>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.</p> <p style="text-align: center"><strong>Note: </strong>User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.</p> <p style="text-align: center"><strong>Note</strong>: Each form last a max of three turns</p> <p style="text-align: center"><strong>Note: </strong>Each Special attack/technique is classified as S rank</p> <p style="text-align: center"><strong>Note: </strong>Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)</p> <p style="text-align: center">[/spoiler]</p> <p style="text-align: center"><strong>8. Soromon saigo no negai ✽ The Last Wish Of Solomon</strong></p> <p style="text-align: center">[spoiler]</p> <p style="text-align: center"><strong> Type:</strong> Supplementary</p> <p style="text-align: center"><strong>Rank:</strong> Forbidden</p> <p style="text-align: center"><strong>Range:</strong> Self</p> <p style="text-align: center"><strong>Chakra:</strong> 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques)</p> <p style="text-align: center"><strong>Damage:</strong> n/a (-15 per turn)</p> <p style="text-align: center"><strong>Description: </strong>This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with.</p> <p style="text-align: center"></p> <p style="text-align: center">Note: Can only use once</p> <p style="text-align: center">Note: Technique ends once health depletes or chakra depletes</p> <p style="text-align: center">Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together</p> <p style="text-align: center">Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.</p> <p style="text-align: center">Note: While possessing the user, the Djinn can only utilize Rukh/Djinn CCJ, three of the user's basic five elements(and any CE/AE they make up, and three advanced fields such as Fuuinjutsu, Yin-Yang, etc)</p> <p style="text-align: center">[/spoiler]</p> <p style="text-align: center">[/spoiler]</p><p>[/QUOTE]</p>
[QUOTE="Lytes, post: 22035680, member: 168279"] [CENTER][B][SIZE=22px]Djinn Clan Techniues[/SIZE][/B] [spoiler] [B]1. Kariru ✽ Borg [/B] [spoiler] [B]Type:[/B] Defensive | Supplementary [B]Rank:[/B] A [B]Range:[/B] Short [B]Chakra:[/B] N/a (-30 for initial use, -10 for each usage afterwards) [B]Damage:[/B] N/a [B]Description:[/B] 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. [/spoiler] [B]2. Kyohi no rūku ✽ Rukh Of Rejection[/B] [spoiler][B]Type:[/B] Offensive | Defensive [B]Rank:[/B] S [B]Range:[/B] Short [B]Chakra:[/B] 40 [B]Damage:[/B] 80 [B]Description: [/B]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] [B]3. Har-Har Infigar ✽ Scorching Heat Double Palm [/B] [spoiler][B]Type:[/B] Offensive [B]Rank:[/B] Forbidden [B]Range:[/B] Long [B]Chakra:[/B] 50 (-30 to user) [B]Damage:[/B] 90 [B]Description:[/B] 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 [/spoiler] [B]4. Danjon Djinn ✽ Dungeon Of Djinns[/B] [spoiler][B]Type:[/B] Supplementary [B]Rank:[/B] S [B]Range:[/B] Long [B]Chakra:[/B] 40 [B]Damage:[/B] n/a [B]Description: [/B]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). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings. When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the 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. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with Note: Can only use once per battle Note: Djinn beings share the strength, speed, chakra nature, and health points of the user Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns [U]at the cost of a move[/U] Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.[/spoiler] [B]5. Dorīmukonbājon[/B] [B]✽ Dream Conversion [/B] [spoiler][B]Type:[/B] Offensive |Defensive [B]Rank:[/B] C-S [B]Range:[/B] Short - Long [B]Chakra:[/B] 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect) [B]Damage:[/B] 30-80 [B]Description:[/B] 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. [B]Note: [/B]A and S rank can be used a max of 5 times collectively with one turn cool down [B]Note: [/B]Cant create below the earth but is able to be created above the ground, and even under water. [B]Note: [/B]A Rank requires two handseals, S rank requires three handseals[/spoiler] [B]6. Jin sōbi[/B] [B]✽ Djinn Equip[/B] [spoiler] [B]Type:[/B] Supplementary [B]Rank:[/B] S [B]Range:[/B] Self [B]Chakra:[/B] 40 [B]Damage:[/B] N/a [B]Description: [/B]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 [B]✽Baal[/B]: 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 [B][URL='https://magi.fandom.com/wiki/Bararaq_Saiqa']Bararaq Saiqa[/URL][/B] 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). [B]✽Vinea: [/B]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 [B][URL='https://magi.fandom.com/wiki/Vainel_Al-Salos']Vainel Al-Salos[/URL][/B] 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) [B]✽Amon: [/B]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 [B][URL='https://magi.fandom.com/wiki/Amol_Dherrsaiqa']Amol Dherrsaiqa[/URL] [/B]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) [B]✽Focalor: [/B]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 [B]Magul Al-Hazard [/B]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) [B]✽Agares[/B] : 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 [B][URL='https://magi.fandom.com/wiki/Zaug_Mobarezo']Zaug Mobarezo[/URL][/B] 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. [B]Note: [/B]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. [B]Note: [/B]User cannot use techniques from other Elements that I'd not the Djinn in use. [B]Note[/B]: Each form last a max of three turns [B]Note: [/B]Each Special attack is classified as S rank [B]Note: [/B]Each Equip gains a +3 to speed [/spoiler] [B]7. Jin sōbi[/B] [B]V2[/B] [B]✽ Djinn Equip V2[/B] [spoiler] [B] Type:[/B] Supplementary [B]Rank:[/B] S [B]Range:[/B] Self [B]Chakra:[/B] 40 [B]Damage:[/B] N/a [B]Description: [/B]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. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc. [B]✽Leraje [/B]: [B]Leraje[/B] is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called [B][URL='https://magi.fandom.com/wiki/Lelazzo_Madraga']Lelazzo Madraga[/URL] [/B] where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range). [B]✽Zurmudd : [/B]Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called [B][URL='https://magi.fandom.com/wiki/Alf_Al-Yad']Alf Al-Yad[/URL] [/B] where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range) [B]✽Belial : [/B]Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch. [B]✽Zepar: [/B]Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called [B][URL='https://magi.fandom.com/wiki/Dhell-Dhell_Dhalam']Dhell-Dhell Dhalam[/URL] [/B]which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards) [B]✽Dantalion [/B] : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called [B][URL='https://magi.fandom.com/wiki/Dante_Al-Thais']Dante Al-Thais[/URL]: [/B] Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns) [B]Note: [/B]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. [B]Note: [/B]User cannot use techniques from other variants of this jutsu that Is not the Djinn in use. [B]Note[/B]: Each form last a max of three turns [B]Note: [/B]Each Special attack/technique is classified as S rank [B]Note: [/B]Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5) [/spoiler] [B]8. Soromon saigo no negai ✽ The Last Wish Of Solomon[/B] [spoiler] [B] Type:[/B] Supplementary [B]Rank:[/B] Forbidden [B]Range:[/B] Self [B]Chakra:[/B] 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques) [B]Damage:[/B] n/a (-15 per turn) [B]Description: [/B]This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with. Note: Can only use once Note: Technique ends once health depletes or chakra depletes Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage. Note: While possessing the user, the Djinn can only utilize Rukh/Djinn CCJ, three of the user's basic five elements(and any CE/AE they make up, and three advanced fields such as Fuuinjutsu, Yin-Yang, etc) [/spoiler] [/spoiler][/CENTER] [/QUOTE]
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