Erzo's CJ thread.

Erzo

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My Customs

1.(Doton: Kuroi Kurohyou) - Earth release: Black Panthers- ~Khallil-Sama~, Zanda, Better, Ace, -Best-, LoK 6/6.

2.(Doton: Hebi Kyouran) - Earth release: Snakes Frenzy - Coyote, Cobalt, Kerrah, Scaze, Beedo, Jokey 6/6

3.(Suiton: Mizu Sumai) – Water Release: Water house - Cobalt, Gaara, Lysander, Kerrah, Mathias, Edward Suarez-guy 6/6.


4.(Raiton: Tori Dageki) Lightning Release: Bird Strike - Kryptiic, Shigure-Sama, Scaze, Light, Kerrah, Jokey 6/6

5.(Katon: Nibai Batsu) Fire Release: Double attack - Coyote, Kryptiic, McKnockout, Scaze, Kerrah, Jokey 6/6


6.(Kenjutsu: Kakou Kagidume) -Sword Technique: Descending Claw - Zero Kelvin, Asuna, The JuubiGod, Better 4/6

7.(Yumita Geijutsu: Magarimichi Dageki): Bow and Arrow arts: Curving strike - Zero Kelvin, Zekken, Zaphkiel, Imp, L 5/6.

8.(Yumita Geijutsu: Tadai Kujo):- Bow and Arrow arts: Heavy Destruction - Zero Kelvin, Zaphkiel, Imp, LoK, L 5/6.

9.(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap - Kerrah, McKnockout, Scaze, Jokey, P. Sarutobi, Flash07 6/6


10.(Genjutsu: Shinkan )- Illusion Technique: Silence - Kryptiic, Vision, Scaze, Tybone, Kamishiro, Rascale 6/6

11.(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike - Kerrah, Jokey, Shinta, noni1997, Cursed Prince, Better 6/6.

12.(Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image- Scaze, Vision, Ushiro, Kerrah, Prof. Sarutobi, Igneel 6/6

13.(Fūton: Ōbu hakai) – Wind Release: Orb Destruction - Scaze, Kerrah, Prof. Saru, House, Better Strawberry 6/6

14.(Suiton: Bāsuto) – Water Release: Burst - Scaze, Hard, Mathias, McRazor, Tybone, Kerrah 6/6

15- (Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning - Kerrah, -Cobalt-, P. Sarutobi, Mockingbird, Scaze, Ndlovu 6/6


16 - (Mokuton: Mokusei No Sōzō ) - Wood Style: Wooden Creation - Kerrah, Afro, McKnockout, Khalil, Madara Uchiha, Kamishiro 6/6

17 - (Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation - Scaze, NK, Better, Kerrah, Hard, Drackos 6/6

18 - (Suiton: Omoi tatchi ) Water Release: Heavy Touch - Scaze, Negative Knight, Better, Kerrah, Hard, ᴍᴏᴏғʏ 6/6


19 - (Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder - Scaze, Better, Kerrah, Drackos 4/6

20 - (Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve - McRazor, Mockingbird, Zero Kelvin, Madara Uchiha, Selendrile, 'Scaze' 6/6


21- (Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze - Scaze, Negative Knight, Better, Nathan, Kerrah, Mattobinorino (Mattobi) 6/6

22 - (Ototon Genjutsu: Hotondo no Kōdo) Sound Release Illusionary Art: Code of a Few - Kerrah, Scaze, Reborn, Edward, Venom, NK 6/6

23 - (Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark - Kerrah, Baldy, Negative Knight, Scaze, Kryptiic, Nathan 6/6


24 - (Katon: Neko Asobi) - Fire Release: Cat Play - Kerrah, Madara Uchiha, Baldy.., Rucken 4/6

25 - (Katon: Hai Ken ) - Fire Release: Fire Fists - Baldy.., Kerrah, Akasha, Scaze, AJ, Gin 6/6


26 - (Fūton: Kamaitachi) - Wind Release: Sickle Draws Baldy.., Zaph, Scaze, Kerrah, Shady, ZK 6/6

27 - (Ototon: Jentoruekō) - Sound Release: Gentle Echo Kerrah, Madara Uchiha, Vex, Detective L, NK, Scaze 6/6


29 - (Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort Vex, NK, Scaze, LoK 4/6 (edited)

30 - (Fūton: Kū Sora ) – Wind Style: Spirit Void Scaze, Kryptiic, ZK, Zaph, xHoudini 5/6

31 - (Jinsei no Saigo no Konseki) | Life's Last Vestige Kryptiic, Sharingdork, LoK 3/6

32 - (Fūton/Katon: Aiorosu `Ikari ) - Wind/Fire Release: Aeolus' Wrath Akasha, Scaze, Kryptiic, Zaph, Kerrah 5/6

33 - (Fūton: Henkō Sa Remasu) - Wind: Will Change Zaph, Scaze, Krypt, Kerrah, Shinta 5/6

34 - (Ototon: Niji Parusu) - Sound Release: Secondary Pulse Scaze, NK, Xylon, Vex, Kerrah 5/6

35 - (Fūton: Āto No x) - Wind Release: Art X Scaze, Kerrah, Reserved, Baldy, Mirai 5/6

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Custom Elements

1 -(Awaton: Kurāken no Bodi)- Foam Release: Body of the Kraken

2 -(Awaton: Gunakadeit no kōun tatchi)- Foam Release: Gunakadeit’s Lucky Touch

3 -(Awaton: Haidora Tsuba)- Foam Release: Hydra Spit

4- (Awaton: Yagiza no Bōsō Mure)- Foam Release: Capricorn's Stampeding Herd

5- (Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber

6- (Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak

7- (Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings

8-

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Custom Fighting Style

1 -(Tairei: Nuno chūnyū): - Oversoul: Cloth Infusion

2 -(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation

3 -(Tairei: Kōdona nuno Sōsa) : - Oversoul: Advanced Cloth Manipulation

4- (Tairei: Nuno Bādo Oikoshi) - Oversoul: Cloth Bird Overtake

5- (Tairei: Poppu Gurīn ) - Oversoul: Pop Green

6- (Tairei: Kamui ) - Oversoul: God-Robe

7- (Tairei: Seishin no Sokumen) - Oversoul: Aspect of the Spirit

8- (Tairei: Hitobashira) - Oversoul: Human Sacrifice

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Summonings

Olms

1- (Olm Kuchiyose no Jutsu: Scarlet) - Olm Summoning Technique: Scarlet

2- (Olm Kuchiyose no Jutsu: Olmagan) - Olm Summoning Technique: Olmagan

3- (Olm Kuchiyose no Jutsu: Dawan) - Olm Summoning Technique: Dawan

4- (Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks

5- (Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera


6- (Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso

7- (Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake

8- (Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip

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X

1- --

2- --

3- --

4- --

5- --

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Erzo

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(Doton: Rōsha No Hibana ) - Earth Release: Deaf Spark
Type: Attack/Defence/Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15 (-5 to maintain the jutsu) (-10 when used alongside other Earth techs)
Damage Points: N/A (30 if contact with heated Earth/Rock is made)
Description: An activation of sorts, this jutsu allows the user to use other Earth techniques (only those which consist of rock/hardened Earth) but with a slight difference which allows the jutsus used to have a different layer of Earth emerge simultaneously. This layer of Earth would merely scrapes against it continuously, at fast speeds, causing the original Earth, beneath the layer to be extremely hot due to frictional heating. As this process occurs, the Earth jutsu being used creates sparks which fly off 2/3 meters from the source, the sparks do no damage if they manage to land on the opponent, however, if left on clothing, they have the ability to slowly burn the piece of clothing, unless put out within a turn (can be put out by simply patting it away with your hand). This whole process allows normal Earth jutsus used to deal scorching damages equivalent to that of a C-ranked Fire technique, however, as already mentioned the rank of the Earth jutsu used remains the same and so can be destroyed by an appropriately ranked technique, according to the strengths and weaknesses of the Earth element. Moreover, this jutsu would have no effects on the mud based Earth jutsus as the layer of Earth has no source from which it can emerge from when used. Due to it's lack of ability to deal damage alone, the activation of this jutsu is instant, allowing it to be performed in the same time-frame as another jutsu.
~ Can only be taught by Erzo
~ Can only be used thrice; Lasts 5 turns
~ Once used, the user must wait a turn before using agan.



(Doton: Kuroi Kurohyou) - Earth release: Black Panthers
Rank: S
Type: Attack
Range:Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user quickly concentrates his doton chakra in his hands and quickly touches the ground to release 2 panthers made out of Earth to run at the opponent at full force and take down the opponent savagely without trouble upon impact. The user can take his hands of the ground and the jutsu will still be active however to control the panthers the user must bring his hands back to the ground. If the users hands are not touching the ground, the panthers will simply attack the opponent whenever they see him/her.
Note: can only be used by RockLeeGreenBeast and those he shares this jutsu with.
Note: Can only be used 2 times.
Note: Panthers must be destroyed with an approperate jutsu.
Note: Panthers disperse after 3 turns if they are not destroyed.
Note: No S-rank Earth jutsus next turn.
Note: User can order the Panthers and tell them what to do as long as his hands are still touching the ground.

(Doton: Hebi Kyouran) - Earth release: Snakes Frenzy
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 per turn if sustained)
Damage: 80
Description: After the use of Swamp of the underworld or other mud related Earth techniques, the user does one hand seal and concentrates his chakra on the swamp to make several (maximum of 4) snakes to emerge from the swamp and head towards the target at fast pace. These snakes are roughly 3 meters long, with a width of 1 meter, and have the strength to subdue a ninja by using their body, meaning they can bind the opponent and easily stop him/her from moving. Like the swamp they emerge from, the snakes tend to be extremely viscous, making it easy to bind opponents as all those who are stuck find themselves being swallowed into the snake at an alarmingly fast pace, where they're left helpless and stuck stuck, desperately gasping for air. The sticky attribute to the snakes doesn't affect their speed as they swim through the swamp, hiding below it in order to avoid some should they need to. Furthermore, a further developed ability allows the snakes to harden their swampy nature once they're out of the swamp, so that they can deal blunt damage, as compared to rely on their trapping skills. However, should this be used, it's an irreversible process and leads to the loss of that snakes ability to swim back into the swamp to avoid certain attacks, leaving it to wander above ground, as well as the ability to capture and drown people within it, making blunt damage the only possible way to cause any damage at all.
~ Can only be taught by Erzo
~ Can only be used 2 times.
~ No S-rank Earth technique next turn
~ Last 3 turns, unless otherwise destroyed

________________

(Doton: Ashikase no Reijuu) - Earth Release: Shackles of Servitude
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: This technique is part of a set of three. Each ability is symbolic of one of the principal qualities exhibited by one of the most tyrannical shinobi to have ever lived: his cruelty, his malice and his will to dominate all life. This ability is symbolic of "his cruelty" and acts as a testament to his total enslavement of every creature within his dominion. It makes it so sentient creations constructed from Earth Release can be made to be inexplicably linked to the user's bodily movements. Every movement or motion the user makes is mirrored exactly by the creature. There is virtually no delay between their respective movements, so little so that to the untrained eye the two appear to move simultaneously. Unfortunately this technique doesn't make it capable of performing elemental techniques but it does make it capable of complex taijutsu maneuvers such as flips, somersaults and rolls. Chakraless taijutsu maneuvers accomplished through the use of techniques will be mimicked but will not count towards the user's jutsu limit per turn. This ability can only be applied to creations such as the Stone Golems but not the Stone Dragon (essentially bipedal creatures). If more than one creature is created, then every creature will become linked to the user's movements as long as they were made through a single usage of the same technique. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Also, solely for this technique’s duration, earth techniques which require maintenance (such as the Stone Golems) can be sustained passively rather than actively.

Note: Lasts for four turns
Note: Can only be used twice per battle



(Doton: Kigen no Yokushin) - Earth Release: Awakening of Avarice
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The second ability is symbolic of "his malice" and acts as a testament to the tortured mockeries of human beings he created in life through grotesque experimentation. The user activates an innate ability of his that affects his earth techniques for the next four turns. It makes it so sentient creations constructed from Earth Release can be made with additional features, body parts or limbs such as wings capable of flight or prehensile tails. The added features can be anything from conventional limbs such arms and legs or they can be body parts exhibited by animals/summons such as horns, claws, tentacles, tendrils, spiked protrusions, scales and so on. The size of these added features will be proportional to the size of the sentient creation. The extra bodily enhancements can be made from solid rock or they can be made purely from sticky mud. Tentacles, tendrils and any structures which aren't rigid/sturdy by nature must be constructed from mud rather than solid rock. If more than one creature is created, then every creature will be made with the added feature. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Only two of this set of techniques can be active at any given time (Shackles of Servitude, Awakening of Avarice and Conquest of Creation).


(Doton: Shouri no Soushi) - Earth Release: Conquest of Creation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+5 chakra to affected techniques)
Damage Points: N/A
Description: The third and final ability is symbolic of "his will to dominate all life" and acts as a testament to the hordes of "living weapons" he assembled in life. This ability makes it so every earth technique the user uses becomes a "sentient creation" (much like the Stone Golems or the Earth Dragon). Now with most techniques, this added sentience doesn't really provide anything due to their structure e.g. Rock Scale Slab will just remain a cuboid slab of rock incapable of doing anything more. However, combining this ability with Awakening of Avarice will make it so the earthen creation will develop limbs/body parts, granting it the capability to move around and act on its own. For example a slab of rock can grow arms and legs, dropping lid can grow writhing tendrils, destructive rising rock pillars can grow smaller thorn-like spikes from the main body of the spiked pillars, etc. Through mental commands alone, the user can freely govern the actions of their earth techniques. Activating and applying this ability to techniques is instant and does not consume any time whatsoever. The reason this ability's activation is instant is because stand alone it does not do anything and its effects are only realized when the user utilizes another jutsu. Sentient creations (such as the Stone Golems) used while this is active are maintained passively rather than actively for this jutsu's duration.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Sentience lasts as long as this technique is active
Note: Only two of this set of techniques can be active at any given time (Shackles of Servitude, Awakening of Avarice and Conquest of Creation).


(Doton: Gareki no sakusei)- Earth Release: Rubble Creation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A(+20 if used in combination with other techniques)
Description: This is a technique initiated almost in conjunction(that is to say, right after) with another technique. After performing a technique(which could be combined with this), the user simply chains another hand seal, initiating this, granting the technique it's additional boost. It would seemingly be performed in the timeframe of 1 move but would count as two. Through this technique, the user may, in any location of his choosing, choose to cause the rubble/soil sediments and small rocks/earth(if there are any present on the battlefield) to rise up. On its own, they possess little offensive capabilities. The most they could do would be to probably cause minor cuts and abrasions from the scraping of the rocks against the opponent’s skin. To a certain extent, it could cause irritation and obscure the opponent’s vision. Its true value, however, comes to light when combined with other techniques. When used in conjunction with Fire/Water/Earth/Wind techniques or other appropriate, logically speaking, feasible techniques, the additional rubble adds to the abrasiveness and overall power of the technique. This allows for greater impact and more severe injuries. Due to its supplementary nature, the technique may be initiated rather quickly, right after the previous technique. Alternatively, if the terrain does not provide any rubble/rocks on the ground needed for this technique, the user may simply expel the rocks from his mouth.


(Doton: Arumajiro no yoroi)- Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time



(Doton: Barzani no Senjutsu) - Earth Release: Barzani's Tactic
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: A technique that encompasses the density of Earth and it's applications. By channeling chakra to a certain point on the ground within range, the user will massively increase its density to the point where the ground begins to act separately from the rest of the Earth, bending inwards on itself and forming a minuscule hole at said point. The deterioration extent is to a certainty where the ground does not break apart, but instead an external structural shift occurs, where this minuscule point begins to alter the behaviour of the terrain, acting as a epicenter for exaggerated geotropism to occur at irrational speed, where matter in the form of structures will be attracted and have their trajectory path changed towards the minuscule point. If matter is formed using the ground as a source (e.g. Earth techniques requiring the ground) Their growth will be altered in the way a plant faces where light intensity is at the most. Due to the Earth's natural attraction to the point created, the structures tops will ultimately bend towards it as it protrudes the Earth, differentiating from it's initial target and will fully grow/move at a different angle. This attraction from geotropism only works on techniques that have a constant, solid contact with the ground, since that is what is being altered. Therefore any techniques that don't adhere to this law (Fire, Wind and Lightning techniques) will not feel the effect of the gravitational pull on the ground. If a technique that is less in rank is affected by this, it will break apart as it reaches the point. Though on the other hand, the attraction also isn't strong enough to pull techniques of a higher rank and power towards itself, nor any living organism.
~Can only be used twice per battle.
~No techniques above S-rank for this and the following turn.
~No Earth above A-rank whilst this is active.
~If not destroyed, will last three turns.



(Doton: Pusamatē no suana sutoraiku) - Earth Release: Burrow Strike of Psamathe
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Burrow Strike of Psamathe is technique of earth release element which can both be used as to make offense and escape enemies attack. User would through the rapid release and manipulation of chakra change the ground upon which they are standing to the one of sand in a similar manner as done when performing (Doton: Moguragakure no Jutsu) – Earth Release: Hiding like a mole technique, which would allow them as to move through it. Traversing through the ground they would be capable of reaching up to long range from their initial position. However unlike the previously mentioned technique, user would leave a trail behind them. This trail would be in form of up to six spikes that can emerge only above the surfaces the user went through before once again arising from the ground. User can chose where they would make the spikes rise. Additionally, with the emergence of the spikes so will be the sand and small participles of earth found underground. This would happen due to the user using the ground through which they were moving so as to make spikes arise. The participles which would follow the spikes would move outwards which would cause the target they are effecting to lose their ability of sight unless defended for a turn in which they were created.

Note: Can only be used thrice per battle.
Note: Can only be Taught by Akasha


(Doton: Hotei no Tacchi)- Earth Release: Touch of Budai
Type: Supplementary
Rank: A
Range: Short (Short range contact to inject chakra)
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A
Description: This is one of the advancements of earth release, a corresponding technique with the Added/Light Weight techniques. The user will inject his chakra into an already existing earth technique, or infuse it with a technique that is already being created (an activation based technique). This technique grants its fellow earth-based jutsu the ability, on touch, to freely manipulate the weight of an object. This is done through similar means of how a actual ninja does it, by simply making physical contact and injecting his/her chakra into the objects manipulating the weight towards their own desire. This is essentially the same thing, but with earth-based techniques injecting the chakra instantly on contact, the earth technique is nothing more then a medium to allow for this to happen, the users chakra is what manipulates the weight ultimately. This technique allows for either to manipulate the weight of an object/living being to increase dramatically or decrease exponentially, to achieve similar effects of the Added/Light weight techniques, either to increase the weight of a being, preventing his movement, or decreasing the weight of other earth techniques, making it weaker in damage. Different usages could be, for example, the user can rise a spike that impales the opponent, after done so, using the earth spike as a medium they will inject their chakra into the opponent, freely manipulating his/her weight, however way the user wishes to go about it. This is only an example, but it is fairly unlimited to anything that is logical and bound to the rules of the Added/Light Weight technique, this includes KG/CE earth based, metal objects, living beings, etc. This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). The activation of this technique if requested, is instantly, and lasts up to four turns. The reason for its instant activation is because it basically does no harm or effect until an earth object has touched and injected its chakra. When the earth technique is infused, it does not lose any of its physical damage capabilities or defensive stature. It remains with the same effects, the ability is only activated on touch. After the structure has touched and injected its chakra to manipulate the weight, it essentially loses the ability to do it anymore, unless the user, performs this very same technique once again to grant it the same ability. This technique can only be used with techniques which its purpose is to touch the opponent to inflict damage, so spikes to stab an opponent, humanoid structures to punch a technique, etc. Overall, mainly offensive techniques can be used with this, supplementary techniques alone will not work will the technique well. Combination of offensive and supplementary can work with the technique, but depends on how it is worked logically, if its purpose is to touch the opponent and inflict damage or pain, then it can be used along side this technique. Moving Earth Core for example can not be used.

Note: Can only be used two times
Note: Can only be Taught by Noni
Note: The activation lasts up to three


(Doton: Saisho no sākuru) Earth Release: First Circle
Rank: S
Type: Defense/Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Once the user has spread his doton chakra around the field under the opponent, earth will rise up all around him, creating an encirclement wall around the opponent. Because of the ground level being high, the walls will have an effect of being wet as it rises from the ground. As the wall is rising around the opponent, in the same time, the ground is lowering underneath the user, as the earth's source coming from underneath the opponent, creating a crater as the ground had lowered underneath the opponent. As the ground is lowering underneath the enemy and the walls are rising around the enemy, this causes a C-ranked tremor, throwing off the enemy, and reaching the groundwater. As Soon as this process has been over, multiple spikes will erupt from the walls in a fast manner from all around, impaling the enemy with these flying spikes. These walls may reach up to 20 meters to the user's wishes, it will close on the top. The ground may lower ti'll groundwater, which may be 4-5 meters at high speeds. The walls can be 5-10 meters far in radius, enemy being in the middle.
Notes:
~Can be used 2x
~Can be taught by Dr. House
~Only who mastered doton may use this.
~Can't use S-ranked doton or higher in the same turn.
~The groundwater effect will only be, if there is river/ocean/lake or any kind of natural water was around before the battle.



Doton : Mosquito Trap | Earth Style : Mosquito Turapu
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A(60 if Bursted up)
Description:
The user will spit out 30 earthen Mosquitoes from their mouth. The size of each mosquito is at the size of a normal mosquito. These mosquitoes Can either sustain as a single group or gets divided into two or three groups(10-15 per group) and stays in the air. The mosquitoes can reach upto Long range from the user in all directions i.e. they can reach long range heights from the user. The main characteristic of this mosquito is that, when these mosquitoes attack the opponent Instead of doing actual damage, they will pierce the opponents skin, turn into a watery mud material and enter the Epidermis layer of the Skin. On reaching the Layer, the watery mud will get hardened and the the weight of the watery mud will be increased ten fold. So, when a mass of 10-15 Mosquitoes attack a particular part of the skin of the opponent, the entire part(a leg or a hand or the head etc etc.) will suffer a large weight gain which makes the particular part unable to be used by the opponent. The user can also use this technique is another way. instead of turning into a water mud substance, the mosquito can turn into numerous small sized mosquito and enter the epidermis layer of the skin of the opponent. When the user makes a single hand seal, the tiny mosquitoes burst thereby creating slight cracks on the skin layer of the particular part on the opponents body .They will suffer damage because of the pain caused by the cracks and also renders that part to be useless in Taijutsu move of B rank and above for two turns. In order to affect a particular part like the leg or hand or head. at least 10 mosquitoes are required or else the technique will be rendered use less. In order to affect a large portion of the body like the entire upper body or the entire lower body all the 30 mosquitos are needed.
- Can only be taught by -Best-
- The attack of the Mosquitoes is counted as a move and occupies a jutsu slot.
- No Doton techniques above S ranks for the next two turns.
- No Doton techniques S rank and above in the same turn.
- The mosquitoes last in the battlefield for 4 turns.
- Can only be used twice per battle.



