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List of Elemental Djinn

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List of Elemental Djinn

Post by Skelette on Sat Jun 13, 2009 11:28 pm

Venus Djinn:
Venus Djinn symbolize the Earth Element, usually focusing on power and defense.

Flint: Embeds Venus energy into your weapon/attack and strikes with a heavy 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 all of their chakra/health, etc.

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.

Ground: A super quick vibration through the ground that will instantly paralyze the enemy for 2 posts.

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

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 and energy, 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 bodyparts.)

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.
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Skelette
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Re: List of Elemental Djinn

Post by Skelette on Sat Jun 13, 2009 11:48 pm

Mars Djinn:
Mars Djinn symbolize the Fire element, basing their attacks on mostly strength and power as well as status.

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 attack that will also cause blindness.

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

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 for the user.

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

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.

Kindle: Mars energy surges through the user to increase power and speed.

Char: Mars energy flows through the air in a concentrated format to stun the foe for a post.

Coal: Mars energy surges through the user and increases speed a great amount.

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 be moved 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 from the user for about 3 posts. These attacks cannot be stopped by anything and cannot be avoided, so it's best to avoid the attack altogether.

Fugue: Mars Energy surges through the foe and lowers their chakra drastically.
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Re: List of Elemental Djinn

Post by Skelette on Sun Jun 14, 2009 10:31 pm

Jupiter Djinn:
Djinn that symbolize the Wind element, focus mainly on speed and status, also mostly long range.

Gust: A large gust of Jupiter energy surges around the foe to cause quite a bit of damage that doubles if used in succession.

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

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.

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

Luff: Seals chakra when hit by the opponent.

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 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.

Aroma: Restores a quarter of chakra to all allies instantly.

Whorl: Powerful Jupiter energy surges through a weapon/attack and can cause instant death to an opponent if hit correctly (dice roll, 2 dice, numbers must be equal to or over 9.)

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).
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Re: List of Elemental Djinn

Post by Skelette on Sun Jun 14, 2009 10:44 pm

Mercury Djinn:
Djinn that symbolize the Water element, focuses mainly on healing and status.

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

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 and energy 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 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 any all elements, regardless of abilities, until hit once.

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.

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

Gel: Squishy Mercury energy is shot at the foe and sticks to their chakra 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 to an opponent if hit correctly (dice roll, 2 dice, numbers must be equal to or over 9.)
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Skelette
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