(Doton: Daichi Kunai) - Earth Style: Earth Kunai
Rank: S
Type: Attack
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user shapes their chakra to make a kunai from the earth. When this kunai is hit on the opponent, the nearest organ turns into stone.



(Doton: oshi sacchi) Earth Release: Pressure Sensing
Rank: C
Type: Supplementary/Defense
Range: Short-long
Chakra cost: 20
Damage Points: N/A
Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
-User must make contact with the ground while using this jutsu.

(Doton: Tsuchi Musha) -Earth Style: Earth Marauders
Type: Attack/Defense/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description:
This technique is some ways mimics the stone golums/earth clones. The user will preform two hand seals and spits out mud from mouth to ground then it solidifies. By doing this the user will have three options on what will be formed from the mud. The three choices are Broad sword wielding Warrior/ Archer with Bow/ Viking with giant shield. Warrior attacks are basic Kenjutsu; Archer attacks are typical shots. These Marauders stand about 13 feet tall. With the exception of the Viking the Archer/Warrior are basic attacking types. The warrior is capable of attacking at short range and the archer is capable of attacking at mid - long distance doing the based damage. The Marauders are able to move as fast as a clone and they are quick with their attacks. These Marauders are unable to use jutsus of any kind.

Notes:
- Only one Marauder is able to be used at a time.
- They last on field until destroyed.
- Unable to use Doton technique in same move they are created.
- Unable to reform after begin destroyed.
- Usable once per battle.
- Only usable by Dexter..
- Only trainable by Dexter..

(Doton: Yottsu chō shizen ken no jutsu) Earth Release: Four Supernatural Fists
Technique]Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Charging their Doton chakra into their back, the user will use their chakra to 'grow' two extra arms from their shoulder blades. These arms are slightly longer than the users original arms in such a way that all four wrists are in line when holding each of their arms out in front of them. These arms can be used in a multitude of ways as they are controlled by the user as if they were their normal arms, they also become incorporated into the users chakra network, using them to support Kenjutsu, Taijutsu and even Ninjutsu. These arms can be used to perform hand seals for elemental jutsu as well. These arms give; a +10 damage boost to all kenjutsu attacks if they are used to support the hands in the swing or action with the sword; they also give a +10 damage boost to all taijutsu punches by adding an extra fist to each hit; and finally these arms can create rasengan and remove the need for shadow clones when using (Tsuin Rasengan) – Twin Spiralling Sphere by using the arms to add the necessary rotation to the rasengan.
Notes:
- Can only be taught by Shinta,
- Can only be used four times,
- The arms remain for three turns or until the user cancels the jutsu,
- As the earth chakra is only requires to initially create the arms, incorporating them temporarily into the users chakra network, the user is able to perform all jutsu as per normal with the exceptions of full body lightning jutsu.



(Doton - Koroseumu) Earth Release: Colosseum.
Type: Supplementary.
Rank:S
Range:Short-Long
Chakra Cost:40
Damage Points:N/A
Description: The user performs 4 Handseals then he slams his dominant hand onto the ground and, sends enourmous amounts of Chakra through the Earth and creates a Giant Colosseum rises up through the Ground, covering the whole battlefield.
-Note: Can only be used once per match.
-Note: The Colosseum is infused with the users Chakra untill it gets destroyed.
-Note: Can only be taught by Gobi Gobletsson.
-Note: Due the high amounts of Chakra the user is so exhausted that he is only able to perform B-Ranked or lower Jutsus for the next 3 turns.

Doton: Pirania Kyobou|Earth Release: Pirahna Frenzy|
Rank:S
Type:Attack
Range:Short-Mid
Chakra:40
Damage:80
Range:Short-Mid
Description:The user concentrates his doton chakra and does a single handseal creating a infinite number of pirahna's made of earth and theses pirahna's are of the same size of the actual pirahna's and can only travel under earth and can jump a height of 1m above the ground.The swarm upon the enemies and devours them and can not be destroyed while in ground any damage to the pirahna is regenerated as long as there in ground
Note:
can only be used twice per battle
cannot use any suiton jutsu of A-rank and above for 2 turns
cannot use any doton jutsu of S-rank and above for 1 turn
pirahna lasts for a full turn
pirahna's doesn't harm the user
can only be taught by igneel

(Doton: Yurasu Bakura) Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.

Earth Release: Growing Shuriken (Doton: Seichō Shite Iru Shuriken)
Rank: A
Type: Offensive
Range: Short- and Mid-Ranged
Chakra Cost: 30
Damage Points: 60
Description: The user creates two large rings out of earth, similar to the rings in the middle of a shuriken. The user then throws the rings through the air, and they gather earth along the way, forming two extremely large shuriken. They target the opponents arms, similar to the attack Sasuke launched by Sasuke on Deidara with two real large shuriken.
~Requires an earth source to be between the target and the user, as well as below the user.

Earth Release: Sand Trap (Doton: Sandotorappu)

Rank: B
Type: Supplementary
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points:N/A
Description: The user changes the constancy of the earth below the target to have the constancy of wet clay, allowing the target to sink while it hardens. They will sink until their hands and the body below the waist is submerged, when it will harden. If used successfully, the opponent will be unable to use hand seals.
~The target must be standing on an earth source.
*the user does not manipulate sand in any way.

(Doton: Ōkina bouru) - Great bowl
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description:Using the earth beneath him and in the surrounding area, and creates a dome(Size is dependent on the amount of land around you.) around the area.
Note:This technique requires a long string of hand seals. Making it nearly impossible to use while being attacked.

(Doton: Ishi Sekkou) Earth Release: Stone Scout:
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 (+10 Per-Turn)
Damage points: N/A
Description: The user picks up a small rock and molds it into a bird, the bird then fly's high in the sky and scout's the battle field. the user's and Stone Scouts vision's are linked.
Note:
-This Jutsu can only be taught by Serpent

(Tsuchi Kabe-Tama) Earth Wall-Bullets:
Type: Attack/Defense
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage points: 40
Description:a large wall raises from the ground in front of the user, the wall then shoots hundreds of little bullets at there opponent.
Notes:
-This Jutsu can only be taught by Serpent

(Doton: Ishi Kiwa) Earth Release: Stone Edge
Type: Attack
Rank: B
Range: Mid
Chakra Cost: 25
Damage Points: 40
Description: The user stomps the ground and lifts up a number of stones the size of a coconut, the stones will be lifted and aligned in front of the user. Then the user performs a single hand seal and sends them off with a great force.
Note: Can only be used once every 2 turns.
Note: Can only be used by Kerrah and those who he allows.
Image of how it looks: ]
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(Doton: Disuta-bu Shikaku) - Earth Release: Disturbed Vision
Type: Supplementary
Rank: D
Range: Short-Long
Chakra cost: 10
Damage points: N/A
Description: The user will begin by stomping the ground and channelling his Earth chakra into it. He will then gather Earth particles from within the ground and bring them onto the battlefield, sending them towards their opponent. The purpose of these Earth particles is to temporarily blind the opponent, by flying straight towards his eyes. the particles are invisible to the naked eye.


(Doton: Ishi Kiwa) Earth Release: Stone Edge
Type: Attack
Rank: B
Range: Mid
Chakra Cost: 25
Damage Points: 40
Description: The user stomps the ground and lifts up a number of stones the size of a coconut, the stones will be lifted and aligned in front of the user. Then the user performs a single hand seal and sends them off with a great force.
Note: Can only be used once every 2 turns.
Note: Can only be used by Kerrah and those who he allows.


(Kyousei Doton No Jutsu) – Greater Earth Style Technique
Rank: A
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 30
Damage Points: 60
Descripton: Creates strong pillars, tools and shields made out of earth.



(Doton: Shippou Yuigon Torimono ) - Earth Release: Silver Will Capture
Rank:S
Type:Supplementary/ Defense
Range:Short-Mid
Chakra:40(-10 per turn if opponent is restrained)
Damage:N/A
Description: Using earth chakra user places hand on the ground to (initially) summon silver ore to converge upon the enemy or user, fully enveloping their body( up to eye level). This is done almost instantaneously, the ore is shaped like tube, It rises under and around the opponent and can be further manipulated to form restraints around the opponents hands and eyes. The user of the jutsu must maintain some form direct contact with the ground at all times, momentary removal will result in the instant release of this jutsu. Although a Doton technique silver is a great conductor of electricity.
Note
*Can be only be used 5 times per battle*
*-10 chakra per turn to keep restraints in place*


(Doton: Kenban)- Earth Release: Rotator Plate
Type: Supplmentary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user will first perform a series of two hand seals, while having constant contact with an earth source. After sending their chakra racing through the earth, the ground under the opponent in a circular shape will rapidly spin at high speeds, like a top. This high speed of rotation has enough power behind it to throw the opponent severely off balance, and fling them hard onto the ground up to several meters away. The diameter of the affected circle is approximately two meters. The spinning motion will last as long as the user concentrates on the spinning the earth. However, this technique can be cancelled in an instant.
*Note: Can only be taught by Selendrile
*Note: Usable four times per battle
*Note: The user cannot use any other techniques while concentrating on the spinning earth.



(Doton: Shinku Bohi )- Earth Release: The Scarlet Tombstone
Rank: A
Type: Offensive
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will release their chakra into the ground, then by manipulating their chakra, they cause a abundance of adhesive sticky mud to burst up from the ground around and beneath the opponent(s), the mass of mud quickly forming into a tombstone like shape while clinging to the target. The mud then quickly hardens, encasing the whole of the opponent in solid rock, the rock quickly continues to constrict around the opponent, growing tighter and tighter until it eventually crushes them with immense force. Multiple tombstones can be created to encase and destroy multiple enemies, or a single large tombstone can be created to destroy a group of enemies, or one large enemy. The Tombstone created can be no larger than Gamakichi and if multiple Tombstones are created, their total size combined cannot exceed that of Gamakichi.

Note:
- Can only be taught by Scaze
- No Earth jutsu above S rank for the same and next turn.
- Can only be used 3x.


(Doton: Bimyōna Shifuto)- Earth Release: Subtle Shift
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: The user focuses earth chakra throughout the ground to make it absorb small objects, weapons, liquid etc and quickly transport them somewhere else either underground or on the surface. The movement of the objects underground is very discrete to keep enemies unaware of it. However, as objects reach the surface shifting earth can be heard. This jutsu is helpful when setting traps and will not work on a living organism.
-Can only be taught by Shin-Akira
 
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Water


(Suiton: Shelob No Yūwaku) Water Release: Shelob's Temptation
Rank: S
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: The user performs two handseals, manipulating the moisture in the air and ground so as to create a gigantic web made of wire thin threads comprised of water. The web envelops the area mid range around the user, being exceptionally inconspicuous due to the thin size of the threads and the translucency of the water. The threads have an exceptionally sticky like quality, as well as being rather elastic and having a solid like property. Should the opponent move, they would find themselves running into one of the threads, when they do so the vibrations of the threads movement would be sent directly back to the user, who is connected to the web via use of a single thread that attaches to the users chest. This effectively allows the user to detect the movement of any objects within the webs range of influence lest they find a way to avoid the webs entirely. This single web attached to the users chest is optional, and is not a requirement, leaving it up to the user whether he/she'd want it, as it'd be more or less useless if the user and his opponent have a clear view of each other. Also, when an object comes in contact with a thread, the web clings to them as it begins to expand and propagate, fully consuming the opponent in a sticky mass of water in an attempt to drown them or fully cease the objects movements. The user is capable of traversing through the web with ease, without being hindered. The user is also capable of removing the webs attachment from their chest, so as to prevent attacks conducting through the web and directly into them. Alternatively the user can perform an extra handseal upon the opponent being ensnared, this causes the web to abruptly snap in on the targeted object, trapping them within its wired embrace as it consumes them in an exceptionally large and exceptionally strong sticky bubble of imprisonment.
Note: Can only be used 2x
Note: Can only be taught by Erzo
Note: Web lasts until either destroyed, or four turns pass.
Note: No Water jutsus higher than S-rank, in the same turn.



(Suiton: Omoi tatchi ) Water Release: Heavy Touch
Rank: S
Type: Supplementary/Defence
Range: Short - Mid (Mid when released from palms as a burst)
Chakra Cost: 40
Damage Points: N/A
Description: A simple Water jutsu which can be used in two different ways. The first way would be where the user makes contact with another being and uses his abilities his suiton chakra to manipulate the water which is released from his palms to have the same effects as the C-ranked Starch Syrup Capture Field (The sticky aspect to the jutsu). The user would simply release the water from his Palms onto whatever part of the opponents body he touches, spreading it all over the opponents body, allowing the sticky water to engulf the opponents body in the slime like substance at blazing speeds. Another way the user could 'catch' the opponent in the sticky water is by concentrating their suiton chakra at a point where the opponent may be touching them, allowing the sticky water to come out from that point rather than from just the users palms. The sticky water would have no dangerous aspects to it, however it'd have the ability to weigh the opponent down, as if a huge boulder was placed on their body, preventing them from moving properly, if at all, depending on where the slime is. The effects of this would begin from the point of the touch but proceed to spread to wherever the sticky water is spreading. Once even a tiny bit of the sticky water ('slime') is on the opponents body, the user can simply release more of his chakra into it and spread it, meaning prolonged contact is not required. Moreover, this jutsu can also in a second, different way. The second way is more defensive and allows the user to release the a burst of sticky water from his Palms, as it bursts out, the slime would take the shape of a net which would have holes just smaller than a Kunai, allowing it to trap the majority of things aimed at the opponent. The burst of Slimy water can be released from either one palm or both, however, when released from both, each burst of water would be equivalent to an A-rank jutsu. The size of the net released from both arms would be able to completely cover something twice as big as Gamakichi after time skip, whilst when released from each palm (separately), it'd cover something half that size. As a normal water jutsu, despite the sticky aspect to it, the water would still be able to be electrified by both user and/or opponent and would still be affected by the normal elemental strengths and weaknesses.
Notes:
~ Can only be taught by Erzo
~ Can only be used three times
~ No Suiton jutsu higher than A-rank in the next turn
~ Must wait one turn after use, before using it again.



(Suiton: Bāsuto) – Water Release: Burst
Rank: C
Type: Supplementary
Range: Depends on Earth/Wood jutsu used before hand.
Chakra cost: 15
Damage points: N/A
Description: The user would activate this jutsu which allows him to add his water chakra to all Earth/Wood jutsus used no more than a second after the usage of the Earth/Wood jutsu. Although it does no physical harm, this jutsu allows the user to shoot out an extremely quick burst of water straight after an Earth/Wood jutsu is used from wherever that Earth/Wood jutsu appears from. For example, if Spikes are used, this jutsu would allow a quick burst of water to shoot out to anywhere short range from the spikes themselves. This jutsu does not work on the mud related Earth jutsu. The water itself does no damage, however it has some pushing force which is able to knock an opponent back a meter or two, other than that it mainly distracts the opponent. The user can deactivate this jutsu at any time, and can stop the addition of water chakra so that he/she can control when the water bursts out.
~ Can only be taught by Erzo


(Suiton: Mizu Sumai) – Water Release: Water house
Rank: A
Type: Defense
Range: Short-mid
Chakra Cost: 30
Damage Points: -
Description: The user quickly summons a wall of water in front of him which is able to protect the user against Fire jutsu ranked S and lower. (The water can be situated in any position the user chooses. For example the user can summon the water to cover him from attacks coming from above him)
Note: Requires a water source
Note: Can only be used 4 times.
Note: Can only be used by RockLeeGreenBeast and those he shares this jutsu with.

________________________

Suiton: Poseidon no yueki | Water Release: Poseidon's Infusion
Type: Supplementary
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description:
The user creates an abundance of thick moisture within the surrounding atmosphere using their suiton chakra as a base. At first sight the moisture itself is many times thinner than the original hiding in the mist technique, being nearly invisible to the naked eye. While the moisture on its own doesn’t possess an immediate threat, when combined with a wind style jutsu it comes into full effect. When a wind jutsu is used, the moisture ‘thickens’ the wind immediately, infusing with it to create a coat of sorts. It’s purpose is to essentially eliminate the natural weakness wind has to fire, as when colliding with a fire jutsu the moisture prevents the fire from feeding off the wind/continuing forwards by becoming a first line of defense for the wind. This doesn't only have an affect against fire though. Due to this techniques nature and affects, the way it is created makes it only react to the user's chakra. This means that when another wind jutsu goes through it that isn't the user's, it won't attach to it, it'll act as a normal A-rank mist.

Restrictions
• Only enough moisture to coat 1 wind jutsu per use
• Usable 2x per match
• No water jutsu S rank or above While active
• Wind jutsu infused with this become neutral to fire jutsu
• Due to this jutsu having no affects on its own and only being something to aid another technique, it can be used beside a wind technique within the same time frame



(Suiton: Kuroi Ookawa) - Water Style: Black River
Rank: A
Type: Supplementary
Range: Short - Long
Chackra Cost: 30
Damage: N/A
Description: The user creates a flowing river of oil, This oil can be used with other elemental moves and also can be used to exectute justus which oil is needed.


(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.

Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias



Suiton: Kyabitēshon | Water Release: Cavitation
Type: Offense/Supplementary
Rank: A
Range: Short/Long
Chakra: 30
Damage: 60
Description: Cavitation is a very advanced technique where the user, after performing a single handseal, uses his own chakra to create air pockets in a body of water. The size and number of the pockets, so called cavities, differs from each body of water. After being created the cavities collapse on itself, i.e. implode, under the pressure of the water. When the cavitation bubbles collapse, they force energetic liquid into very small volumes, thereby creating spots of high temperature and emitting shock waves, the latter of which are a source of noise. The implosion effect is so strong that it can easily create holes in metal objects over a prolonged period of time. It also causes instability in the body of water and harm to anything caught within it. The cavities usually differ in size, from the moment they are created to the moment they implode. Even so, they never exceed the size of a somewhat regular marble (1/2 to 1 inch). The number of the cavities depends on the size of the water source because they can be created in every inch of the water source giving a better implosion effect overall. Bigger water source equals more cavities.
Note: Needs a water source
Note: Usable only twice (2) per battle
Note: Only McRazor can teach this



Water style:Water Particle Armor-水スタイル:水粒子アーマー
Rank:A
Chakra:30
Damage:60
Range:short
Type: Defencive
Description:lastas for 3 turns and can be used only 3 times per battle this jutsu makes a layer of water particles in the surfess of the body that is able to deflect any Water,Fire,Wind elemental attacks up to C rank the chakra will be taken fron that jutsu and be added to andys next jutsu with any of his jutsus that he uses goes up by 1 rank the armor lasts for 3 turns



Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The tendrils are able to freely and rapidly attack anything within a short range radius of where they originally erupted from.

Restrictions
- Can only be used 2x
- No suiton jutsu S rank or above for the rest of the turn and the next turn.
- Can only be Taught by -Scaze-


(Suiton: Suetto no Potteri Buta) – Water Release: Sweat of the Bloated Pig
Rank: S
Type: Supplementary/Defensive
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user will perform the Boar Handseal whilst focusing their chakra into a nearby solid element e.g. Earth, Paper, Sand, Clay and etc. The resulting effect will be the miniscule drops of water residing in the air around it, quickly converging on the target material/element, aiming to seep through the pores, cracks and crevices in the material, if not simply being absorbed by it. Whilst doing this, the water will take on a very dense, viscous and adhesive quality similar to that of Water Release: Starch Syrup Capture Field. The resulting effect of this forced absorption of moisture will cause the affected substance to gorge and inflate to an incredible size, but also become so heavy that it can no longer move, remain airborne or even be manipulated in the slightest. To signify this, the affected material will begin oozing out adhesive water from its openings, almost overflowing due to the great amount of sticky water its been forced to absorb e.g. Clay creatures will be "drooling" adhesive water from their mouths. This technique will have varying effects on different elements e.g. Paper will become too heavy/sticky and will begin to cling to other sheets of paper, Sand will become almost impossible to control/manipulate, Clay will become incapable of detonation and etc. However since the basis of this technique relies on water absorption, the user will be physically incapable of using it on metal or crystal-based elements. Furthermore, the affected material/element must be completely in solid form and not partially e.g. cannot effect Mud, Lava and similar solid-like liquids.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight
Note: Cannot be used on consecutive turns
Note: Can only be used on elements/materials and not on people directly
Note: Follows elemental weaknesses and strengths



(Suiton | Sono ichi izure denka Mizu ) Water Style | The ones who charge on Water
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
If the user or the intended target is on the water or on a wet area (i.e. after a strong water technique was used) then this technique can be done. The user will preform one handseal and then release their water chakra in the water or damp ground, they will mold the chakra in the water to rise up 4 watery-type warriors. As the water rises up they begin to move to where the user wishes. These warriors are the same size as the average person, they move as fast as the user but they're unable to preform any jutsu. These warriors carry swords, hammers, spears, and shields (up to the user). These weapons are very concentrated and can be used to slice, cut, stab, block. When a warrior is destroyed they blow up and spray water everywhere in about a 10 foot radius, normally this would do nothing but get the target wet but if the warriors are infused with lightning from a separate technique then if they blow up and if they get water on them then the target will be paralyzed for a few seconds.

Restrictions
- Can only move up to mid-range from the user
- Warriors can attack all together/in a formation/ in all directions separately
- Must have mastered Suiton training and be at least Sannin rank
- Only usable/trainable by Coyote
- Usable 3 times


(Suiton: Mizu Kabe ) - Water Style: Water Wall
Type: Defence
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: A wall of water rises in front of you. When an object contacts the water, it turns into ice.



(Suiton: Sui Mizu) - Water Style: Acid Water
Rank: A
Type: Attack
Range: Short/Mid
Chakra Cost: 30
Damage Points: 60
Description: The user spits out a portion of water that is acid. When the acid contacts skin, the skin just sizzles and disappears. Just leaving the opponent's raw flesh.



(Suiton: Soudai Gogyou Suirou)- Grand Multiple Water Prison
Rank: S
Type: Defense/Supplementary
Range: Short-Mid (Long if on water source)
Chakra:40
Damage:N/A
Description: A modified verison of "(Suiton: Suirou No Jutsu) - Water Style: Water Prison". User summons a great tide of water towards opponent that traps multiple targets in a orbs of water. User can further manipulate sharp water spikes to impale what ever is inside. Also orbs can be used to stop projectiles. If used on a water surface can be almost unavoidable.
Note
*Can only be used 3 times per battle*



(Suiton: Heisha Sattou) Water Style: Chariot Rush
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage Points: 60
Description: The user preforms the *Snake* seal then releases a large amount of water from their mouth. The water forms into several chariots that rush towards the target. The chariots are able to hit all at once or one at a time this causing the target to move around the constant battering of chariot. If a chariot hits the target, the target is hit with such force that they are pushed back and have several injuries.
Notes:
- No water source required
- Usable once per battle
- Unable to use another "Water Style" in same turn
- Only trainable/usable by Dexter..

(Mizu Shiroppu Bunshin no Jutsu) - Water Syrup Clone Jutsu
Type:Attack
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates Water Clones out of the viscous fluid created in the (Suiton: Mizuame Nababara) - Water Style: Syrup Capture Field technique. The clone is used as a normal Water Clone, but upon being killed, the clone turns into the viscous fluid and flies in all directions in short range. The clone can also be voluntarily dispersed into the fluid. If the fluid gets on the opponent ,i.e. the opponent's hands, the the next thing they touched with them would become stuck to them. If he/she were to try to make hand-signs, his/her hands would become stuck to one another. If the fluid gets into a person's mouth or nostrils, they will be choked and or suffocated.

Note: Clones can use Ninjutsu, Genjutsu, Doton, Katon, Fuuton, and Raiton up to C and Suiton up to B.

Note: Up to three clones can be made with this technique.

(Can only be used/taught by Demosthenes.)

(Suiton: Sansui sōchi)- Sprinkler System
Rank: B
Type: Supplementary
Range: Short/Med
Chakra cost: 25
Damage Points: N/A
Description: The user, by channeling suiton chakra to their feet, will inject their chakra into the ground, as far as mid-range. Then, performing a single hand seal, the user will force their chakra from the ground, using nature transformation to change the chakra into water. This ejects a large amount of water from three places mid-range from the ground, similar to the function of a sprinkler. The water from the ground will then remain on the battlefield, allowing the user to use the water for any techniques up to A-rank.
*Note: Can only be taught/used by HereticPassage
*Note: Can only be used on a battlefield that has no water present
*Note: Water lasts for 5 turns; usable twice per battle

(Suiton:Kashou) Water Style: Scald
Rank:A
Range:Short-Long
Chakra Cost:30
Damage:60
Type:Offensive|Defensive
Description:The user sends their suiton chakra into the ground, resulting in a large amount of water erupting from the ground bursting upwards into a large wall of water meters across meters thick and meters tall. The water being from deep within the ground, and thus being extremely hot, capable of causing burns, the water then begins to cascade forwards and downwards upon command, crashing down onto the opponent much like a huge wave. The size of this technique depends completely on how much chakra is used, but can be large enough to buffet a large summoning such as Gamabunta.
~Can only be used 2X
~No Suiton jutsu for the rest of the turn.
~Can only defend jutsu up to A-rank and up to B-rank earth.


(Suiton : Sawarabi no Shubyou) Water Release : Dance of the Seedlings
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will spew a large drilling water bullet from their mouth, the water bullet travelling towards the opponent at fair speeds similar to that of Drilling Wind Bullet. During its flight, the water bullet will seperate into 20 smaller pebble sized drilling water bullets, diverging far from the path that their predecessor followed, and flying in arcs at great speeds, approaching the enemy from several directions and angles above ground, and striking the enemy in quick succesion. As they strike the enemy, they expand to the size of a bowling ball, dealing severe damage to the opponent. The division of the bullets timing, is pre-determined by the users intentions upon spewing the bullet.
-No Water above S-Rank for 2 turns
-Can only be used 4x.
[url=''http://www.narutobase.net/forums/showthread.php?t=265845&p=9605208#post9605208]Taught here[/url]

(Suiton: Mizu Handou) – Water Style: Hydro Kick
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 25
Damage Points: N/A
Description: The user gathers a large amount of water chakra under any of his feet and release it as a geyser of water to launch himself in any direction, depending on the angle that his feet maintain with the ground. This is basically used to shift in the blink of an eye from short to mid range and vice versa, or from mid to long range and vice versa. When using Hydro Kick, the user’s feet must be in contact with the ground/earth to give appropriate power to the geyser.
Note: Can only be taught by BluePhenix.
Note: Can only be used five times per battles due to the stress it poses on the ankle of the user.
[url=''http://narutobase.net/forums/showthread.php?t=295321&p=10000245#post10000245]Taught here[/url]

(Suiton: Ten no namida) Water style: Tears in heavens
Type: Supplementary
Rank: C-Rank
Range: Short - Long
Chakra: 15
Damage: N/A
Description: This technique depends on manipulating water molecules present in the location (water source/water from previous water jutsus) to spread out in the atmosphere. By infusing the user's chakra into these molecules, the user can sense the enemy in/on the battlefield by sensing the body temperature or heat given out by the person. This is exactly like the mist jutsu, but here the molecules doesn't block the vision. The best part about this jutsu is that, the molecules in the air keep building up even if/when it is
blown away by the wind till the water source/the water from the previous jutsu dries away. This helps in tough situations when due to some reasons, the user can't find the opponent.
Note: Can only be taught by
Flash07.
- Requires a previous or existing water source.
- Lasts only six turns before water molecules evaporate or until water source is destroyed.
 
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Erzo

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Lightning

(Raiton: Tori Dageki) Lightning Release: Bird Strike
Type: Attack/Supplementary
Range: Short - Mid
Rank: A
Chakra: 30
Damage: 60
Description: The user concentrates his lightning chakra in the the sky in the area behind his opponent and uses shape manipulation to create a hawk -which is the same size as the one summoned by sasuke against danzo- the hawk then flies downwards at an angle towards the opponent with its extremely sharp beak pointed at the opponents neck area/upper back aiming to piercing him from behind. After peircing the opponent the bird disperses in all areas short range from it acting like chidori nagashi and paralyzing any opponent(s) within its vicinity. If needed the user can disperse the bird before it pierces the opponent so that the opponent(s) are only paralyzed.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No S-rank lightning same turn and previous turn
Note: After using it once, must wait another turn before using it again.


(Raiton/Kenjutsu: Inperiaru Sutoraiku)- Lightning/Sword Arts: Imperial Strike
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user swings his Katana in any manner (horizontally, vertically or diagonally) and releases a seemingly thin line of lightning chakra, which seems to be a simple blade which heads towards the opponent, however, upon the users will and with the addition of chakra, the simple blade suddenly extends multiple other thin yet extremely sharp and lethal blades of lightning which bolt towards the opponent, hitting him/her from multiple angles, easily being able to hit the opponents front and both sides, making this a perfect surprise attack.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No Lightning higher than S-rank, next turn or same turn.

_____________

(Raiton): Tenkou| Lightning Release Spotlight
Type:Supplementuary
Rank:A
Range:Short-Long
Chakra Cost: 30
Damage:N/A
Description: The user compresses a large amount of raiton chakra in their hand creating a bright light orb that radiates a large amount of momentarily blinding light. The user then releases the raiton ball, the ball floating high into the air, and acting as a lightsource illuminating the battle field. The floating ball of energy can float to a new position on the users command.
~Can only be used 2x
~Last for 3 turns
~Blinding flash of light doesn't affect dojutsu users

Raiton: Zeusu Takumi no Waza | Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze


Lightning Release: Internal Lightning Shock (Naibuteki raikou dageki)
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges a large amount of raiton chakra into their fingers they then stab their fingers into an opponent at close range releasing the raiton chakra violently shocking the opponent's internal organs causing organ failure
~Can only be used once per battle~
~Can only be used by me and who I teach~

(Raiton: Denki bakuhatsu) Lightning Release: Electric Explosion
Rank: S
Type: Offense
Range: Short-Mid
Chakra Cost:40
Damage Points: 80
Description: The user starts by sending large amounts of raiton chakra above the palm of their dominant hand and then concentrating it into one tiny ball. Then the user throws the ball at high speeds at the opponent and as it reaches the opponent the user detonates the ball, causing an explosion that effects anything within short to mid range. Direct contact is fatal while being in the blast range causes paralyzation.
~This Jutsu can only be used twice per battle
~This Jutsu can only be used every 2 turns
~Can only be taught by Naruto41698
~The user can't use any Lightning Jutsu until they can use this jutsu again


(Raiton: Keshi Makuga Hara) - Raiton Release: Blades of Honor
Rank: S
Type: Offense/supplementary
Range: Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel Raiton chakra into the earth, channeling it underneath the ground, and with one handseal, spears or lighting will errupt from the ground, under the opponent, stabbing him from underneath.
Note:
-Can be used up to 1 times in a battle.
-doujutsu's can see through ground and can respond to it.
-Only those who has mastered Raiton can use this.
-You can't use any other lightning jutsus in the same turn, hence it will take up all your Raiton chakra.
-In the next turn, you can't use any higher then a B-ranked lightning justu
-Can be taugh only by Dr. House

(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias

Can't be used against me.

(Katon Raiton katans) - Fire/lightning Sword
Rank: S-rank
Type: Supplementary
Range: short
Chakra cost: 40
Damage points: 80
Description: This technique allows the user to create a fire sword which the User sends Lightning chakra to make it a Lightning/fire sword which can be used to cut through objects and slash enemies.
Note:No Lightning Jutsu above S-rank for the next 3 turns.
Note:The Jutsu last for 3 turns.
Note:The user can only perform this Jutsu Once per battle.

(Raitoningu sutairu): Ran'ningu osuushi: Lightning style: Running bulls
Ranks:S
Type: Offensive
Range: Short-Mid
Chakra:40
Damage points:80
Description: This jutsu entails much in the concept of shape manipulation, the user does it by concentrating on his ration chakra over a period of time building it up in massive amount he then releases the chakra which he got from concentration into the floor and emit the electricity through it its runs and races through the opponents and seemingly takes the shape of several racing bull going towards the opponents which when they impact emit their electricity from them

Note: Can be used twice a battle
Note; Must wait three turns to use again
Note: No A rank Lightning or above the following turn

(Raiton- Supākuringu Sōnzu) Lightning release- Sparkling Thorns
Type: Attack
Rank: S-rank
Range: Short- Mid
Chakra cost: 40
Damage points: 80
Description: the user will perform the needed handseals while focusing his lightning chakra beneath the opponent and raise it out of the ground as growing thorns that shock the opponent. The lightning protrudes the earth and expands out reaching a distance of short range from where it is created.
*Note: No S-rank lightning next turn.
*Note: Can only be used 2x per battle.
*Note: Can only be used by Toku.


(Raiton: Sairento Kaminari) - Lightning Release: Silent Lightning
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20(+5 to each lightning attack)
Damage Points: N/A
Description: The user cloaks the sounds made by his lightning attacks, making them stealthy. This acts through the fact that the user concentrates a much higher amount of chakra over his lightning, that act as a thick layer, covering any sounds(as crackling) that the techniques make. This does not silence any other techniques, and if the lightning destroys something it is out loud, and not silent.
* May be used twice per battle.
* Lasts 3 turns.
* Must be taught by Shigure.

Raiton: Sutatikku Menshoku| Lightning Release: Static Shock
Type: Offensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: 40
Description: A technique where the user builds and gathers their raiton chakra before releasing it out towards their opponent. Instead of targeting the opponents body, the user targets their clothes. Imbuing their Raiton chakra into all of the opponents garments. The purpose of this is to enhance and increase the chances of static electricity build up created by the opponents clothes when they move via friction and what not. Embedding so much chakra into the clothes of the opponents, that even with the slightest of movements the user experiences small static shocks. This makes tasks such as performing handseals or making bodily movements particularly hard as the opponent will be repeatedly shocked while doing so. Not to mention that tasks such as running and sprinting become extremely cumbersome as large electrical discharges are sent through the opponents body repeatedly. Due to the fact that the larger and more boisterous the movements, the more frequent and powerful the static discharges. This effectively makes the opponents own clothes both their prison and possibly even their demise and undoing. Weather also has a play in the technique, should it be breezy then the opponents clothes will be moved by an exterior force, thus static electricity will be produced. When the opponent uses a water jutsu it plays little role in the static discharges, and if by any chance the discharges and the water meet, the electricity will simply conduct into the water technique as a exceptionally weak current that follows the waters flow and thus slightly empowers the jutsu. Even if the flow of the water was to result in the current conducting towards the opponent, since the static discharges are relatively weak unless exceptionally large movements are made, such as running, the damage dealt wouldn't be that great. Simply minor shock and possibly momentary paralysis at worst.

Notes:
- Can only be used 2x
- Lasts for two turns
- No Raiton jutsu above A rank for the rest of the turn.
- Can only be taught by Scaze
[url=''http://www.narutobase.net/forums/showthread.php?t=265845&p=9605208#post9605208]Taught here[/url]
 
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Erzo

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Fire

(Katon: Neko Asobi) - Fire Release: Cat Play
Type: Offensive
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: 30
Description: A simple Fire technique in which the user would release his Fire chakra onto the tips of his fingers, allowing them to radiate extremely hot fire in the form of wire-thin whips. The length of these whips can be manipulated in order to fit the situation, but can not exceed 5 meters (short range) from the user. The main use of this jutsu comes in close quarter combat where the user can use this jutsu with extreme speeds due to the fact that its a low rank and no hand seals requiring jutsu. It can be used to deal non-fatal but extremely hindering damage to an opponent, depending on areas of the body hit. The Fire released can be in two different forms. One form is basic and has no physical presence, making it handy to burn flesh but extremely useless when it comes to dealing blunt damage and deflecting things. The second form works in a similar way to the A-ranked 'Dragon Flame Release Song Technique' Fire jutsu, in the sense that the chakra is compressed, giving the fire physical attributes allowing the whips to deflect low ranked jutsus (according to elemental strengths/weaknesses) as well as deal scalding hot blunt damage.
Note: Can only be used 4 times.


(Katon: Hai Ken ) - Fire Release: Fire Fists
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 40 (-15 chakra per turn)
Damage points: 80
Description: The user releases his Fire chakra through his body and either into areas short range around him, or allow the chakra to travel through the ground, allowing it to travel further and emerge at a further distance. The Fire is compressed and through chakra manipulation made to be in the shape of two hands up until the forearm, with both ends forming a fist which is dense and able to deal extreme physical, as well as burning damage. The length of each arm is roughly 3 meters, and the girth of the wrist area 2, giving it quite a wide diameter, allowing them to strike multiple people at once if they are all within the same area. This jutsu is used by the user as if the opponent was standing directly in front of him, with the users own hands performing punching motions which are then instantly and directly mimicked by the fiery fists. The user can use these hands made of Fire to perform other tasks such as open palmed attacks, grabbing of objects/people (whilst keeping in mind the burning characteristic), and anything else which can be done with normal hands. A secondary use of this jutsu allows the user to simply release his chakra and pin point the opponent but then no longer have the ability to control them, but instead leaving the two fists to act as projectiles which once released simply travel towards the opponent leaving the user to perform other techniques. The fists do this by tracking other bodies of heat from the surrounding area which does not belong to the user.
~ Can only be taught by Erzo. Used 3 times per battle, only lasts until defended from, or until deactivated. However, if manipulated to mimic the users own fists, the user can't use jutsus of other elemental nature until the jutsu has stopped. After usage, must wait 2 turns before using again, and no other Fire jutsu above S-rank can be used within the same and the next turn.



(Katon: Nibai Batsu) Fire Release: Double attack
Type: Attack
Range: Short - Mid
Rank: A
Chakra: 30
Damage: 60
Description: The user concentrates his Katon chakra and slams his hands into the ground releasing the fire chakra where it then comes out from his opponents side (3 meters away from each of the opponents side) the fire then forms into two hawks -each roughly the size of the hawk sasuke summoned against danzo- to come out and shoot off towards the opponents location from both his sides (his left and right side) trapping the opponent in the center of the attack. Upon collision with each other and the opponent in the middle of them, the birds explode and create a giant fire viciously burning the opponent between them. These birds can shoot out of the ground to a maximum height of 3 meters before clashing with each other and exploding.
Note: Can be used 3 times.
Note: Can only be taught by Erzo
Note: No S-rank Fire in same turn and previous turn
Note: After using it once, must wait another turn before using it again.

___________________

(Katon: Nídhöggr kiba) | Fire Release: Fangs of Níðhöggr
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Through the rapid release and conversion of fire chakra from all over their body; the user will create several concentric, orbital rings and crescents of dense fire directly from their being. The crescents and rings are explosive in nature - and thus when coming into contact with something of suitable resistance - such as solid and strong rock, they will explode, the explosion always being angled away from the user and forwards towards the opposition. Aside from that, the shapes can cut and incinerate through softer materials, explode, or be suppressed, on command, or be released towards an opponent in the form of a projectile. Due to their versatility, the rings and crescents can double as both a defence and offence, yet can also be particularly useful when utilised alongside Tai; the flames ravaging a target with each blow so as to deal severe and lethal wounds.

Note:
- Can only be used 2x
- No Fire techniques above A rank for the rest of the turn and no Fire techniques the next turn
- Can only be taught by Scaze.



(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle


(Katon: Sanshōuo no ikari) | Fire Release: Sonata of the Phoenix
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 chakra per turn)
Damage: 90
Description: A technique in which the user is capable of materialising fire from near their body through the rapid release and conversion of copious amounts of fire chakra. The materialised flames are dense yet free flowing in nature, being almost liquid like in consistency, with the user being capable of bending or melding the flames into different shapes or forms so long as they maintain sustained control of this technique. The flames generally take the initial form of two halo like rings (The size of hula hoops, albeit much thicker in that can they overlap to somewhat form a sphere) that blanket around the users body so as to afford the user with a perfect defence, however the manner in which the flames first appear and their subsequent movements are completely subject to the users wishes and intentions. The immense heat of this technique and it's adaptable shape and size allows it to boast versatile destructive capabilities, however what truly warrants this technique it's strength is that whenever the flames collide with an inferior technique they immediately begin to regenerate - drawing on the users chakra supply to do so - so that by the beginning of the next turn the flames will have already restored themselves to full power, hence the name Phoenix. Ultimately, to end the use of this technique, an enemy would have to completely extinguish the flames of this jutsu. However as a result, for as long as the user maintains this technique they will be restricted in the elemental affinities that they can access, mainly being limited to Fire Release (Can still use Fire Release CE provided they only utilise fire elemental chakra.) Lastly, the user is capable of spawning fire techniques from the flames of this jutsu which, combined with the ability to shift these flames throughout the battlefield, essentially allows the user to produce fire techniques of their choice from various angles to assault an enemy, as these flames fundamentally act as an extension of the users body.

- Can only be used 1x.
- Can be sustained for a maximum of four turns.
- Once this technique ends, due to the chakra strain the user will experience exhaustion that will reduce their physical capabilities by one rank, sharp pangs of pain that will occasionally glance through their extremities, and chakra overuses that will prevent the use of fire techniques above B rank for that, and the next turn.
- User takes 40 damage points and suffers from first degree (But not incapacitating) burns on their extremities once this technique ends.
-Cannot create Forbidden Rank Fire techniques from this technique
- Can only be taught by Scaze


(Katon: Kaika Ninetails: Dai Roku Tēru. Oshokui) | Fire Release: Flowering Ninetails: Sixth Tail; Corruption
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Allows for the release of vast amounts of pure fire chakra from all over ones body that creates an aura in the shape of nine fox tails, each twice the size of the user, that will cocoon around the users body. The tails can be manipulated to attack or defend for a time - acting as condensed chakra capable of interacting with physical objects to deal blunt and burning damage - however their real power lies in their ability to disperse into dozens, if not hundreds of seed like orbs of fire chakra that, by default pulsate outwards in all directions, but can be directed towards particular locations should the user so wish. As the seeds travel outwards they indiscriminately phase into any object, being, or technique of lesser strength and forcefully alter or distort it's properties to make it explode - with said explosions always being angled away from the user. When a structure explodes it in turn releases countless more seeds that allows for a chain reaction that can completely devastate battlefields, as the seeds are capable of making the strength of undermined techniques into their own, not weakening, but instead growing in strength and number with each clash. This ability is effective against all earth based techniques of lesser strength (Excluding crystals), opposing fire techniques of lesser strength, and water techniques two ranks lower, however it is ineffective against water techniques of A rank and above, Lightning techniques and wind techniques; A rank water techniques will simply evaporate while Lightning and Wind techniques will clash normally.

- Can only be used 2x
- No fire techniques above B rank for the rest of the turn
- Cannot be used on consecutive turns
- Can only be taught by Scaze


(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.


Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.


(Katon: Kaika Ninetails: Sādotēru; Gurēsu) | Fire Release: The Flowering Ninetails: Third Tail; Grace
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: To be used directly after the Sixth Tail, this technique takes effect as soon as the tails disperse. Instead of allowing the orbs of fire chakra to roam across the battlefield this technique serves to bind the orbs onto the users position, forcing them to surround the user (But preventing direct contact, and in the case of contact suppressing their destructive abilities) so that the orbs may act as the perfect defence as they swirl around him to protect from all air based and ground based threats. Furthermore it also grants the user the ability to passively manipulate the pathing for the orbs, for instance the user can expand the defence to encompass the entirety of short range, and can even stream the orbs out to surround their own techniques to empower them. Whenever the orbs nullify a threat the produced explosions will always be angled away from the user.

Note:
- Can only be used 3x
- Cannot use Water, Earth, Fire or Wind above S rank while this is active.


(Katon: Kamereon Fenikkusu) | Fire Release: The Chameleon Phoenix
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (60)
Description: By infusing chakra into a pre-existing fire source its size and intensity can be controlled. On a fundamental level, this technique can burst flames into an erupting inferno; allow the direction of the flame to be governed, or even allow for the flame in question to be extinguished. By a similar application, the user is capable of shaping a pre-existing flame so as to produce a desired Fire Jutsu; with the desired technique being performed directly after this technique, in such quick succession that it may seem as if only a single jutsu were performed. This usage, depending on the users desires, may result in the flame being consumed and directly converted into the technique in question, or the manipulated flame producing an offshoot from which the desired fire technique will birth. By extension, this principle can also be applied to flammable gas or ash produced by the users own chakra. Ultimately, this technique, designed to bring variation, is an attempted mimicry of the pre-existing source manipulations often demonstrated by the Water, Earth and Wind Elements.

Note:
- This technique can only be used on flames that are either completely devoid of chakra (Such as that from a candle, lighter, burned ground etc), or fire techniques that contain the users own chakra, in the case of the latter the power of the controlled or reformed technique will be the same as that of it's predecessor. The exception to this rule is if the user produces the new fire technique as an offshoot from the original, however this method has the weakness that if the host fire technique is extinguished before the offshoot can separate from it then both techniques will fail.
- Producing another fire jutsu as an offshoot through use of this technique will count as two moves (For both this and the newly desired Fire technique), however directly converting a flame into another fire technique will only count as one. (Other restrictions still apply as normal)
- The user can take control of a flame through use of this technique up to three times and convert a flame into another technique through use of this technique up to three times, however overall the user can only use this technique 5x.
- Exerting control over an existing fire technique will not increase its power - the user will only be capable of shifting its form, however in the case of empowering a chakra devoid flame it's base power will be 60.
- No Fire techniques above S rank next turn.
- Once one application has been used, the user must wait a turn before using another.


(Katon: Kaisu No Kusa)-Fire Release: Fire Grass
Type: Attack, Supplementary
Rank: A Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user makes three hand seals and then manipulates the ground within a mid-range of them to have small, hot flames come out of the ground around them. The fire is hot enough to severely burn and damage the feet/other body parts of those who touch it. By regulating where they stream their katon chakra, the user is able to exclude certain areas from being set ablaze. Ex. The area beneath their feet.
Note: The fire will burn for two turns.
Note: Once created, the user isn't able to manipulate the fire so that it quits burning a certain area.
Note: Can only be used once every four turns.
Note: It takes a certain time before the flame reach a high enough temperature to severely burn the oppononent, leaving a small gap to react accordingly.

(Katon: Katana Kaji) - Fire Style: Blade of Fire
Rank: B
Type: Attack
Range: Short/Mid
Chakra Cost: 20
Damage Points: 40
Description: The user creates a sword of fire. When the user stabs something, the whole body/whatever ignites in flames.
Note: No sword intended


(Katon: Ifurīto no Zaiko) | Fire Release: Ifrit's Inventory
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

Note:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze


(Katon: Kaji Kawari ) - Fire Substitute
Type: Supplementary
Rank: C
Chakra Cost: 10
Damage Points: N/A
Description: This jutsu uses the Ox handseal. When your opponent attacks you, you disappear in a cloud of fire. When you poof away, your opponent gets burnt while they are in that cloud of fire that you created.


(Katon Raiton katans) - Fire/lightning Sword
Rank: S-rank
Type: Supplementary
Range: short
Chakra cost: 40
Damage points: 80
Description: This technique allows the user to create a fire sword which the User sends Lightning chakra to make it a Lightning/fire sword which can be used to cut through objects and slash enemies.
Note:No Lightning Jutsu above S-rank for the next 3 turns.
Note:The Jutsu last for 3 turns.
Note:The user can only perform this Jutsu Once per battle.

[Katon: Ira Kaen] Fire Release: Thorn Flames
Type: Attack/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: User chooses some weapon(s) and channels his fire chakra in them, it can be done through a distance, contact with the weapon is not required. After channeling the chakra, with just one Tiger hand-seal user makes the chakra burst into flames in a shape of thorn, which reaches out half-meter in a shape of spiked orb. User can simultaneously envelop maximum of 5 weapons with thorn flames.
Note:
♦ Usable 4 times per battle.
♦ Must be taught by Blizzard.



(Katon: Hisan Chourui) - Fire Style: Flying Birds
Type: Attack
Rank: A
Range: Mid Range/Long Range.
Chakra Cost: 30
Damage Points: 60
Description: The user focuses his fire chakra into the dominant hand waving it tords the opponent(s) releasing a wave of fire after the wave is directed at the opponent(s) the user forms the 'serpent' hand seal so out of the wave forming ten birds of fire that fly tords the opponent that explode upon hitting the target(s).

♦ Note: Can only be used twice per battle.

Fire Style: Burning Land Jutsu ( Katon: Moeteimasu Sen-Yuu )
Rank: A
Type: Offensive
Range: Short-mid
Chakra: 30
Damage: 60
Description: After the necessary handseals are performed, the user summons a small blanket of fire that smashes down onto the ground. Upon making contact with the ground, the blanket of fire expands, rushing across the ground and thus covering the ground within range in fire.

Note: Only twice per battle

(Kasai Ha Suto-Mu)Fire Leaf Storm
Rank:A
Chakra:30
Damage:60
Range:Short-Mid
Type:Attack
Description: The user builds up their katon chakra in their mouth and blows out a storm of embers that are sent spiraling towards the opponent at high speeds.Each ember is shaped like a leaf and thus that is where the justu gets its name.The leaf shaped flames are incredibly sharps they have serrated like edges and can easily cut through trees and rocks leaving cinders where it was sliced,the embers cover a large area both vertically and horizontally and thus can be difficult to avoid.
~Can only be used 3x
~Can only be used by -Scaze- and those who he allows
~No forbidden rank water justus that turn
 
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Erzo

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Wind

(Fūton: Āto No x) - Wind Release: Art X
Rank: B
Type: Supplementary
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: A technique which relies on previously sustained jutsus, Art X makes use of jutsus which are on the verge of running out of turns, or can be used prematurely in order to catch an opponent off guard. It works by channeling chakra into a jutsu which is being sustained (armour of Wind for example), and causing that chakra to become volatile and uncontrolled, resulting in an explosion of Wind in a certain direction, or omni-directional (depending on the users choice). The addition of chakra and lack of shape manipulation would result in an explosion of Wind in a similar fashion to when Naruto was attempting to master the rasengan, where a lack of control and too much chakra saw the chakra collapse and explode on his palm on a much smaller scale continuous times. The damage done depends on the jutsu which it is used on, dealing the damage of that jutsu's damage whilst the explosion extends out to short-range (five meters) beyond the technique's original size/silhouette. Any explosion which occurs must do so at least 3 meters away from the opponent. ~ Can only be taught by Erzo. This jutsu can be used four times. Counts as a move to activate (so you post this and it counts as a move though it's instant/happens in the same timeframe of the jutsu it's used on), and would remain activated until made use of by the user. Once a point comes at which it can be used, the user posts it again as a reference but does not have to use a slot move again as he has activated it in previous turns. It can only be used once per activation, so once activated and made use of, the user must post it again in order to re-activate.


(Fūton: Kū Sora ) – Wind Style: Spirit Void
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 each time it's used)
Damage: N/A
Description: A technique simple in nature, but extremely effective, Spirit Void was one of Roy Mustang's own creation. Versed in it's defensive capabilities, the jutsu begins once the user channels and sends a a copious amount of his chakra into the skies above, ranging from short to long range all around. Following this ensues an unpredictable and quick movement of visible Wind in the skies, continuously flowing and swerving, seemingly without purpose before heading downwards and disappearing into nothing. However, purely through the users will (or through hand/leg/general body movement for cosmetics) the user can harness the wind power to create a defence which leaves the user unharmed. When seeing an incoming attack, through will the user controls the wind around the jutsu and forms it around the incoming attack, where the Wind would then slices/cut through it and/or blows it away, depending on the nature of the attack. For example, an Earthen projectile could be sliced and cut until it is no longer a danger, whereas a Water attack would be blown back. Of course when being used to defend, the Wind once again becomes visible to the naked eye, showing a green-ish hue. Although the process at the beginning appears to take time, when used within the same time frame of an incoming attack, the defense would be able to work just as well as any other Wind jutsu. This technique will only activate against techniques that it can neutralize (as an S-Rank Wind) and it will only activate once per turn and it cannot be stacked with other automatic defense jutsus.

~ Can only be taught by Erzo. This jutsu can be used twice, lasting four turns each time. Cannot be used consecutively, but instead with a one turn wait after four turns are up/the jutsu is deactivated. Although the user can manipulate this jutsu through will, thus allowing himself to remain unoccupied and free to perform other techniques, when used to defend against other techniques it will still count as one of the three allocated moves per turn.


(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.


(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.



(Fūton: Shū no Yūwaku Burīzu ) - Wind Release: Shu's Tempting Breeze
Rank: S
Type: Attack/Defence/Supplementary
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: A simple jutsu used to combat against faster paced opponents, Shu's tempting breeze relies on the user to have faster moving opponents, who - once set off from their initial spot - can't control their speed and movement without effort. The user, upon seeing the opponent set off or prepare to set off would manipulate his chakra at the end of his finger tips (including thumbs) and extend multiple small birds which resemble hummingbirds in both looks and size (generally between 5-9 inches). The birds are made out of translucent wind which can be manipulated to fly around the user, creating a barrier of slicing wind, using their speed and sharpness of their beaks/wings to create the barrier, making it impossible for things to bypass them as they continue to intertwine with each other. The user would be able to manipulate the wind made hummingbirds, allowing him to not only create the barrier but also manipulate the birds to fly outwards and perform coordinated attacks which are extremely hard to evade and having the power to slice the opponents skin or even just pierce through their body. Although a simple move to counter, when used against faster moving opponents, the natural 'colour' of wind and the girth of the hummingbirds allows them to be extremely hard to see for an opponent moving at fast speeds. Moreover, as a Wind jutsu, the user can also change the nature of the technique so that rather than its slicing abilities, the hummingbirds madeof wind combine to provide a large blowing force which can be used to push back enemies and summons of various sizes within reason. The hummingbirds are generally fast flying birds, this allows them to keep up with faster opponents without trouble. This speed limit however, only goes up to the third gate. This special ability does not mean they are generally able to fly at that speed but they instead are able to merely have the ability to adjust their speed to match their opponent, when faced against opponents faster than their average speed which is generally equivalent to double of the average ninja.
~ Can only be used 2 times
~ Can only be taught by Erzo
~ Lasts 3 turns unless destroyed
~ Once used, must wait 1 turn before re-using.
~ No other wind jutsu higher than A-rank in same turn or next turn
~ The hummingbirds can be used to attack but will always act as a whole, seemingly like a flock and never individually.


(Fūton: Ōbu hakai) – Wind Release: Orb Destruction
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: The user performs 2 hand seals (Tiger and Boar) and releases his wind chakra in the area around his opponent, creating a gust of wind which blows towards the opponent, first blowing upwards leaving them 2/3 cm from the ground and then goes on to create an orb which would form around the opponent and begin to compress and close in on them, resulting in the formation an orb of wind which would trap them due to the pressure that acts as a solid form. Trapping the opponent would prevent them from having enough space to move their legs or arms, which in return means they can't perform hand seals if the technique actually connects. The user -if he/she wishes- can create two orbs if there are 2 opponents or an opponent and a summon, however, when this is done, the power of each orb decreases to A-rank. The pressure of the orb and the slicing winds damage the targets and may even tear them apart.
Note: Can only be used twice.
Note: Can only be taught by Erzo
Note: No other wind jutsu in same turn.
Note: No Wind jutsu higher than S-rank, next turn.

____________________

(Futon: Yajuu Houbi)-Wind Release: Chimera Jackpot
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will form two hand seals and focus their chakra into the air (must be outside five meters of the opponent) or wind technique. By doing so they will manipulate its shape, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The beasts size can vary while its body can either composed of powerful slicing winds or it can be made of fierce rotating winds that give the creature an almost physical form, allowing it to batter and smash through obstacles. When used on an existing wind technique, this technique can be performed without handseals and in the same time-frame as the previous jutsu. The two techniques do not stack or add to each other's damage, instead this technique takes on the power of the jutsu it's created from (i.e. using this on an S-Rank will make the animals deal 80 damage and the technique it was spawned from will disperse).

Notes:
~Can only be taught by xHoudinii
~Can only be used three times and each usage lasts for four turns


(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.

- Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.


Futon: Hakka-Gu | Wind Style: Fire Starter
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: When a slicing wind jutsu of any kind is performed, the user will control the blades of wind. Through their manipulation, the user will cause the blades to begin colliding rapidly while the original jutsu continues with its course of action. The collisions between the blades create sparks. The multitude of sparks that occur allow them to feed off of the initial wind jutsu and causes fire to become part of the element. The fire would add to the destructive power and potency of the initial wind jutsu. There are two ways the jutsu can be manipulated. First, the parent wind jutsu can become combined with fire creating a fire and wind combination jutsu. The second method is creating enough sparks to ignite the whole wind jutsu, causing the jutsu to become a fire natured attack. Both variations of this jutsu's usage then follow their respective elements strengths and weaknesses and have the same ranking/damage output as the parent jutsu. This jutsu can be used in the same timeframe as the initial jutsu, as it simply requires some additional maipulation while the initial jutsu is being created, or it can be used after the initial jutsu (not in the same timeframe). However if it isn't used in the same timeframe, it still must be used directly after the initial wind jutsu.

Restrictions
- Must be a Wind specialist.
- Can only be used three times
- Can only be taught by Kryptiic


(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-May be deactivated at any time


Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps



Wind style:Wings of the Wind god-風のスタイル:風の神の翼
Rank:S if added fire forbidden jutsu
Chakra:100
100
Range:long
Type:Attack/Defensive
Description:this jutsu litteraly gives the user a pair of invisible wind wings that are able to make him fly and every time the wings stroke down they send C ranked Wind waves upon the opponent that is on the ground if the user wishes they can inflame the wings so then they will be visible but since its a combination the fire will be really hot and will damage the user in his back but when sending the wind waves down upon the opponent they will be B ranked fire waves with every turn the wings send 2 fire waves and the wings cannot be put down without an A rank Water jutsu because its a wind and fire combined. the jutsu will last for 3 turns



(Fūton: Fūjin Ibuki) Fūton: Fūjin’s Breath
Rank: A
Range: Short-Long
Type: Offensive/Supplementary
Chakra: 30
Damage: 60
Description: The ultimate form of Fuuton: Reppushou, this jutsu allows the user to create a powerful gust of wind and direct it as they wish. Since these winds are straight line winds, they are rather large in width, and have ample power, able to topple large buildings. Only one gust can be created per use of this jutsu.


(Fūton: Fūjin Gekido) Fūton: Fūjin’s Rage
Rank: S
Range: Short-Long
Type: Offensive
Chakra: 40
Damage: 80
Description: The user will form four handseals while focusing their Fūton chakra into an orb somewhere in the air. While focusing their chakra, the orb will compress itself as it rotates and condenses its chakra, creating a light wind. Upon formation of the fifth handseal, the orb rapidly expands into a dome of wind that impales and shreds anything inside to pieces.
Show
*Once per battle.
*No Fuuton jutsu in the same turn.


Wind Release: Coming to an end | Fuuton: Sannyou tame shuuryu
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After two handseals, the user will inhale quickly and exhale a fast wind current toward the opponent (or any position within range). The speed and force in which he releases the wind will predetermine were the technique will be activated. The wind, after reaching the destination point, will spin on itself with great speed, dragging anything within short range of it, compressing it to a single point. The wind spin at a half speed of rasengan, and by the observer, it will look like an aeral whirpool (but the size of the technique is around 1.5 X 1.5 feet). The technique will remain active until the user stops blowing (within the turn its used).
-This technique drags everything with a mass below 10kgs that sits short range from the center of it.
-An enemy can see the wind concentrating in a place before activation
-Can only be used thrice per battle
-Not other wind related techniques in the same turn
-Not higher than A-rank wind for the next turn
-Can only be taught by Gin-San
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(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used


(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.



(Fūton: Iongēto)- Wind Release: Aeon Gate
Type: Supplementary/Offensive
Rank: A
Range: Mid-long
Chakra cost: 30
Damage: 60
Description: The user initiates this technique by first holding the Snake hand seal, this will allow him to focus his Fūton chakra in and around his body, the chakra will emanate from him starting at short range and then grow to mid ranged using the air as a medium. Following this the chakra will then compress the air that is present within short ranged of the user to form a flattened, circular, 2-D disk of having only a height and diameter of 2x2m. It can be formed either in front, behind, above, below, or beside the user, given it has the necessary space to do so and appears to be a small barrier of the sort complete with elaborate green glowing patterns, all formed by shaping the air to produce these cosmetic effects. Once the disk is formed the user will then place an object into the 'gate' and watch as his chakra that had spread to mid ranged prior form an identical gate of the same 2-D dimensions (2x2m) open up on the battlefield, however, when using it to attack/affect an enemy the user can only form this second gate five meters from the opponent in any direction (above, beside, below, etc) given it has the space to do so. This second gate will reproduce exactly the same object that was placed into the previous gate in the form of B ranked, compressed wind shaped by Fūton with added speed on exit, similar to a firing mechanism. This means, if the user placed a kunai in the first gate the second gate will open and release a pure Fūton replica of the kunai. The technique is very specific and only relies on the exact instructions given to the first gate, if the user only places half a kunai inside gate #1 gate #2 will only release half a kunai and similarly, if the user inserts a full kunai the second gate will emit a full kunai. Objects placed in the first gate remain unaffected whatsoever as they aren't physically altered in any way, instead the object will just pass through the gate to end up on the other side like shining light through a glass. This means even body parts can be placed in the gate to create pure Fūton replicas elsewhere up to mid ranged. Once the second gate releases its Fūton replica it then closes as it can only replicate one object each time it is used, after this one object is replicated the first gate will also close as its job is now done. However, only physical objects can be sent through this gate, energy based objects and attacks such as fire, lightning, or even raw chakra will simply disrupt the delicate balance of chakra that composes it. Only the first gate is capable of copying objects and the second is the only one capable of replicating said objects. The Fūton replica that would be created by the second gate is green in hue with a slight visibility, it is perfectly shaped wind that houses tangibility and can interact with solid objects as well as intangible attacks such as Raiton and Katon.
Note(s):
- Can only be used three times per battle
- Only one object can replicated at at time and only once per use
- Requires a 2 turn cool down



(Fuuton: Subashikoi Hando) – Wind Release: Sleight of Hand
Rank: D
Type: Supplementary
Range: Short-Mid
Chakra Cost: 10 (-5 chakra for an additional hand)
Damage Points: N/A
Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.

Note: Can only be Taught by Negative Knight



(Fuuton: Manako no Shippuu) – Wind Release: Eye of the Gale
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: The user will perform the Rat Handseal before focusing their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid/liquid objects, constructs or techniques passing through it will have their cutting capabilities greatly amplified, as the disc of wind provides them with a green coating of sharp wind chakra much like the one produced in Wind Release: Vacuum Blade. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's cutting properties to the extent, a thrown rock will become as destructive as a bullet, making this technique a very formidable weapon despite its non-offensive nature. This technique will only amplify the cutting capabilities of solid or liquid constructs e.g. rocks, kunai, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the cutting enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques e.g. Wind/Earth or Wind/Water.

Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
Note: Does not enhance speed of projectiles/techniques
Note: Only amplifies cutting capabilities of solid or liquid constructs
Note: Does not affect Fire or Wind-based techniques
Note: Portal of wind can be created a maximum of ten meters away from the user



Fuuton: Shinku Hari) - Wind style: Crimson Needlesb
]Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user releases his Fuuton chakra into the air surrounding his opponent which allows him to manipulate the air around his opponent. By using shape manipulation, the user will create a barrage of wind needles in front of or beside the opponent which pierce into him at great speeds (due to the natural sharpness of Fuuton). The many needles are created close to the opponent and are virtually invisible to the naked eye or the inexperienced but do not deal a significant amount of damage - that is this jutsu sacrifices damage for a much more concentrated attack akin to when you compare a senbon to a kunai. The needles are then tainted with the opponent's blood thus giving the jutsu it's crimson colour, however fortunately for the opponent, when the needles are created he feels a slight change in wind current
*Note: Can only be used 3 times per battle.
*Note: No A rank wind techniques the same turn.
*Note: Doujutsu users can clearly see the technique
*Can only be taught by McKnockout



(Fuuton: Yari Longinous ) - Wind Release: Spear of Longinous
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: After a short sequence of two handseals, the user releases their chakra out into the battlefield, manipulating the wind allowing them to create a two meter long spear of wind anywhere within mid range of the user and outside of a three meter radius distance of the opponent. The spear of wind propels itself forwards at high speeds using wind currents, which is a saving grace for the opponent as it creates small drafts of air that a particularly alert opponent should be able to feel and then react to allowing them a small period of time before the Spear hits them. The spear of wind also creates a faint yet barely audible swishing sound as it travels and is a bright radiant lime green colour due to being comprised of compressed air and dense chakra making it clearly visible.

Note:
- Can only be used 2x
- No Fuuton jutsu above S rank for the next two turns.
- Can only be taught by Scaze


(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.


(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.

Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.


(Futon: Itsuwari Uzu)- Wind Release: The Deceitful Vortex
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:The user simply forms the mundane Dragon hand seal, putting his hands together, outstretched at chest level, his arms pointing at whichever direction he pinpoints this technique towards. Essentially, in the desired direction of the user, the user will manipulate the air currents in that location, controlling the air to spiral in whatever manner he/she desires, forming a vortex of wind, by manipulating the currents, whose size can range from the size of a limb, accentuating to the size of a slightly overlarge human. It's most primary function, is to use it in conjunction with other elemental techniques. Due to this technique stemming from the manipulation of air currents, the user can, immediately after using an elemental technique, almost in quick succession use this, manipulating the air currents around the technique to spiral and spin, causing the technique sent to be given a spiraling motion, which further accentuates its strength and impact. This technique can be used in conjunction with any Fire, Water, Mud-based Earth Techniques, and even Wind techniques, though not Lightning, of whatever rank. The spiraling motion added to the technique would amplify its impact, increasing its damage by a rank(essentially, +20). In that manner, this technique works in a similar fashion to Wave of Inspiration, being capable of using it right after the previous technique, almost successively. When combined with this technique, the spiraling motion of any technique would cause it to move faster.

Notes:
~ Can only be used 3x per battle
~ Works on techniques up to A rank.



(Futon: Ātisuto no kunō)- Wind Release: Artist’s Affliction
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long (Explosion of Wind spans Short-Range)
Chakra: 40 (-15 chakra per turn)
Damage: 80
Description: This technique revolves around the principle of using wind as a means of inflation, to create various kinds of animals. Through the rapid expulsion of wind chakra, the user is able to infuse any earthen object with his wind chakra. By infusing one’s wind chakra with these inanimate objects, the user is able to expand these substances greatly, inflating them to multiple times their original size. Essentially, the aforementioned objects would be flooded with compressed air internally, while its exterior would remain the same as its original material. Despite this, the technique does not become dual elemental. The objects, upon inflation, would take on the form of an animal of the user’s choosing. For example, the user could inflate a rock, forming a wind/earth boar which he could thereafter direct towards the opponent to deal damage. The kinds of animals that may be created through this technique are limitless, and is only bound by the user’s imagination. Aside from the plethora of animals the user may be able to create, the user is also capable of controlling the animal’s path through his own will. As such, this technique grants a certain sense of versatility to the user, in that the animals may be directed to do whatever the user chooses to. Upon impact, the animals would not only, due to their corporeality, deal physical damage, but also violently burst, releasing an explosive burst of wind which could further harm the opponent. The animals move at the same speed as the user, and are capable of gravitating through the air due to their composition, which contains a healthy dose of wind. It is worth noting that while the animals retain the general anatomical traits of its real-life counterparts, such as horns for rhinos, etc, the animals do not possess advanced traits such as venom.

Notes:

-Can only be used 3x per battle
-Animals last for 3 turns, before they disperse normally
-More than 1 animal may be created with a single usage, though naturally, the animals would be smaller in size(can move separately)
-No Wind above A-rank for the rest of, and the next turn.
-Can only be used on Earth
-No mythical creatures may be created through this technique.
-While the animals may differ in size compared to their real-life counterparts, they cannot exceed the maximum size of an elephant, and can be no smaller than the original substance used for inflation
-Can only be taught by Baldy


Fuuton: Yokaku Tatsumaki | Wind Release : Foreboding Tornadoes
Type: Offensive/Defensive
Rank: A
Range: Short - Long.
Chakra: 30
Damage: 60
Description: The user release their Fuuton chakra, and by performing the "Snake" handseal creates four tornadoes in a square formation around the opponent; the Tornadoes being capable of being as big as "Four Pillar Bind". The four tornadoes generate a fair amount of pushing force that is all released center-wards towards the opponent. The pushing wind has little offensive capabilities but it does make it much harder for the opponent to move as they're constantly being pressured by opposing conflicting winds. The tornadoes quickly begin to release the Wind blades that they are comprised of towards the opponent, over the space of a few seconds the Tornadoes release all of their wind blades, resulting in the Tornadoes completely disappearing. The countless blades slicing through the practically immobilized opponent leaving nothing but minced meat. Projectiles that enter the Tornadoes domain are sped up due to the pushing winds. By performing the "Ox" handseal, the user can make the Tornadoes move, they all move along the "square" either to the left or the right. Alternatively this can be used as a defense, creating the tornadoes around yourself, in which case the Tornadoes wind pushes outwards, while the blades are also released outwards.

Note:
- Can only be used 3x
- No wind jutsu above S rank for the next two turns
- Projectiles speeds are still traceable by the naked eye, albeit it might be just barely and only affects basic ninja weapons


(Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
Rank: A
Type: Offensive
Range: Short – Long
Chakra cost: 30
Damage points: 60
Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent.
The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.
-The controling of the shuriken counts as one of the users turns
-Can only be taught by ~Yard~

Fuuton:kaze hando|wind style: hand of wind|
Type: Offence/defence
Rank:S
Range:short
Chakra:40
Damage:80
Description: The user concentrates fuuton chakra into his hands creating a vortex of wind around his hands.This vortex of wind is as sharp as a blade.Now the user can attack the his opponent only head on and he can use his hands to defend even against lighning justsu's of rank S and below and it can also be used to deflect kunai's and shurikens
NOTE:
can only be taught by igneel
no hand seals required
cannot use any wind jutsu of A rank and above for 2 turns
Can only be used three times

[Fuuton: Za Hyoujin Kaze] ♦ Wind Style: The Sharp Wind ♦
Rank: S
Type: Attack
Range: Short/Long
Chakra: 40
Damage: 80
Description: The user will gather wind into their hand and condense it with chakra. creating long and thin projectiles in their hand. Then the user can aim these projectiles, launching them at a target. The projectiles do not deal a very much damage, though they are made for precision instead. for if aimed at a very vital, or severe pressure point, the user can cause their target to be unable to battle. Though this is quite hard to do and requires a great amount of focus and accuracy. They are really sharp and fast and could pierce through steel.
~Usable only one times per battle.
~Their as fast as Rock Lee without weights
~Five projectiles are made from the users fingers.
~No wind techniques the next turn.
~Faust can only teach this.

(Fuuton: Kyanon) Fuuton Style: Fuuton Cannon

Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Descriptions: The user charges their finger with chakra then adds fuuton chakra into their index finger the same way as a chakra cannon and aims at the opponent, he then releases the vortex blast of wind infused chakra at the opponent sending him flying.
Note: Puts a tremendous strain on the users hand and can only be used 3x per battle
Note: Cant use Wind Techniques for two turns
Note: Must know chakra cannon to use this
Note: Can only be taught by Nagato..

Wind Release: Typhoon Tyrant (Futon: Taifū Tairanto)
Rank: B-Rank
Type: Supplementary
Range: Whole Field
Chakra Cost: 25
Damage Points: -
Description: The user molds wind chakra in their hands, and releases it outward in a ball, which hits the sky and explodes, forming a large typhoon. All weapons that are long-ranged are sucked in, including kunai knives, explosive tags, etc. due to no hand control keeping them in place. The opponent and user are otherwise unaffected, besides the change in weather.

Note:
If used in a water-filled area, such as near the ocean or a lake, or on water, the water can become extremely rough. Also, due to the winds, any other weather is blown away.

(Fuuton: Daichi Senpuu)Wind Release:Ground Whirlwind
Rank:B
Type:Supplementary/Defence
Range:Short-Long
Chakra:25
Damage:40
Description:The user does 3 hand seals and focuses a satisfying amount of Wind chakra in the form of a whirlwind beneath his feet and into the surrounding area up to long range.He then releases the wind chakra blowing away any obstacles like snow,leaves or anything else that may prevent the user from touching the earth with his feet.Anything that touches the chakra from beneath will be cut so it defends from any attempts to attack the user from below.
Note:Must be taught by -Cobalt-.


Fūton: Kakusareta Burēdo| Wind Release: Hidden Blade
Type: Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user creates a disk of spinning wind in one of their hands, the disk being two meters in diameter. Once it is formed the user slams that hand onto the ground and the disk spins so fast that it can easily slice through the earth, creating slight tremors as it slices. The user directs it to the opponent and when it's close makes the disk shoot out from the ground either in front or behind the opponent. The disk can only travel to mid range while travelling through the ground. When the disk is underground a soft humming sound can be heard and when it re-emerges a loud whizing sound can be heard. When the disk is shot out from the ground it is equivalent to a B rank jutsu.

Restrictions
- Only usable three times per match
- No wind jutsu above A rank in the same turn
- Can only be taught by Kryptiic


(Fūton: Okami Sono Sora) - Wind Release: Emperor Of The Skies
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Similar to Temari's "Wind Ryder Technique" the user will release his wind chakra outwards and manipulate the air currents beneath his war-fan, or any other fan big enough to be ridden on. He will then jump onto the war-fan as he rides it like a surfboard and is able to go airborne at fairly fast speeds like any traveling wind technique at its peak traveling speed. If the user wishes, he can utilize the war-fan while it is strapped to his back to initiate flight similar to how a kite is flown, however with the user attached to the bottom of it. The user can only glide/ride in a linear manner and not freely fly like regular flight techniques. The user can only change locations in mid flight once(ex. Gain height while going upwards during activation then choose the linear traveling path). After the liner path travel has completed the user will be suspended in mid-air for a total of two turns before the air currents are reduce back to normal, causing the user to start free-falling back down into the ground.

▵ Requires a fan/war-fan
▵ Can be used four times per battle
▵ Must be taught by Hard
[url=''http://www.narutobase.net/forums/showthread.php?t=275886&p=9111774#post9111774]Taught here[/url]

Fuuton: Haipā sanso-ka | Wind Style: Hyperoxygenation
Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: User gathers chakra in his mouth and mixes it with the air that he's breathing in. With a deep breath he increases the amount of oxygen that the air carries and that get's bound to hemoglobin. With the increase of oxygen the hemoglobin carries through the users body, it reacts by much faster burning it up, resulting in increase of speed and strength of the user. His stamina raises and his reaction time cuts down. His awareness, sort of, reaches a higher level. When it comes to numbers, these boosts result in a +10 to taijutsu punches and kicks and a slight boost in speed, equal to one ninja rank. A Sannin ranked member would have the speed of a Kage and so would his tracking speed increase, proportionally, i.e. his awareness. The whole hyperoxygenation process happens inside the users lungs and doesn't have any contact with the air around the user, except the portion of air that he's breathing in. The effect would last 3 turns, before it wears off.
Note: No Wind techniques above S rank, same or next turn
Note: Only McRazor can teach this
Note: Can only be used twice per battle
[url=''http://www.narutobase.net/forums/showthread.php?t=281262&p=9260115#post9260115]Taught here[/url]

(Fuuton: Kotai kōkū Tekunikku) - Wind Release: Solid Wind technique
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60 (If used offensively)
Description: By using wind chakra, the user will release it into the air in front of them. With the wind chakra, they will manipulate the air to become more solid, 'solidifying' the air, into something that would allow the user to physically interact with. With the use of shape manipulation, the solidified air could be shaped into a multitude of items, like kunai's, hammers, swords, etc. Each offensive action done by these solidified weapons would be able to slice through even the thickest materials due to the slicing and sharp properties of wind (According to elemental strengths & Weaknesses). It can also create shields of slicing winds, about the size of 3/4 the users body, used for defense that is able to defend against lightning techniques, or offensive physical actions like taijutsu or kenjutsu. With the use of a single handseal, the user can choose to make the solidified weapon or item they created previously to burst into a net of slicing winds upon impact, enveloping the target and continuously deal slicing damage to the target for as long as they remain within the net. (Basically, once the weapon made of solidified wind hits a target, it would explode into a net via shape manipulation. The wind would be more concentrated and the net would be touching the targets body, making it cut the body parts its touching.)
Notes & Restrictions:
- Can only be used 3 times with a two turn cooldown
- Only teachable by Ace.
- The 60 damage only applies to the one handseal and creation of the net; if the net is not created, and only the wind weapon hits, 20 damage points will be decreased from 60.
- The solidified items created from this technique must be bigger than a hand, while being smaller than the user. (To avoid people making tiny, tiny balls or something.)
- Once the net is formed, the user will only be able to perform wind based techniques to maintain the net's shape. So basically, if you use the handseal to create the net, you can only use wind jutsus unless you want the net to disappear into thin air.
- Net can only go up to short range.

 
Last edited:

Erzo

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Genjutsu

Jinsei no Saigo no Konseki) | Life's Last Vestige
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (mental stress + actual damage)
Description: An unlikely and rare combination, the user puts use of his ability to use one of the five elements as a means of inducing genjutsu. The jutsu begins with an upward gust of Wind consisting of quite some strength, allowing it to raise the people/persons it is used against with ease, whilst the air is simultaneously forced through the nostrils causing both distress and discomfort. The Wind which has now entered the opponent is used to disrupt the opponents normal chakra flow and induce a genjutsu in which the opponent suddenly feels the very air from their lungs being sucked out of them as the Wind which had raised them upwards continued to spin around them, the pressure holding them in place and preventing movement of all limbs. As they remain suspended, the spinning wind which had been just holding them in place suddenly feels sharper, and more concentrated. The spinning would increase in speed around the opponent, the rate at which the air is being sucked out of their lungs increasing with it. This is coupled with sudden sharp pains in random parts of the opponent's body as the Wind begins to hack and slice deeply into their skin, causing extreme pain which is almost impossible to register with all the suffering that's going on. The spinning wind which had been obscuring the opponents eyesight due to the nuisance of the spinning cloud-like Wind is now bloody red in colour, creating quite a disturbing view. The wind component of this technique is A-Ranked and so is the illusion. If the opponent does not manage to release within two turns of the genjutsu's activation, they would fall unconscious due to the belief that all the air is sucked out of them, leaving them unable to breath.

~ Can only be taught by Erzo. Can be used twice, with a two turn wait after each usage.


(Genjutsu: Mizu Ei ) - Illusion Technique: Water Wrap
Rank: B
Type: Supplementary/Defensive
Range: Short- Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user releases his chakra and inserts it into his opponents brain whilst performing the snake hand seal, making it seem as if a long thick rope of water has suddenly materialize out of nowhere and wraps it self around the opponent, constricting the opponents movement_, the rope would be so tight that the opponent wouldn't be able to move any parts of his body, thus preventing him from performing any hand seals, in reality the opponent would just be standing still struggling to move since he thinks a rope of water has tightly wrapped itself around his body.
Note: Can only be used 4 times.
Note: Can only be taught by Erzo
Note: No other genjutsu in same turn.
Note: Lasts for 2 turn if the opponent hasn't managed to figure out it's a genjutsu and release himself.


(Genjutsu: Shinkan )- Illusion Technique: Silence
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs one hand seal and releases his chakra, inserting it into the brain of his opponent, the chakra would remain dormant until an Earth jutsu which comes from the ground is used, which will activate the genjutsu that is within the opponent like a switch. Once that happens, instead of hearing the normal sounds of the Earth braking, alerting the opponent that there may be an attack from the ground, complete silence falls upon the opponent, leaving them vulnerable to the incoming attack.
Note: Can only be used thrice.
Note: Can only be taught by Erzo
Note: No Genjutsu next turn.


(Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user would release his chakra into the opponent's brain after doing 3 hand seals and disrupt his chakra flow, catching him in this genjutsu which affects the the opponent's vision, making him see the battlefield and the user of this jutsu exactly as they are, making it seem as if the world suddenly stopped like in a still image. Furthermore, the user would manipulate the chakra further, so that if the opponent turns around, it'd still look exactly as it was, due to the user linking his vision within the chakra, and making his opponent see the same thing he was seeing. This allows the user to throw Kunais or perform hand seals without his opponent being aware of what's going on/being performed, which in return would slow down their reaction time greatly, since they (opponent) would have no idea something is even coming towards them. However, this genjutsu only affects vision, so every other sense the opponent has is still intact and can be used to figure out that they have in fact been put in a genjutsu.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No S-rank Genjutsu next turn.


(Genjutsu: Raitoningu O Gyakuten) - Illusionary Technique: Reverse Lightning
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user performs the Tiger ~> Rat and Ox hand seals whilst releasing their chakra into the opponents brain, activating this genjutsu which stays dormant until the opponent uses a Lightning jutsu, however, the moment that happens, the user would see his own Lightning jutsu turn back and form into several Lightning ropes which go on to bind his whole body, wrapping tightly around it, numbing the opponents whole body completely preventing him/her from continuing with whatever was planned. Despite this being a genjutsu, the opponents jutsu wouldn't go on to happen due to the sudden interruption, which would prevent the focus of chakra into the specific jutsu, causing the chakra to simply disperse not doing any harm to anyone.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo
Note: No A-ranked genjutsu in same or next turn.
Note: It stays active for 2 turns if not released by the opponent, or it has completed it's purpose.
Note: It only works on lightning techniques that are released from the opponent's body, if the opponent utilize a lightning technique that comes from the sky or the ground it won't be affected by the genjutsu, but it won't deactivate the genjutsu either.



________________________

Genjutsu: Kyuumin Shobatsu(Illusionary Technique: Dormant Punishment)
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: The user will channel their chakra into their opponent's chakra via the Rat seal. The user's chakra will then remain dormant until the victim uses a technique B-rank or above. The resulting amount of chakra needed will cause the user's chakra to activate like a switch to cause the affects of the illusion. As the victim begins to channel their chakra for the technique they use, they will see several spiked chains shoot up and restrain them, wrapping all around their body and dragging them to the ground. The chains will gradually become tighter and tighter and the victim will feel the spikes of the chains sinking deeper into their bodies and also the lack of air from being restricted. Eventually, after so much tension, the victims will fall unconscious.
~This technique remains dormant for 3 turns only
~The technique (if activated) will render one's opponent unconscious after 2 turns.
~Can be used 3 times per battle



Genjutsu: Fuhenteki Youbai) Illusionary Technique: Universal Solvent
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms 2 seals and induces an illusion into his opponent where once their body touches water they will begin to break down, dissolving into the water over a short time. Once in the illusion their body has completely dissolved the opponent will lose consciousness in reality. While dissolving in the genjutsu their body is paralyzed in reality.
-Twice per battle.
-Takes two turns to render opponent unconscious, until then the victim may act freely within the scenario of the illusion.
-Opponent must be partly or fully submerged in water for illusion to trigger.
-Only taught by Professor Sarutobi.



Genjutsu: Shoushitsu Waza | Illusionary Technique: Disappearing Act
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user will string a series of three hand seals and then cast the genjutsu on the opponent, disrupting their chakra within their brain. The chakra will act as a regulator while it is in the opponents brain, regulating the brain waves / signals that controls their KG. When under this genjutsu and the opponent tries to use their KG abilities, the chakra that is placed will simply disrupt the flow of that chakra to render their ability useless. When used against a dojutsu user like the sharingan, the sharingan user will not be able to use his sharingan's abilities. However, the opponent will see an illusion that their abilities are working perfectly normal everytime they try to use their abilities. For example, when a sharingan user has his 3T or MS active, they will see an illusion that they still have it active. Though from the perspective of the person who casted the illusion they will only see regular eyes and not the sharingan. An ice user that creates ice through their KG will see the technique form, however from the perspective of the person that set the illusion, nothing is formed as the opponent will not be able to do so.

Note: Only able to use once
Note: Lasts 4 turns
Note: No other genjutsu in the same turn or the turn after
Note: Next time using genjutsu can not be higher than B rank
Note: Does not effect using any of the basic 5 elements, ninjutsu, kenjutsu,taijutsu
Note: Can only be taught my Vision



(Genjutsu: Kujaku Umou) Peacock Feathers
Type: Supplementry
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user creates the illusion that the opponent is seeing peacock feathers floating around them. While in the genjutsu, the colorful 'eyes' on the feathers are looking at the opponent. In reality, the feathers are actually kunais with paper bombs attached to them and explode on inpact as soon as the kunais reach the opponent.
Note:
- Can only be taught by Sinderella23

(Genjutsu: Kurushii Songu) Illusion Technique: Painful Song
Type: Supplementry
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 20 (+5 if the opponent has a sharingan)
Description: The user casts a genjutsu on his/her opponent, making him feel like he has headphones glued to his head. A Justin Bieber song plays through the the headphones, causing the the opponent to scream in pain and feel like his ears are bleeding. In realilty, the user throws 2 kunais with explosive tags attached to the ends of the kunai. The kunais go past both the opponents right and left ear, exploding when it reaches close to the ears.
Note:
-Can only last one turn
-You have to say ,out load, a name of a Justin Bieber song after the opponent gets trapped.
-Can only be taught by Sinderella23 and those of her choosing

Illusion Technique: Frenemies (Genjutsu: Tomoteki)
Type: Attack
Rank: B
Range: Short-, Mid-, and Long-Ranged
Chakra Cost: 25
Damage Points: 40
Description: This Genjutsu is created after the user throws a smoke bomb. After the smoke clears, the user is replaced with the opponents best freind, who attacks the opponent. The opponent does not want to attack them in shock, and is attacked. After this, the illusion ends.

(Genjutsu: Joumae Oite) - Illusionary Arts: Locked On
Rank: A
Type: Supplementary/Defense
Range: Short-Mid
Chakra Cost: 30
Damage: N/A
Description: The user performs a quick sequence of two handseals (Horse -> Monkey) and traps the target in an illusion where the opponent's vision span/field is locked in one place. That is, their line of sight will not move even if they turn their head or body, making the opponent only seeing what they were seeing when the genjutsu was first induced. This technique is primarily used to serve as a diversion allowing the user to escape or attack and does not deal any damage to the opponent.
*Note: Can only be used twice.
*Note: No genjutsu in the same turn.
*Can only be taught by McKnockout


Genjutsu: Zōfuku | Illusionary Arts: Amplification
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs the Monkey hand seal and places his opponent in a genjutsu. The genjutsu makes the person under it feel as if their respiratory system has been pushed to incredible limits. It makes the persons muscles feel heavy and hard to move all the while making them feel they are out of breathe all the time, just like the day after an intense workout. They also become incredibly fatigued and all movement is slowed considerably. When they try to move they will think that they are stiff around the body and their limbs. The effects gradually build up over the coarse of three turns. On the first turn the effects aren't really noticeably however the opponent does feel slightly more fatigued, the opponent will think it's only battle fatigue. The second turn they feel more fatigued, feeling stiff all around the body making them think it's harder than it really is, however it's an illusion of feeling within their body and they are able to move like they would normally would. On the third turn these effects are amplified to such a degree where they have shortness of breath and struggle to perform rapid movements, with it, making the opponent harder to concentrate. For example performing hand seals alone takes considerable time to perform as their concentration is completly over taken by the fact that they can not breathe.

Restrictions
- Only usable twice per match
- No Genjutsu in the same or next turn.
- Full effect takes three complete turns unless broken
- Genjutsu lasts 4 turns
- Can only be taught by Kryptiic



Genjutsu: Chien Taimu | Illusionary Technique: Time Delay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Either it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening. Whatever is performed it will be delayed by two seconds.

Note: Able to use three times in battle
Note: Must have Mastered genjutsu
Note: Lasts two turns unless broken
Note: Can only taught by -Vision-
[url=''http://www.narutobase.net/forums/showthread.php?t=246162]Taught here[/url]

Genjutsu: Kōgaku Soshi | Illusionary Arts: Optical Element
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: After performing the Monkey hand seal the user will induce chakra into the opponent brain and place them in a genjutsu. In the genjutsu the opponent sees the user attacking using multiple elements at once, just like using Ying-Yang. For example, if you use a fire jutsu, in the Genjutsu you can add another element to it simultaineously, or cover it in a thin layer of earth, appearing as if Ying-Yang is being used. The genjutsu lasts for the turn its triggered and can be applied to any of the users jutsu within those turns.

Restrictions
- Can only be taught by Kryptiic
- Can only be used 4 times per match
- No Genjutsu in the same turn

[url=''http://www.narutobase.net/forums/showthread.php?t=204006&p=8575137#post8575137]Taught here.[/url]

(Genjutsu: Zeuxis no hiiro warai) | Illusionary Technique: The Scarlet Laugh of Zeuxis
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user performs 3 handseals, placing the opponent under a genjutsu. In the genjutsu pressure is applied to the spots that are most likely to induce gargalesis, tickle spots. At first the pressure starts out as a incredibly light and cold touch, however the sometimes rhythmic and sometimes erratic strokes begin to grow firmer and firmer, evolving into gentle caresses, and before long morphing into heavy strokes. The once cold touch also begins to grow warmer and warmer while the frequency of the strokes increases. As the opponent is tickled they might begin to involuntarily twitch, perhaps even laugh. However after but a few blissful moments the pleasurable yet distracting tickling turns into rather painful scratching. The opponents skin feels raw as the now sandpaper like pressure ravages their body, the previously warm touch grows to become searing hot, scorching the users skin; and painting them an awful shade of red. The relentless frequency granting no time for relief. The scratching soon begins to reach its dreadful crescendo, the enemies clothes becoming bloodstained as their flesh starts to melt and peel. Molten melting fat weeping along the users skin, eroding into the flesh, further adding to the abhorrent wounds. Broken skin quickly develops into large chunks of meat, fat and muscle that slowly and painfully oozes away. Leaving the opponent a bloody mess. Of course, all the while the appropriate sounds are produced to compliment the situation. In reality, the opponent experiences crawling and itching upon their skin as the Knismesis takes effect, and then becomes ticklish as it advances into the next stage, increasingly so over time. This occurs not necessarily because it may be the enemies natural reaction to tickling, but rather because the Genjutsu amplifies the enemies sense of touch, therefore overstimulating their sense to a degree in which they feel ticklish regardless of their usual physiological reaction. Therefore while an enemies reaction to the Knismesis and Gargalesis may be different (Eg, they may not laugh, or they may burst out in hysterics) , the experiences of Knismesis and Gargalesis are forced, thus eliminating the reliance on an enemies personality and personal habits. Although naturally, an enemy who has never been ticklish before would have even more reason to suspect a genjutsu - a slight pitfall in the technique. Of course, because this is a Genjutsu, there can be no prior anticipation to the 'tickling', therefore it's usually far more effective and productive than if you were to tickle someone physically as no physiological defense can be formed to limit a reaction until you actually begin to feel ticklish. Needless to say the tickling can make it incredibly hard for the opponent to concentrate, leaving them rather vulnerable. As the Genjutsu goes into its final rather gruesome stage, places such as the armpits, knees, ribs and soles of the feet would be heavily affected. Making movement of these regions either incredibly difficult, or in a few occasions impossible as long as the opponent remains in the illusion due to the pain and the feeling of tendons, muscle and sinew being burned and torn within the Genjutsu. The excruciating pain felt within the illusion will likely have an impact on the opponents mind, leaving the opponent in mental pain and ailing them with mental exhaustion. The opponents body may also remember this sensation, possibly linking any kind of physical touch to this experience; creating rather adverse effects. Of course much like in reality, even when the physical pressure ends, the opponent may still cringe and shirk from the "after touch". The pace of intensity of this Genjutsu is subject to the users intentions upon casting it. The most obvious weakness of this illusion would be its surreality, and the fact that this Genjutsu only affects the opponents sense of Sight, Hearing and Touch.

Note:
- The user is capable of targeting specific spots if they so wish.
- Can only be used 2x
- No Genjutsu A rank or above for the rest of, and the next turn.
- Can only be taught by Scaze


(Genjutsu: Douzen Ada ) Illusionary Technique: Natural Enemy
Type: Defence
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: n/a
Description: User does 5 hand seals and places his opponent's summoning in a genjutsu that makes them see the user summon their natural predator four times the size of them (the opponent's summon), paralyzing them with fear and causing them to reverse summon away to safety.
-Doesn't work on boss summons
-Twice per battle.
-Can't use A-rank and above Genjutsu for the next two turns after this jutsu
-Only taught by Professor Sarutobi.

( Genjutsu: O Ushiro ! ) - Illusion Technique: Behind You !
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user runs forward at the target, and makes one handseal, casting an illusion on a single target. To that person, it appears as if the user has put on a burst of speed and vanished, appearing behind him and attacking the target physically. In reality, however, the user is merely hidden from the target's sight due to the Genjutsu and is still in front of them, allowing him to quickly attack before the target realizes he is in an illusion.

( Genjutsu: Okuyuki Chikaku ) - Illusion Technique: Depth Perception
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target that causes that target to see the user one metre closer to him than he really is. Although this is useless in terms of avoiding most Ninjutsu or Genjutsu, it is very useful in causing Taijutsu or Kenjutsu users to swing at the air one metre in front of the user's real position, safeguarding the user from damage.

( Genjutsu: Mayaku Yotsu Kamereon ) - Illusion Technique: Drug-Intoxicated Chameleon
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user makes two handseals, casting an illusion on any observing target(s), that make him observe an item of the user's choice as a different colour or multitude of colours. Although simplistic, this technique is very versatile, and can be used to fool the target, for example, into believing the user is covered with an earth defense, or by an Uchiha to fool the target into believing their normal flames are the flames of Amaterasu, or into fooling an opponent that an earth technique is infact a lava technique, among many potential applications.

( Genjutsu: Yotta Kōmori ) - Illusion Technique: Drunken Bat
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The user snaps his fingers, making multiple target(s) who hear the sound fall under an illusion. Using this illusion, the user is able to change the sounds produced by an object, mask them entirely, or switch the direction from which they originate, fooling the target(s). This is particularly useful in situations where sight is unreliable, such as when hidden by mist.

( Genjutsu: Ikirei no Shitai ) - Illusion Technique: Doppelganger Corpse
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target. The user, if under attack from another technique, causes the target to believe that the user has been struck by the technique, and is feeling its effects. The illusion is sophisticated enough to fool the target's sense of touch if he is attacking the user physically. This allows the user to then counterattack as a surprise. However, after casting this illusion, the user must further use some other technique to actually avoid the target's technique in reality. Since this might take a while, it is advisable not to use this illusion when under attack by a speedy technique.

( Genjutsu: Kakushitsu ) - Illusion Technique: Dead Skin
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes three handseals, casting an illusion on a single target. The illusion deadens all sense in the target's skin. This keeps the target from noticing any subtle indicators of other techniques, such as any physical contact, changes in temperature, breezes, wetness, etc. This could allow the user to place items such as tags, insects etc., or use a wide-range technique that raises or lowers temperature, and these will come as a complete surprise to the target since he cannot feel them building up but will only feel their effects.

( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
Rank: B
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.

( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.

( Genjutsu: Pechunia ni Yoru Shibō ) - Illusion Technique: Death by Petunia
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. To the target, it appears as if a large amount of petunias suddenly grows out of his mouth and into his windpipe, before the roots of the plant emerge from...various orifices....of his body. The opponent experiences a choking sensation, and falls over on the ground clutching his throat. This is particularly useful when the opponent is releasing techniques from his mouth to cause him to lose control.

(Genjutsu: Apollo no Te) Illusion Technique: The Hands of Apollo
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage. N/A
Description:
A technique used to pressure enemies, its most effective against non-dojutsu users. The user will make one hand seal (Rat) and trigger this dormant illusion in the enemies brain. From the point the genjutsu is activated, every time the enemy sees the user perform a handseal or more, these will be perceived by the enemy at a blazing speed. Basically, the enemy will see the user perform these handseals at a speed that makes it all look like a blur (a string of 15 handseals will appear to take less than 1 second to perform). The moment that the user starts to make the handseals, the illusion tricks the enemies perception of time, making him see what took a few seconds as almost immediate. This illusion only alters the enemies perception of handseals and has no effect on the speed in which he perceives the following techniques. Since this illusion works by using a visual trigger, the enemy must see the user perform the handseals, even if just a peripheral perception of such is needed. Also, while one needs to perform the genjutsu short-mid range of the enemy, once it takes effect, range no longer plays effect, and even from long range, the enemy will still see the handseals as performed at blazing speeds.
Note: Lasts 4 turns

( Kurogen: Za Niyurareiza ) - Black Illusion: The Neuralizer
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
Note: This technique may be used only thrice per battle.

( Genjutsu: Sakasama no Seikai ) - Illusion Technique: Inverted World
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes five handseals, placing a single target under an illusion where, to the target, it appears as if all directions are inverted. The target perceives what is in reality above him to be below, and vice-versa; what is in front of him to be behind, and vice-versa; and what is to his left to be to his right. This utterly confuses the target and prevents him from being able to suitably block or dodge techniques. However, because of the drastic change wrought on the target's vision, it is easy to be aware of the fact that it is an illusion.
Note: This technique may be used only three times per battle.

( Irooni Genjutsu: Ketsueki to Sora no Rendan ) - Colourful Demon Illusion Technique: Duet of Blood and Sky
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes four handseals, casting an illusion on a single target. This causes the target to observe everything in the world around them in either a vibrant red or a cold blue. The user can pick which objects the target observes in what colour. This plays havoc with the target's judgment of distance, the objects coloured red seeming closer, more dangerous and setting off an adrenaline rush, whereas the objects coloured blue seem farther, less dangerous and soothe the target. The target is rendered unable to judge distance, identify major threats and is physically exhausted by switching from adrenaline to serotonin rapidly and often as the target sees numerous objects.
Note: This technique may be cast three times per battle.
Note: The target is unable to use A-rank and above Taijutsu due to exhaustion for the same and the next turn after the use of this technique.

(Dou Genkaku: Ina Kashira no Chikin) Mayhem Illusion: The Reverence of the Rooster
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A very interesting and funny technique designed to counter mostly summoned animals but that can be used on ninjas as well, whose main use is to confuse and disturb the enemies concentration, rather than to cause damage. The user does 3 handseals and puts any enemy into a deep foul illusion. They feel as if their head just detacthed from their bodies and fell to the ground. As the head rolls on the ground to a halt, they see their body running around without a head and arms stretched forward, as if trying to feel their way around. In reality, the enemy will be mimicking the movements he sees his headless body perform in the illusion, left basically, without a sense of direction or even control on his own movements, "running around like a headless chicken".

(Dou Genkaku: Akuma Gojou no Nori) Mayhem Illusion: Demonic Carousel
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
The user does 2 handseals and puts any enemy in sight into an illusion where they suddenly feel as if they suddenly begin to spin, as if on a carousel. As they appear to rotate at enourmous speeds, the world before their eyes becomes blured and their senses dulled, as they feel gravity, sound, air displacement, etc all on par with the illusion they are perceiving. As the speed increases, not only does the enemy lose balance but he will also feel motion sickness and will eventually pass out due to the excessive G-Forces. Off course, all of this is an illusion and what happens is that the users mind is tricked into fainting through the perceived illusion.

(Suiton Genjutsu: Yama no Bachi) Water Release Illusion: Mountain's Curse
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the horse hand seal, the user infuses the moisture in the battle field with his chakra. The chakra infused moisture will be inhaled by all enemies on field as they breathe. Once the chakra is inside the enemy, it disturbs their chakra flow from the inside in a parasitic manner, inducing a powerful illusion in which the enemy feels as if the air is progressively harder to breathe. He'll feel as if he's breathing in a 8000 metre high altitude, leading his body to react accordingly. With the illusion that the atmosphere is thinner and lacks oxygen, the enemy will tire quickly and will begin to feel his mind dull and slow, as his body reacts to the illusion. Of course the oxygen level is the same and nothing really happens to the enemy body a part from the symptoms his mind induces as a response to the illusion. The enemy has 2 turns to release the technique otherwise they'll faint. Once triggered, due to the illusionary fatigue, as each turn passes, the enemy will feel hard to use higher ranked techniques, some ranks even, completely inaccessible to him. In the first turn, he can't use Taijutsu above D-Rank and loses the stamina needed to use Forbidden ranked techniques. In the second turn and prior to his loss of consciousness, he becomes unable to move and can only use B-Ranks and below.

(Katon Genjutsu: Ahou no Shinkirou) Fire Release Illusion: A Fools Mirage
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the tiger hand seal and unleashing his fire chakra into the field all around, the user is able to increase the temperature of the air all around him up to Long range. This increase in temperature, although barely noticeable is enough to alter the density and behavior of the air and, in the process, altering the way light passes through it. By using this simple principle, the user produces a visual illusion were the enemy will see a sea of water coming from the ground and heading towards him with an amazing speed. Looking around the user will see the same wave coming from all around him, regardless of were he looks to. The main advantage of this technique is that it can be used against Sharingan and Rinnegan users, since the illusion pertains to refraction of light instead of the normal process through which other illusions happen. In reality, the illusion is nothing more than the refraction and mis direction of light in the heated air, a similar albeit chakra enhanced effect of the same phenomenon that happens in deserts and other very hot locations.

( Kurogen: Dai Hachiken, Ningyō Gekijō ) - Black Illusion: Eighth Sword, Puppet Theatre
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user, having already had physical contact with the target, makes a string of fifteen handseals. Upon completion, the target is placed under an illusion where he observes the user holding a small doll shaped like him. The user then proceeds to open up the doll, revealing labelled organs, muscles, bones, etc. In the illusion, the user can then "crush" one of these organs. To the target, it actually appears as if his body is being damaged, and he takes damage due to mental stress. His body begins acting as if, for example, his hand was broken, even though it was not in actuality.
Note: This technique may be used once per battle, and lasts a maximum of two turns.
Note: Even if the user crushes the "heart" of the doll, or any vital organs, the target will not die nor will his body act dead, instead he will merely have trouble moving or breathing.
Note: If the target moves to long range from the user, he will not take any further damage.

( Genjutsu: Dangan no Jikan ) - Illusion Technique: Bullet Time
Rank: S
Type: Defensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user makes five handseals, placing himself under an illusion. The illusion takes advantage of the adrenaline coursing through the user's body when he is in a fight, and super-enhances his reaction time and speed by forcibly fooling his mind into thinking he is really that fast. Regardless of the speed of the opponent, the genjutsu speeds up the user's motion so much the opponent appears to be moving in slow motion, allowing the user to dodge or counterattack.
Note: This technique may be used only once per battle
Note: The speed and reflexes boost lasts for 5 turns
Note: After the 5 turns, the user's body is pushed to its limit, taking 20 damage, and rendering him unable to do any Taijutsu or physical attack ( Chidori, Rasengan etc. ) for 5 turns or until healed.

(Dou Genkaku: Oni no Hara) Mayhem Illusion: Belly Demon
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
One of the most painfull genjutsu known in the ninja world, this illusion stands as a statement of mastery over the Illusionary Arts. Ther user does 1 handseal, putting his opponent into an illusion were he feels a sudden abdominal pain. Sharp and fast, the pain comes and goes, increasing its intensity as the technique borrows deeper and deeper into the enemies mind. For 3 turns the enemy will feel abdominal pain, disconfort, cramps, etc, mimicking the symptoms of a severe Gastroentritis. The illusionary effect is so great that at the end of the 3rd turn, when the pain becomes excruciating, the enemy will vomit compulsively and may even experience a blackout due to the mental stress and pain. The body, fooled by this powerfull illusion, is led to believe that the pain and symptoms are real, inducing vomit as a result of such pain and stress.
Note: Lasts 3 turns

(Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
Type: Offensive
Rank: Forbidden Rank
Range: Short-Mid
Chakra: 50
Damage: 90 (-15 to the user)
Description:
To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. The user will do 3 hand seals (Boar+Rat+Horse) and unleash his earth chakra into the enemies body. Doing so he manipulates the minerals in the enemies body to alter his metabolism and mess with his ionic balance. Although many effects could be achieved with this same principle, the only one that one is capable of achieving without direct physical contact and medical knowledge is a type of madness or confusion linked to the accumulation of urea and creatinine in the central nervous system (as the ionic balance of minerals is messed up so is the renal functions, leading to the accumulation of said toxins). This induces several illusions and visions that mess up the enemies perception of reality. A type of madness that manifests in demonic torturing visions that eventually lead to the enemies loss of conscience. The technique, however, has some severe weaknesses. Clones are completely unaffected by it and the technique can only target one enemy. Not only that, but due to the immense power and control it commands, one can only use it twice per battle and the sheer physical and energetic requirements to use it will damage the user, making him unable to mold other forbidden rank techniques the next turn after its use. If released, the enemy's metabolism will quickly (if he is healthy and in a normal state) return the ionic balance to normal and the enemy will only feel fatigue for 3 turns (due to the energy needed to restore the balance) that might hinder his reactions and weaken his Taijutsu (-15 damage) and Speed (loss of one rank, inability to open EIG). However, if unreleased, the mental stress will lead to complete loss of conscience and mental breakdown. To release this Genjutsu the enemy must only apply a large amount of pain that will expel the users chakra from his body and thus his influence.
 
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Erzo

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Kenjutsu & Taijutsu

Kenjutsu: Kakou Kagidume) -Sword Technique: Descending Claw
Rank: C
Type: Attack
Range: Short
Chakra cost: 10
Damage points: 20
Description: This technique combines the forces of momentum and speed in order to increase the cutting strength of a weapon strike. The faster the user's speed is, the deadlier the cutting attack will do.

Yumiya Geijutsu: (Bow and Arrow arts) Bow and arrows art is a type of Kenjutsu which requires the use of any ordinary Bow which enables the user to attack his opponent from a distance with customized forms of arrows.

Yumita Geijutsu: Magarimichi Dageki: (Bow and Arrow arts: Curving strike)
Rank: S
Type: Offensive
Range: Short-long
chakra: N/A
Damage: 80
Description: The user uses an arrow which has its arrow head shaped in a way which enables it to curve and attack the enemy from the side.(Moves in an arc) Although its power is not as strong as an arrow which has a sharpened head, its fletching allows it to move in a certain direction with the air resistance giving it the ability to turn, which means it can hit the opponent from the side of his leg or body restricting his movement. The Arrows are faster than regular thrown projectiles and therefore can be more trickier to counter.
Note: Can only be used 2 times.
Note: Can only be taught by Erzo

Here is more information if the description is not clear enough:



Yumita Geijutsu: Tadai Kujo- (Bow and Arrow arts: Heavy Destruction)
Rank: S
Type: Offensive
Range: Short-Mid
chakra: N/A
Damage: 80
Description: The user shoots out a customized arrow which has a big arrow head as compared to a normal arrow. The arrow head has a circular base on the outside and grows bigger in size when you look it from the front, it also has two holes on it which can the air can go through instead of pushing against it and slowing it down. Due to the arrow heads size and because it’s made out of metal it has enough power to break bones if it connects. Despite its tremendous power it also has faster speed than a average arrow due to the weight of the arrow head making it even more difficult to deal with
Note: Can only be used once.
Note: Can only be taught by Erzo
Note: No other Bow and Arrow art jutsus can be used for 2 turns.
For reference on what the arrow looks like/its speed/its strength since I suck at descriptions >.<


____________________

(Bīkon) Beacon
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: As the Kote has gained notoriety among Shinobi, Samurai too have looked at the technology as a way to expand their arsenal. The Beacon is an altered Kote, capable not of using Ninjutsu, but of preforming Summoning in place of the user, intended for use by Samurai. A beacon has a disk inside it upon which a summoning contract is inscribed, much like how one would sign a traditional contract. Unlike Kote, to use the Beacon does require chakra - an equal amount as would be required to normally preform a Summoning, but unlike traditional summons, the Beacon acts as its namesake, allowing Summons to pull themselves to the wielder's location.
*Note: Allows Summoning to be preformed by Samurai.
*Note: Chakra Cost and Damage are dependent on the Summoning being used.
*Note: Use of the Beacon itself is passive, but the Summoning still consumes a moveslot.
*Note: The Beacon can only be attuned to one Contract at a time.

Learned here: https://animebase.me/threads/long-live-the-chief.720995/#post-22010777

(Goken: Ni-Chi Toshidoshi Zetsumei) - Strong Fist: 2,000 Years of Death
Type: Attack
Rank: C
Range: Short - Long (Zig-Zag)
Chakra: N/A
Damage: 30
Description: The user will thrust himself towards their desired target, continuously shifting their body from left to right (Or vise-versa) in a zig-zag manner by pushing themselves off of the ground. Upon nearing the target's close range, the user will get in a very low or natural stance, aiming to strike the target with a vertical kick or punch, sending them flying into the air. The user is also able to semi-circle around the target's side, delivering the strike from the flank.

Notes:
- The distance between each shift is dependent on the user's current speed.
- Must be taught by Mathias


(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
Type: Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short-range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.
Taught here: https://animebase.me/threads/monogatari.696627/#post-20336603

Kenjutsu: Kendō | Sword Arts: Way of theSword
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Kendo is one of the most basic styles of kenjutsu. Even those not trained in kendo unknowingly use it. It is basically fighting with a sword while having both hands gripped on the handle. As said, very basic. This is only special, when in use by a kenjutsu master and specialist. Those with specialties in kenjutsu would normally only grip their sword with one hand when using their sword, as one hand is more than enough to overwhelm a normal opponent. However, when using Kendo, they will not only grip their sword with both hands, but will also flow an excessive amount of chakra into the blade of the sword. The chakra flowed through the sword is thin concentrated, translating into destructive and cutting power. With one slice, they can easily slice an opponents body straight through the middle with ease. It posseses enough power to shatter Earth Jutsu of the same rank, and will easy slice through a defence.
~Only usable by bio's that have a specialty in kenjutsu.
~Can only be used 4 times per conflict


The Adrenaline Rush (Kōfun Jōtai)
Rank: S
Type: Supplementary
Range: Self
Chakra cost: 40 (20 every turn)
Damage points: N/A
Description: To activate this technique, the user must focus chakra into the disaster centers in the brain, to forcefully activate the state known as adrenaline rush. The disaster centers in the users brain will react to the chakra as if it was a real disaster situation, the centers will therefore immediately jumpstart the user’s body. The disaster center sends a message to the glands just above the user’s kidneys, to release a great amount of adrenaline into the user’s body. The adrenaline will boost the user’s heart rate and his blood flow. The adrenaline also signals the user’s liver to flood the body with glucose blood sugar for fuel. But what really makes the users body reach its limit is instant energy, which is released along with the glucose and the adrenaline. Instant energy, (ATP or Adenosine triphosphate) is energy stored in all muscles, which is released in a crisis situation to boost the user’s body. All these biochemical reactions happen extremely fast, it takes less than a second for the users body to fully unleash the effects of the technique. These reactions causes the users body to peak and reach it’s absolute limit for a short amount of time, but since the effects are chakra caused, and since the user during this technique continuously floods his veins with chakra, the effects lasts longer. The effects are:
Heightened senses: Stronger sense of smell, hearing and thought processing.
Pain reduction: All feelings of pain and numbness are almost nullified.
Faster reaction time: This doesn’t make the user faster generally.
Superhuman strength: Adrenaline rush causes the body to peak in performance, a big adrenaline rush can give a regular mother the strength to lift a car easily, it is estimated that a full adrenaline rush gives a boost of strength which equals 400%
Notes:
• Lasts for 5 turns.
• The user cannot use any elemental ninjutsu while this is active.
• The user cannot use any Genjutsu or clones of any kind when this is active.
• Because of the energy burn the user cannot use A-ranked or above technique for 1 turn after this technique ends, and he cannot use any S-ranked or above for 2 turns after this technique ends.
• Because of the strain this technique puts on the user, he cannot use any Genjutsu for next 5 turns.
• No summoning while this is active.
• Can only be used Once per match.

Hakke Magenken: Quinto no Kata | Eight Trigrams Demonic Illusion Fist: Fifth Form
Rank: S
Type: Offensive
Range: Short/Mid
Chakra cost: 40
Damage points: 80
Description: The user gathers a large amount of earth chakra in his hands and forms a pair of thick gloves made of very compressed and extremely durable minerals. The user gains eye contact with the target or performs a gesture; either method works and places the target in a Genjutsu. Inside the Genjutsu, the target will see the user jump into the air, where he lifts his arms above his head and uses the momentum he gains from his fall to deliver a devastating punch. The illusion will feel completely real, so if the punch makes contact, the target will feel the massive power of the punch as he will feel his bones break, but he will receive no actual damage from the illusion. In reality, the user simply disappears in a blur of speed and reappears close to the target, where the user will deliver an uncountable number of incredibly fast punches. The user will increase the speed of his punches, by using his long experience with Taijutsu and knowledge of his own body, to release the ATP stored in the users’ muscles and to release a dose of adrenaline from the glands just above the kidneys.
-The illusion is B-ranked.
-Can only be used 2 times per battle.
-No A-rank or above illusionary techniques during the next two turns.
-No S-rank Taijutsu during the next turn.
-Can only be taught by Zero Kelvin
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0:47 – 1:03


Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.


Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.


Allowed by Zen.
(Ken Ki Oshi Bentsu) - Sword Ki Pressure vent
Rank: B
Type: Supplementary
Range: short
Chakra cost: 20
Damage points: N/A
Description: The user will concentrate their chakra into their sword and by using their Ki which is basically to shout when performing an attack they release the energy from the sword creating a pressurized vent that can aide in changing ones course or moving out the way of incoming attacks. It can also be used to either shoot at the opponent to unbalance them or even used to counter projectile based weapon techniques.
Note: must have a samurai biography to use.



Kenjutsu: Land Of Iron Techs.

(Iai no Kaimetsu Tekina) - Quick Draw Cripling Method
Rank: A
Type: Offensive, Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: By using the art of Iaido the user will quickly draw their katana at a incredible speed striking upwards towards the targets torso causing them to become open and then the user will follow in with a horizontal slash across the chest and arms to deal a devastating blow and rendering the targets arms useless by slashing the tendants within the arms and then will flick the blood from the katana and re-sheave the katana.
Note: Can only be used by a samurai biography.

Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.

Bushidō Hijutsu : Hāmonī | Way of the Samurai Secret Technique: Harmony
Rank: Forbidden
Type: Supplementary
Range: Short
Chakra cost: 50
Damage points: N/A
Description: On his travels the First Shogun of the Land of Iron Samurai's faced many shinobi in combat and accumulated a wealth of knowledge over his long life. He met the fire temple monks who he eventually became friends with, they taught him the basics of elemental chakra and through heavy meditation and reaching a state of spiritual zen he learnt to unlock his elemental chakra for a moment which he eventually came to master. Not knowing handseals he still could not use ninjutsu but he could channel the elemental chakra like he normally would with normal chakra [Samurai Sabre Skill]. This allowed him to use elemental taijutsu/kenjutsu (e.g. NB taijutsu).
-Once per battle
-Once finished the user can only use techniques A rank and under.
-Can only be taught by the Current Shogun and Second in Command (as long as they have the Shogun's permission) to people he deems worthy.
-Can only be used by a Samurai
-The amount of turns the user can unblock their chakra and reach a state of spiritual zen depends on their rank:
Chukanbushi - 3 turns
Seieibushi - 4 turns
Kodenbushi - 5 turns
Current Shogun and Second in Command - Activated for the rest of the match

(Mayoko giri) - Side cut | X Slash.
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage Points: 60
Description: Using the art of Mayoko giri, the will first take a quick step forward, once the user get's close enough to the target, he/she will slash with massive speed and power horizontaly twice at the target's torso, in an X formation.

(Samurai Kenjutsu: Magunamu Sochi): Samurai Sword Arts: Magnum Step
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: After activating the Harmony technique the samurai focuses lightning chakra into his sword and into his feet. He then uses the lightning chakra to burst himself forward at tremendous speeds while thrusting his sword forward. The movements of this attack are incredibly fast making them hard to track without the aid of doujutsu.
~Can only be used while using Harmony.
~Can only be used twice per battle.
~Reduces the duration of Harmony by one turn.


(Samurai Kenjutsu: Hayaibachi): Samurai Sword Arts: Swift Retribution
Type: Attack/Defense
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The Samurai will hold the hilt of their sheathed sword in one hand and the opposite end of their sheath in the other. When an opponent moves to attack with kenjutsu or taijutsu the user will block the incoming attack by holding their sheathed sword perpendicular to the incoming attack. With the attack blocked they will unsheathe their sword while pushing the blocked item out of the way with the sheath, creating an opening. In the same motion they will slash the opponent with their sword.
~Can defend against A rank and below attacks physical attacks.
~Can only be used three time per battle and only by Samurai.

(Bushidō) Way of the Samurai
Rank: S
Type: Supplementary
Range: Self
Chakra Cost: N/A (See description)
Damage: +10 to Kenjutsu and Taijutsu
Description: Samurai quickly learned that Ninjutsu would be a very dangerous weapon, and an incredibly difficult one to combat. But, they soon developed a countermeasure that helped them combat the ever-growing amount of Ninjutsu users: infusing their armor with their own chakra. By releasing their spirit into their armor (400 chakra), Samurai infuse their armor with special properties, dropping all energy based damage by 25% and all physical damage by 50%. This works by creating an invisible overshield of chakra around the Samurai’s body - specifically fortifying their armor-to help protect them. Due to the spiritual nature of this technique, harmonizing the Samurai’s life energies with their armor, and bringing the user’s Bushidō to the forefront of their mind, it also boost the prowess of the Samurai in battle.
*This technique only last for so long, regarding this formula: [400 – x], where “x” is the chakra cost of the jutsu that hits the user. The resulting value will continue to have (x) subtracted from it every time the user is hit. When the value being deducted is greater than or equal to the amount of remaining chakra, the jutsu will end.
*Keotsu and those who know this technique whom he gives permission to are the only ones who can teach this.
*Only useable by Samurai.

Bushidō: Mugetsu | Way of the Samurai : Moonless Sky
Rank: D
Type: Attack/Supplementary
Range: Short
Chakra Cost: 10
Damage: N/A
Description: This is one of the most basic techniques taught to Samurai of the land of iron but also one of the most useful. The user moulds their chakra within their hand(s) (Up to two blades per use), and fashions a chakra blade (looks like a normal katana) that looks real (dojutsu will see the chakra but won't know its effects) but infact it is intangible and would do no damage when used in an attack. These blades are used mostly for feint attacks but when added with the Samurai Sabre Skill they can become quite deadly. Because of the amount of chakra used they can be made quite fast (about a second) and thus can be used in the spur of the moment.

(Mamori Gatana) - The Warriors Soul
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40
Damage points: N/A
Description: It is said that the katana is the samurai's soul and an extension of their body. Throughout their lifetime of its use and synchronization with the warrior they bless it with their chakra and it becomes spiritually stored within their sword. A samurai may call upon this power in desperate measures returning to the wielders body as an external energy. This power is capable of pushing out any intruding chakra into their body and render it useless. such as a genjutsu technique. Technique is capable of breaking S rank and below genjutsu(but not Tsukuyomi)
Note: Can only be used 1 time by a samurai biography.
 
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Erzo

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Summoning

Summoning Animal: Olm or Proteus
Scroll Owner: Erzo
Other Users who have signed contract: Vayne, and Inch.
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: Black Proteus (a sub specie)
Description and Background:
The olm, or proteus (Proteus anguinus), is a blind amphibian endemic to the subterranean waters of caves of the Dinaric karst of Central and Southeastern Europe. It lives in the waters that flow underground. This animal is most notable for its adaptations to a life of complete darkness in its underground habitat. The olm's eyes are undeveloped, leaving it blind, while its other senses, particularly those of smell and hearing, are acutely developed, to the point they that their sense of smell is equal to that of a dog from the Inuzuka clan and their hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. They are better at sensing both the quantity and quality of prey by smell The sensory epithelia of the inner ear are very specifically differentiated, enabling the olm to receive sound waves in the water, as well as vibrations from the ground.


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1- (Olm Kuchiyose no Jutsu: Scarlet) - Olm Summoning Technique: Scarlet
Rank: S-Rank
Type: Attack/Defense
Range: Short (Long if digging through the ground)
Chakra: 40
Damage: 80 (If she knocks into user with encased spikes and such)
Description: Scarlet is a slender olm, who -despite being an olm- has little to no slime covering her body. She is 2 meters long and has a special affinity for Earth, though despite specializing in Earth, she can only use up to B-rank Earth jutsus (including those which require hand seals, as she has little hands) whilst having other specific ability which makes her stand out. She has the ability quite similar to the Hiding like a mole jutsu, however instead of just merging through the ground she encases her body in a hard shell made of rock with small spikes 3 inches long which allows her to dig through the ground with ease, the rock encasing her body is equivalent to an A-ranked jutsu which allows her to easily smash through other Earth jutsus ranked A and below, this allows her to dig through the ground with things like Earth tremors have no effect on her whatsoever and with things like the swamp jutsu not phasing her as she can still dig through it due to her body being in cased by the rock which is equivalent to an A-ranked jutsu. The normal elemental weaknesses and strengths apply. In addition to that, like all other Olms, she is blind however, she has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. She is -however - better at sensing the quantity of prey/opponents by smell.
Note: Can only be summoned once.
Note: Lasts 4 turns each time she is summoned.
Note: Every jutsu used by Scarlet counts as one of the users.
Note: Scarlet can speak perfect English.
Note: Like hiding like a mole jutsu, she can dig up to Long range.
Note: Her ability to dig through the ground with rock encased around her body counts as one of the users jutsus and can only be used 3 times.

2- (Olm Kuchiyose no Jutsu: Olmagan) - Olm Summoning Technique: Olmagan
Rank: A-Rank
Type: Attack/Defense
Range: Short
Chakra: 30
Damage: 60 (If/when wind spear is used)
Description: Olmagan is one of the smallest olms in existence, being only 2cm long. She has an ability of being able to coat the user with a layer of wind chakra equivalent to B-rank, upon the users request. If needed, Olmagan can also deactive the wind layer almost instantly. In addition to that, she can also release a thin almost invisible line of wind towards the opponent at any time she wishes, this thin line of wind is considered an A-ranked wind spear which can cut an opponent very easily. The wind is extremely thin due to the size of Olmagan and so if the opponents vision is already phased or hindered by a previous jutsu, it'll become extremely hard to see the incoming attack. Wind being almost transparent makes the whole situation even worse. Except those abilities she has no other use to the user apart from having the usual trait of Olms which are a keen sense of smell equal to a dog from the Inuzuka clan and hearing easily comparable to someone who has the C-rank sound jutsu activated. Olmagan can speak perfect English and uses that to communicate with her summoner.
Note: Can be summoned twice per battle.
Note: Lasts 3 turns each time she's summoned.
Note: Wind Coating counts as a jutsu.
Note: Thin line of wind also counts as a jutsu
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3- (Olm Kuchiyose no Jutsu: Dawan) - Olm Summoning Technique: Dawan
Rank: S
Type: Supplementary
Range: Short - Mid (Summoned in short range, Mid range reach for the Genjutsus.)
Chakra Cost: 40
Damage Points: N/A (Genjutsus are B-ranked but they do no damage anyway)
Description: Dawan is a special Olm who unlike most other olms stands on his two back feet and is around 5cm long, being able to easily fit within someone's pocket. Dawan specialize in genjutsu and is known for having his own specific genjutsu tricks which are able to leave the opponent completely open to easily avoidable attacks. Dawan is able to release his chakra into his opponents and by disrupting their chakra flow, he'd mess up their vision and make them see things the wrong way round. For example, an attack coming from the left would look like as if it's coming from the right, whilst an attack from below (spikes pillars etc) would appear as if it's coming from above. In addition to this, he can also perform a second genjutsu which is similar but works by affecting what the opponent hears, by releasing his chakra into his opponents brain, he'd make them hear things differently, for example, 'hello' would sound like 'goodbye', 'run' would sound like 'don't run', and everything would be heard as it's complete opposite, making two people who may have had excellet team work, completely lose their way of communicating. Like all other Olms, Dawan has a sense of smell equal to that of an inuzuka dog and a hearing comparable to that of someone who has the C-ranked sound jutsu activated.
Note: Both these jutsus can be only performed 2 times.
Note: Can't use one jutsu in one turn and the second in the next.
Note: Summon can only be summoned once and lasts for 4 turns.
Note: Genjutsu lasts 2 turns unless released by the opponent beforehand.
Note: Genjutsu count towards one of the users 3 jutsus.
Note: These two jutsus are both considered B-ranked genjutsu and are two complete different jutsus.



4- (Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.


5- (Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.


6- (Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.


7- (Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.



(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.

Approved here

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Olm Jutsus

1- (Olm Genjutsu: Ikkō & Ikki's Fukushū ) - Olm Genjutsu Technique: Ikko & Ikki's revenge.
Type: Attack/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A simple genjutsu which requires the user to summon 2 Olms who have trained themselves to be genjutsu specialists in their home land. This jutsu requires the use to either slam his hands down or stomp on the ground to summon these 2 Olms. Upon being summoned the twin Olms can release their chakra into the opponents brain whilst they zig zag around each other, catching the opponent in a visual genjutsu where he then suddenly feels another Olm is suddenly clutching his chest tightly (Olms have hands) as it's slime covers his whole body, slowly travelling downwards, all while the other two make their way towards him with quick haste, before slowly travelling past the slime which was made to cover his body by the big Olm 'summoned' at his back, and into his mouth, causing him gag as he's having breathing problems, all whilst he's struggling to move from his position due to the size of the Olm and the sticky slime it's holding him down with. However, in reality, the two Olms summoned simply disperse back into their land, as soon as they've caught their opponent in this genjutsu.
Note: Can only be used 3 times.
Note: No other Olm jutsu in the next turn.
 
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Summoning Jutsus: Turtle Arts​

A-rank​

10. (Kame sukin shikke) Turtle Skin Moisture
Rank: A
Type: Defensive
Range: Short
Chakra: 30
Damage: N/A
Description: The user advances the process of his pores producing oil, but instead of producing Oil it produces water all over the user's body, boosting water attacks by +15. All lightning attacks used against the user causes an automatic death if hit by them. All Fire attacks used against the user have no effect whatsoever except A-rank and above
Note: can only be used once per battle
Note: lasts 2 turns
Note: must have a contract with turtles
Note: must be taught by Axle

11. Summoning Jutsu: (Kame) Turtle Summoning: Bubba
Rank: A
Type: Supplementary
Range Short-Long
Chakra Cost: 30
Damage: 60
Description: Bubba is the most artistic turtle, he has been with user so long that they have good chemisty and by stomping his foot he can perform A-rank and lower earth jutsus from anywhere on the field. He's 5 stories tall. Can only be pierced by A-rank and above jutsus.
Note: can only be pierced by A-rank and above jutsus
Note: Must have signed the turtle contract
Note: Must be taught by Axle

S-rank​

12. Summoning Technique: Turtle of Mass Destruction (Kuchiyose no Jutsu: kame messe kujo)
Rank: S
Type: Defense/Attack/Suplementary
Range: Short-Long
Chakra Cost: 40
Damage points: N/A
Description:The user wipes the blood on the seal of his arm, summoning a turtle beside the user, the turtle has giant spikes on it's back, and has a very hard body, that can only be pierced by S-rank and above attacks.This turtle is as big as Gamabunta.
Note: can only be used once per battle
Note: must have signed a contract with turtles
Note: only Axle may teach

13. (Kuchiyose: Kame) - Greed
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: Greed is a turtle that can never be full. He's as big as a trailblazer, he can eat any kind of attack of the elemental or normal chakra based techniques up to A rank but not Genjutsu. He can only be pierced by S-rank and above attacks
Note: can only eat 3 jutsus per battle
Note: Must have signed the turtle contract
Note: Must be taught by Axle
Note: Everytime he eats, it counts as a move
Note: Stays on the field for 4 turns.

14. (Kuchiyose: Kame) - Tut
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 50
Damage: N/A
Description: Tut is the best deffensive turtle alive, he's as big as a 7 story building, he has spikes on his back that are a story tall each. All lightning attacks used, are directed to his spikes, and are then shot back at the opponent. He can only be pierced by S rank jutsus. He cannot do any offensive jutsus. Yet he can use Earth Supplementary and Defensive jutsus S-rank and lower.
Note: Must have signed the turtle contract
Note: Must be taught by Axle

 
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Sound

(Ototon: Niji Parusu) - Sound Release: Secondary Pulse
Rank: C
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 15 (-5 )
Damage Points: N/A
Description: A pulse based jutsu used to copy and sustain other Sound frequencies, Secondary pulse has no power to do damage of its own, whether physical or mental. The main and only aspect of this jutsu is to be used as support for other Sound techniques, mimicking their frequency when they're used and preserving that frequency continuously throughout battle. Due to its special function, it can however only be used with jutsus that are defensive and/or supplementary, making it a mostly defensive/supplementary aid to those who use it. To make up for this, however it is able to sustain two frequencies with the user paying -5 chakra point for per a single turn. In addition, it has the ability to change the frequency of jutsus its used on in order to effect different things. For example, a frequency which effects techniques of A-ranked can be altered so that it specifically works on C-ranked jutsus. This ability only works to lower the frequency to deal with lower ranked techniques, and cannot work to amplify sound jutsus, meaning something A-ranked will not be able to change its frequency to S-ranked, but must be kept at the same frequency, or go down lower to B/C/D-ranks. Altering frequency simply changes the frequency so that the sound is able to work on different techniques of the same and/or lower ranks, and has no other purpose.~ Can only be taught by Erzo. This jutsu - once used - lasts a total of five turns, once those 5 turns are up, the user must wait a turn before being to use this jutsu again. Due to its simple nature, it can be used alongside a Sound jutsu which fit the criteria needed for this to work (in the same time frame), but other wise consumes its own spot in time-frame if activated independently. When used to change frequency (either same rank or lower) it counts as one of the moves per turn.



(Ototon: Saishō's Kaiketsu Suru ) - Sound Release: Saishō's Resolve
Rank: S
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: A specific sound jutsu which involves the user recognizing the resonant frequency of any solids brought before him by releasing his chakra into his surroundings and using his/her sound mastery to hear the frequency at which the objects in that area are vibrating at. After gathering that data, the user would then clap his hands producing a sound which vibrates at the same frequency as the object allowing the user to cause it to smash into thousands of pieces almost instantly. This jutsu would be able to destroy any and every solids, but would be useless against anything energy based and/or intangible (Wind, Fire, Lightning etc).
Note: Can only be used thrice
Note: No other sound jutsu above A-rank for the same and above S-rank in the next 2 turns.
Note: Can't be used on humans or any other living beings.
Note: User cannot do any harm to an opponent.



(Ototon Genjutsu: Hotondo no Kōdo) Sound Release Illusionary Art: Code of a Few
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user would release high frequency and low energy sound waves, using them to catch anybody who's ears they fall on to induce a fear based genjutsu. The genjutsu would make the opponent believe they have Agoraphobia, a fear of open space and the outside. As soon as they are caught in this illusion, the opponent(s) would find themselves struggling to breath as a panic attack takes place, however, unlike their new fear, the panic attack is very real and a normal reaction to having a phobia of the open space and outside and finding themselves in such situation. This deals heavy mental stress which is only temporary, for as long as the genjutsu isn't released. Of course this jutsu will only be effective if used outside, and in open spaces and would not do anything if used in an enclosed space. The results of the stress on the mind and panic attack which ensue after the use of the Genjutsu results in the opponent not being able to focus chakra points of 30 and higher, but would allow every other jutsu to occur as normal, due to lack of chakra needed.
~ Can only be used three times and must wait two turns upon each usage. Those this jutsu is used on would struggle to control their bodily movements as they're in a moment of panic meaning organised hand movements are slightly harder to perform, however this does not mean they're impossible so the opponent can still move and function as normal, albeit with slightly more difficulty, they'd also struggle with their breathing, however chakra bursts and pain-related releases would work as normal.


(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.


(Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort
Type: Defence/Supplementary
Rank: B
Range: Short - Long (depends on jutsu its backing)
Chakra Cost: 20
Damage Points: N/A
Description: Heka's Comfort is a jutsu versed in its supplement use of supporting other defensive and supplementary jutsus. Not having any power or use by itself, it's a jutsu used alongside another sound jutsu, allowing its use to be instant, and within the same time frame. It works by the release of sound waves which mimic the properties/abilities of the previously used jutsu, allowing this jutsu to act as back up and further strength, which is clearly shown as it allows the previously used sound jutsu to work against jutsus 1 rank higher than their usual limit. However, as mentioned, this by no means can do any damage by itself, nor when used alongside Sound jutsus which are able to deal damage. It's uses are purely supplementary and for defence purposes and thus can only be used alongside jutsus which are of the same type.
~ Can only be taught by Erzo. Can only be used 4 times with a turn wait after each usage.

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(Ototon Genjutsu: Yakunan no Seisen) - Sound Release Illusion: Unholy Crusade
Type: Supplementary
Rank: A
Range: Short - mid
Chakra Cost: 30
Damage Points: N/A
Description: The user when will focus their ototon chakra into any sound generated by metal e.g. swords clashing, kunai being scrapped against each other, et cetera. The released chakra will be used to amplify the sound it creates so that it’s audible even at long-range. The sound (e.g. the creaking and clanking of armour) will instead be replaced by a cacophony of noise that sounds like thousands of metallic bars being torn apart. The sound produced drowns out all other sound with the exception of large explosions (similar but far superior in effect to Whisper of the Canines) and anyone who hears it barring the user will be induced in a genjutsu. The illusion consists of a black knight fully clad in armour and wreathed in an aura of shadow appearing directly in front of the opponent. The knight's helmet is cleaved in two and falls to the ground to reveal an emaciated corpse residing beneath. From within the corpse, an infernal spectral being comes forth and the corpse clad in metal falls limply to the ground. The knight's loss of animation and the presence of a ghost-like entity suggest that the dead body was possessed. The wraith which emerges appears to be a manifestation of fire and smoke in the shape of a human skull and it immediately enters the opponent body to possess them. When the wraith takes control of their body, it will bombard their brain with graphic and ghastly experiences to prevent the ability to focus on anything or even think clearly. This control even extends to bodily processes that are consciously controlled (e.g. the movement of their body). This will leave the opponent paralyzed in reality until the genjutsu is broken. If the illusion isn't broken within two turns of being cast, the opponent will go unconscious due to the mental strain of the possession.

Notes:
Can only be used twice per battle
No S-Rank or above Sound in the user's next turn

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(Ototon - Locomotor) - Sound Release: Locomotor
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user focuses sound waves through the air and into an object of some sort, being able to move objects through the battle field through the usage of their hands, or even by 'conducting' an object's movements through the manipulation of a staff, or other weapon. This is done by having high frequency, low amplitude soundwaves form discreetly around an object, and using them to grasp the object. The objects can be manipulated to move in simple or complicated patterns, and even to zoom through the air. However, the jutsu cannot manipulate anything of higher weight than a medium sized boulder. This cannot be used on the opponent's clothes or attire but can be used on any weapons they may be wielding.

Note: Teachable only by Vex


Arresto Ikioi ) - Arresto Momentum*
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Creating a Sound wave that is used to decrease the velocity of a moving target, the user alters the speed of moving matter based objects by way of powerful waves. This Sound chakra is released via triggering of a sound that causes it to manifest as a wide wave that affects everything within the target area or the target itself. Vibrating at high frequencies with low energy, the waves work by creating resistance and pressure against moving objects, slowing the target(s) down rapidly until it is unable to continue moving forward, trapping the object is suspended levitation; if used on airborne objects, it is able to slow them until they stop completely, lifted by acoustic levitation ( or sound waves that raise an object to levitate ). The further the range, the weaker the the effect is, slowing objects to a complete stop within short range and if aimed at objects mid range away, it will slow down to speeds that allow the user to be able to mount an escape and maneuver away from it. It should be noted that it can be used on multiple targets, as well as on the caster himself.

Note: Can only be used thrice per battle
Note: Due to being a Hindering Sound jutsu and triggered via sound, the effects of the jutsu happen quickly yet that doesn't mean it cannot be broken.
Note: Cannot be used to attack or cause damage.
Note: Lasts up to 2 turns per use and cannot be used for 2 turns after using.*


Expulso ) - Expulso
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: An explosive Sound projectile, the user channels Ototon chakra to an arm or held item and releases a destructive wave from it that takes a light blueish color. This wave appears as a thing jet that is aimed at an object directly, based on Clapping Hands jutsu. What differs from the canon and this variant, however, is the lack of sound used initially and the usage of it; forming as just a jet of compressed sound waves, upon contact with an object, the waves will expand rapidly as their frequencies does as well, matching that of the object struck. This causes a loud, audible explosion as the release of the Sound waves trigger a bomb like blast radius of 7 meters, causing a massive release of shrapnel from the object that hit that also impacts this same area. Because the explosion impacts this area, it causes enough force to blast targets into mid range if hit directly with near lethal force, causing knock outs and broken bones.

Note: Cannot be used in subsequent turns.
Note: After using, the user cannot use S rank Sound the next turn.
Note: Can only be used three times a battle Max.


(Ototon: Levicorpus) - Sound Release: Levicorpus
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15
Damage Points: N/A
Description: A rather weak Sound jutsu, this is used to cause a foe small annoyance by lifting him in the air. This works by the user speaking a Sound (Levicorpus) and causing a set of waves to form around the opponent's leg, isolating the lower leg with a powerful wave. The purpose of this isn't to deal damage, however; after forming the wave, the user then causes it to move, the isolated leg moving with it, flipping him upside down in the process. Causing no damage, this hindering Sound jutsu is used to cause annoyance to the opponent as it lifts him into the air, slowly hoistering him higher and higher. This is ideal to use against an opponent as they perform handseals, interrupting them and forcing a momentary pause in their actions as they are flipped upside down. The user must also accompany this phrase with a jerking movement, done with their hand or a held item.


(Ototon: Senjū Kōten Taihō) Sound Release: Thousand Hand Bright Heaven Culling Sear
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will snap his fingers and release an omnidirectional sound wave. The sound wave has a unique quality in that it disturbs bubbles in water on contact, causing a reaction that generates ample amounts of heat through the process of sonoluminescence. Through this process, any body of water, including bodies of mist, directly exposed to this sound wave will almost instantly evaporate; If the opponent is at the time in contact with water, this technique can deal excessive scalding damage. If their body itself is comprised of water – Water Substitution, Liquification, etc – Than the damage would be even more deadly, killing them by literally evaporating their body away. The sound however, cannot directly effect the liquid within a person's body.

*Can only be used twice per battle.
*The sound wave is ineffective against anything but water or other liquid elements.
*In the case of any present inert sources of water – that the opponent is not in contact with – it will still be evaporated, but the opponent will not take any damage; It would only serve as a make-shift form of defense instead.
*The user cannot utilize Ototon in the following two turns.



(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: S
Range: Self - Short (Direct Contact)
Chakra: 40 (-20 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.


Ototon: Boryūmukontorōru-Kon'ya Wa Tōku· Hādo (Sound Release: Volume Control-Pump up the Volume)
Type: Supplementary/Attack
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (Only if increase in sound)
Description: The user, after producing sound waves (Either naturally or by a technique), will move one of their hands in such away that it appears as if they are decreasing or increasing the sound of a speaker (Clockwise to increase; Counterclockwise to decrease). Doing this allows the user to change the decibel of any sound waves produced so that it becomes either extremely loud and deafens the opponent or extremely soft to where the target could no longer hear it. Increasing the sound can cause the opponent's eardrums to blow, causing extreme pain and deafness.
Note: Can only Change the Volume 3x a battle
Note: Can only be used with Sound Techniques A Ranked and Below.
Note: Opponent(s) goes deaf for one turn.
Note: Opponent(s) suffer from bleeding of the ears and throbbing pain for 2 turns after deafness dissipates.



Faded | fe-doauto
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user creates a sound based genjutsu by saying the trigger word Faded, causing sound waves to vibrate amongst the enemy's body from the ground upwards, vibrating heavily and causing a genjutsu to activate that causes the target to feel as if their body is vibrating viciously enough to cause their body to begin to fade away from their legs upwards, as if they are being erased. The genjutsu is further supplemented by causing the enemy to experience pain, while not actually being subjected to physical torture and instead having it be the result of sound waves vibrating amongst the eardrums in the middle ear, which resonate through the liquid filled body and through the three small oscilles that aid in the transmission and amplification of the vibrations in the ear drum. As they become naturally amplified, the sound waves resonate amongst the primary auditory cortex within the brain, causing the sound waves to spread throughout the brain and allow the wave to fool the brain by replicating the feeling of intense pain within the body while not actually aflicting the target, making pain based releases ineffective against it (that's not to say that other releases won't work). The brain sends the signals to the various pain receptors of the body throughout the nervous system, first taking effect at the legs of the target and swiftly making it's way to the head of the target, causing the target to faint from simulated pain of the user's main organs and respiratory system fading away.
*Can only be used 2 times a fight*
*Requires a break of at least 2 turns in between usage*
*After using, the user cannot use Sound for two turns afterwards*
*Usage of jutsu causes constant pain throughout the target during the duration of the genjutsu, preventing pain based releases*
*The user can only use either one wind or one lightning jutsu the same turn this is used and can only use a jutsu of the alternating element the following turn.*

 
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Erzo

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Custom Element

Custom element Japanese name:
Awaton

Custom element English name: Foam Release

The element is based on: Water + Wind + Advanced Chakra Control

Facts that prove the element to be possible (in the manga context): In Jiraiya’s battle with Pain in Amegakure, Pain summons a giant crustacean, which proceeds to release a sort of bubbly water substance from its mouth. Jiraiya states that Pain is trying to play off of his weaknesses by not allowing his Toad Oil to be ignited. This shows that a property of water allowing it take a denser state exists, which in turn would restrict combustion, or dampen out already ignited fires. This foam is then augmented by the user adding a large amount of chakra into the foam. Due to this, the foam becomes thicker, blocking the ability of oxygen to permeate through it. The requirement of oxygen for all detonations/existing flame is now missing. This means the foam takes on a combustion inhibiting factor, similar to the foam used in fire extinguishers in real life.

How it works: This release works by coating a thick layer of foam onto any combustible/flammable object or onto any existing flame, such as a regular Katon technique. Water is used for the base source of the foam, adding wind into the mix to create its “foamy” properties, such as bubbles and thickness. The wind naturally carries gases, and these gases create pockets of air when trapped. The bubbles present in the form are condensed further with the use of basic, non-elemental chakra. The condensed element takes on a thick property, yet still smooth. Another variation of the technique is a more slippery foam, which is achieved by adding less chakra into the element. When all of these aspects are combined, the user has created a release capable of creating a “ foam seal”, that renders oxygen unable to reach the combustible elements or properties of a substance. This also works incredibly well on basic fire, as fire requires oxygen to keep itself ignited. This release is highly effective against..

  • Ordinary Combustibles
  • Flammable Liquids
  • Flammable Gases
  • Combustible Metals
If consumed, this release is neither toxic nor harmful to the human body, but its a slight irritant to the eyes if not addressed properly.

This release differs highly from the Crustacean's technique or Utakata because the substance used in this release is much thicker, having a consistency to a medium-thickness paste, and is a true foam substance. Utakata merely uses bubbles, which is completely different from this release. The Crustacean also releases bubbles, just in a more condensed form, however they are still bubbles with a thin consistency. Having a thick consistency means this release isn't thin anymore like water. Please refer through the first minute of the below video for more physical description.

Usage Examples:
Gerara here man

Conditions to be able to use it: Mastery of Water + Wind + Advanced Chakra Control

Is weak to:

Earth - being water based, the element’s strength is easily dispersed away
Wind - Has the ability to slice through and blow away the foam
Metal CE's - similar to Earth, metal has the ability to push away or puncture through foam

Is strong against:

Fire/Fire based CE (unless extremely hot) - Removes fire’s ability to obtain oxygen
Flammable/Combustible Substances - the foam inhibits the combustive properties due to its nature and characteristics; Even if an element foam is weak to explodes, if not directly affected by the actual element, the user is protected from the explosion
Sand - Due to its thicker density, the foam will invade the sand, dampening it and clumping it until it is useless
Water - Foam's viscosity allows it to push through and displace water due to foam being a thicker element
Sound - the bubbles present in Foam have the ability to absorb sound waves

Neutral to:

Ice/Cold Temperatures - cold temperature does not affect foam’s ability to be formed
Lava - the present earth in lava allows it to overcome the foam’s natural heat reducing properties
Lightning - The heat inducing properties draw away the heat of lightning, which stops the vibrations needed; however the sheer destructive force of lightning puts it on equal terms with foam

Co-creator: Erzo

Students I passed this custom element on too: ? & ?

P a t e n t C e r t i f i c a t e

I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Selendrile, our loyal member, gave on the date January 22nd 2013 a request for a Patent on his custom element (Foam); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;

Awaton
Powered by Caliburn
Copyright 2013, Selendrile, NarutoBase.net​

1 -(Awaton: Kurāken no Bodi)- Foam Release: Body of the Kraken
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (+10 per turn)
Damage points: (80 if released outwards)
Description: The user begins by surging foam chakra throughout their entire body. This allows the user to perform either two things. The first is a large, omni-directional spray of foam chakra that extends outwards in all directions up to mid-range around the user. The spray of foam is shaped into numerous tentacles when this is done, capable of incredibly quick blunt-force damage upon impact. The second ability allows the user to secrete a dense layer of foam that is highly resistant to heat, temperature, and explosions. Naturally, the sensitive areas such as the mouth, nose, and eye sockets are avoided. The user is only able to use foam, wind, and water techniques while this technique is activated.
- Usable twice per battle
- Armor lasts three turns unless destroyed
- No Foam techniques above A-rank the next turn



2 -(Awaton: Gunakadeit no kōun tatchi)- Foam Release: Gunakadeit’s Lucky Touch
Rank: S
Type: Supplementary/Defence
Range: Short - Mid
Chakra Cost: 40 (-15 per turn)
Damage Points: N/A
Description: An advanced foam technique made in order to battle against other elements with more ease than usual. This foam technique allows the user to materialize thin and barely noticeable droplets of water everywhere in the battlefield from where they simply linger in the area, having no effect on both the user the opponent until a jutsu is used which the user of foam can add wind chakra to the droplets, creating foam which can battle against other elements in specific ways. For example, the moment the wind chakra is added, the droplets of water would gather to the specific area from which the opposing jutsu is forming and clump together, forming a sphere of foam which quickly douses the opposing jutsu preventing it from continuing in growing in both strength and size, completely stopping the formation of the jutsu as the Foam droplets continue to clump together to form a bigger body of foam than the opposing jutsu being created. This jutsu acts quick and once activated douses jutsus on the users will, whilst allowing the user to perform other techniques simultaneously. Moreover, due to the waters natural ability to materialize out of thin air, even when blown away or removed by any other method, prior to being converted to foam, the water droplets are able to reform with the help of the users chakra and their aforementioned ability to materialize.
- Usable twice per battle; Lasts three turns
- Cooldown of two turns after deactivation is required
-Can only counter one technique per turn while active.
- Unable to use Foam techniques above A-rank while this technique is in play



3 -(Awaton: Haidora Tsuba)- Foam Release: Hydra Spit
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user concentrates foam chakra onto any point of his body, and then releases several small to large sized spheres of foam. The sizes of foam released can be small enough to only affect a single shinobi's intended path of travel, or to slip up a medium-sized (under twenty meters tall) summoning creature by creating a large, slippery area. If the foam makes contact with the opponent(s) body, it makes complicated and/or sudden physical movement almost impossible. The hands of the opponent(s) become so slippery that they are unable to grasp objects or hold onto those already wielded by them. In turn, this can be used to affect inanimate objects such as weapons or landmarks on the battlefield to make them useless for battle. The foam used in this technique follows the regular strength and weaknesses of the element.
- Usable three times per battle


4 -(Awaton: Yagiza no Bōsō Mure)- Foam Release: Capricorn's Stampeding Herd
Rank: S
Type: Offensive
Range: Mid-Long
Chakra cost: 40
Damage points: 80
Description: The user will clap their hands together, focusing their chakra into the sky in order to open up a large portal similar to that utilized in the “Earth Release: Sticky Earth Drop” technique. From this portal, a large amount of foam creatures spiral downwards from the sky, in the shape of a massive herd of goats with fish tails. These creatures are created with the slippery version of foam, so when they strike the ground, they spray their foam up to short range from the location of their impact. Those creatures that attack the opponent barrel into them from above with incredible force, causing severe blunt-force damage and can leave small craters in the ground from their impact.
- Usable twice per battle
- No Foam techniques above B-rank the same turn


5- (Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 50 (-30 per manipulation, -20 per turn)
Damage points: N/A (-10 to user)
Description: The user begins by performing two hand seals (Tiger → Horse), and then claps their hands together or onto the ground. Once finished, this summons a massive chamber filled with endless amounts of super-infused foam into the battlefield. This arena serves as a training chamber for all those who possess this nature release. Countless months are spent within this chamber working on perfecting this nature, while also pouring incredible amounts of chakra into the foam. The arena is a giant wooden cylinder, hollow in the middle, completely open above and spanning 100 meters from the center, outwards and being 200 meters tall. In the center of the cylinder, a small wooden platform stands at mid height (roughly 100 meters from the bottom), isolated from all the external sides of the cylinder. As such, as a result, when used, both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform with a width equal to the distance between the two at the time of the technique’s use (Ex: If they were five meters from each other beforehand, the platform is five meters in diameter with the user and opponent at opposing ends). Massive clouds of foam completely fill the surrounding area around the central cylinder and upwards, to a significant height. Only the areas above and on the platform are left 100% barren of foam. The foam rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. This motion has no actual effect on the battlefield, but serves as a cosmetic addition. The swirling mass of foam can be used as a source for any additional foam techniques regardless of their original method of release (this foam can be utilized even for techniques that state they originate from the user's body). This foam is so inherently linked to the user’s will and mind – due to the intense hours spent incorporating the user’s personal chakra into it – that it will respond automatically to his needs. The user will simply need to perform a body movement such as a flick of the hand, stomp of the foot, or waving of an arm. Separate foam techniques will still require their normal motions or hand seal requirements. This ability is akin to the way Gaara manipulates his sand, although each use of this A-ranked ability counts as a move. Simultaneous uses of this technique are possible if multiple motions are made in the same movement. A single movement can also be divided into two separate manipulations. For example, the user can manipulate two separate streams of foam at the same time, with each stream being B-rank in strength.
- Usable once per battle; Lasts four turns and then disperses from the battlefield
- No Foam techniques for a turn before use of this technique; No Foam, Water, or Wind techniques for 2 turns after the end of this technique
- The user is left physically exhausted after the deactivation of this technique, limiting any high speed movement (reducing their speed by two ranks) or taijutsu above C-rank for two turns unless healed.


6- (Awaton: Serukī no Umi no Manto)- Foam Release: Selkie’s Sea Cloak
Rank: A
Type: Defensive
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This single use (meaning it cannot be sustained for more than a single turn) technique is best utilized in close-combat, although it has a variety of applications outside the close-combat realm. The user will focus foam chakra onto a specific part of his body, (such as the chest, part of an arm, leg, or a combination of) and form a thick, dense layer of impact-absorbing foam. This is capable of stopping various techniques aimed at the user. Weapon strikes are also rendered ineffective because the blade is stopped and then trapped by the thick layer of foam, unable to penetrate through it. If the enemy makes physical contact with the foam (whether a weapon, limb, etc.), it is transferred onto the enemy’s body where it begins to expand and spread. This is done by having the user passively "thin out" the element so to speak, allowing him to rapidly expand even a small amount of foam over the opponent's body. The foam would spread rapidly within the same turn, tightening on the opponent' body as it spreads. This tightening restricts movement from areas of the body associated with joint or individualized movement (such as the arms, hips, hands). This effectively creates a sort of cocoon like structure, trapping the immobile target inside. The removal of the foam from the body follows regular strength/weaknesses of the element.
- Usable three times per battle
- Can block physical attacks up to the same rank. Elementally enhanced techniques follow the regular strength/weaknesses of the element


7- (Awaton: Vu~ojanōi no Inkina Hajimari)- Foam Release: Vodyanoy’s Dismal Beginnings
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: (+20)
Description: This technique targets foam sources already present on the battlefield, or on specific techniques being manipulated currently by the user. It is meant to be paired with a separate foam technique in order to immediately strengthen it upon creation. This is done by utilizing either an additional seal or body movement (If the technique being enhanced requires hand seals, this technique will simply require an additional seal tacked on at the end of the sequence. If the technique being enhanced requires a clapping of the hands, the user can simply perform two quick claps). This allows the user to inject a large influx of chakra into the foam. By devising a unique way of altering foam's properties based on how one would creation the element at its foundation, the user is capable of doing one of two things:

The first method injects chakra into the foam source. This chakra reacts with the foam source, shrinking the individual pockets of gas while simultaneously increasing the total number of air pockets within the present foam. This increase in the number of air pockets is done in order to keep the foam at near its original size and scale even with their reduced size. The shrunken pockets of gas thicken the element, making it physically denser and sturdier. Similar to how foam is created using water as its base and then adding wind chakra to thicken the element, this method works in the same manner. However, the foam is thickened far beyond the normal amount by infusing more small-scale bubbles, creating a super dense and compact version. This augmenting of foam's physical strength increases physical damage similar to how "Earth Style: Added Weight Rock Technique" can add damage to an earth technique by increasing the amount of force applied upon contact. This can be used to strengthen (+20 damage) a foam technique. The basic elemental strengths/weaknesses still apply.

The second method involves the same process, but a different end result. After the chakra is fed into the foam source/technique, the expansion of gas pockets is amplified to a much greater extent in regards to speed. Usually, the wind chakra is added in gradually in order to thicken the water-base to a higher degree. By using this method, the user amplifies this ability one-hundredfold. The rapid expansion forces these pockets of air to swell in a single moment, making the targeted foam source “explode” from within, bursting outwards with great force. This differs from basic applications such as simply detonating an element with chakra to cause an explosion. This method simply utilizes the unique composition of foam to create an ingenious way of producing a similar effect. If used on inactive sources of foam (any foam on the battlefield that is not currently being used within the confines of a technique), this explosion effect is A-ranked. If used on an active technique, the explosion is based on the technique’s rank (If used on a B-rank foam technique, the explosion is B-ranked, etc).

- Usable three times per battle
- One method is allowed per single use (the user cannot amplify damage + detonate the element)
- Can be used to strengthen techniques up to S-rank; F-rank techniques cannot be amplified in terms of strength.
 
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Erzo

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Mokuton

(Mokuton: Mokusei No Sōzō ) - Wood Style: Wooden Creation
Rank: A
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user focuses his Mokuton chakra into the ground and uses it to grow animals all varying in size from the ground. The biggest an animal can be is the size of Gamakichi, after time skip, allowing the wooden creation to be big enough for the user and at least 2 other people to hide behind it. The wooden creations have the ability to use Mokuton, Earth and Water jutsus up to B-rank without the need to perform hand seals for the Mokuton but they'd need to perform hand seals for the hand seal requiring Earth and Water jutsus. Furthermore the user has the ability to clap his hands together whilst focusing a large amount of chakra within the wooden creatures and explode them, in a similar to fashion to Exploding of Dense Woodland jutsu.
Note: Can only be used 3 times.
Note: Can only be taught by Erzo.
Note: Can only make 2 creatures at a time.


_______________________

(Mokuton:Hitoshirenu Okeru Mokuzai No Jutsu)Wood Release:Hidden in Wood Technique
Rank:C
Range:Short-Long
Type:Supplementary/Defense
Chakra:20
Damage:N/A
Description:The user channels Wood chakra throughout his whole body and then merges together with wood. This allows the user to freely move in a tree covered location or within wood.Along with being able to merge with the trees the user gains the ability to move from one tree to another but only if they are connected through roots or through branches. This technique is similar to Earth Release:Hidden in Rocks Technique. While inside the wood the user will move at a speed slightly slower than his running speed and is still detectable by Dojutsu and Sensory Ninjas.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio.
Note:While merged with a tree the user can only use C-rank and below Wood Release techniques.


(Mokuton:Mokuzai Shuuren)Wood Release:Wood Drill
Rank:A
Type:Offensive/Defensive
Range:Short
Chakra:30
Damage:60
Description:The user extends a wooden spike from his palm which is thicker at the bottom and thiner at the top.The user than uses chakra to rotate the wooden spike at high speed.The user will be able to drill through techniques of higher density (Earth technique,some Water techniques).The user is able to alter the size and number of drills.He can either create one small to large drill in one or both hands or several smaller drills which can be created from the users finger tips.The drills do not make any sound so it can be used for silent approach.
Note:Must have a Wood bio.
Note:Can only be used 4 times per battle.
Note:The user can drill through S-rank and below Earth/Water techniques within reason
Note:When used this technique has a cooldown period of 2 turns.
Note:No wood for the following 2 turns after this has been used.
Note:Must be taught by -Cobalt-.

(Mokuton:Kirikui Kyanon)Wood Release:Stump Cannon
Rank:B
Range:Long
Type:Offensive
Chakra:25
Damage:40
Description:The user channels Mokuton chakra into either both his arms or only one and by spreading them forward the user is able to launch medium sized stumps of wood from his hand which fly at the desired target at high speed.The user can release six stumps from each hand making a total of twelve stumps.After shooting out the twelve stumps the user is unable to use this technique for the remainder of the battle.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio.
Note:The user can shoot 6 stumps from each hand, usable one time per battle

(Mokuton:Mokuzai Hoko)Wood Release:Wood Arms
Rank:B
Type:Supplementary/Offense/Defense
Range:Short-Long
Chakra:20
Damage:40
Description:The user preforms the Snake hand seal and creates two or more versatile wooden pillars which are formed to look like arms with hands and fingers.The user can use this to trap his opponent in place or create the arms from his body and use them as an extra pair of hands helping them when using hand seals,throwing kunai,using taijutsu.When the arms are created from the users body they are normal sized but can be extended to the users required length.When created from the ground the arms are larger and more resistant.
Note:Once activated from the users body they last for 5 turns.
Note:Must have a Wood bio.
Note:Must be taught by -Cobalt-.

Wood Release: Whomping Willow | Mokuton: Hakushi Yanagi
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user channels his Moku chakra into a forest/tree and uses his chakra to control the branches of the trees. The user has the ability to manipulate the branches to use them as whips which attack the opponent by binding, cutting and hitting them. This technique can be applied to one or multiple trees. If no trees are present the user can use this technique to create up to 3 trees.
Note: Usable 5 times per battle.
Note:The branches can only reach targets in short range of them.
Note: Must have a Wood bio.
Note: Must be taught by -Cobalt-.
Note: Cannot affect active enemy Mokuton techniques above B-Rank.

Wood Release: Wooden Bullet Gun | Mokuton: Mokusei Dangan Hou
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user focuses his Moku chakra in his mouth creating between 1 to 5 large wooden bullets in his mouth. He then proceeds to spit them out over an expansive range making it a difficult technique to dodge. The technique can protrude A-rank and below Earth and Water techniques (within reason).
Note: Must have a Wood bio.
Note: Must be taught by -Cobalt-.
Note: Cannot be used in two consecutive turns.

Mokuton: Yabureme Ikioi| Wood Release: Tear of Life
Type: Supplementary
Rank: C-rank
Range: Short-Long Range
Chakra: 15
Damage: N/A
Description: After having created trees or wood or by sending his chakra into already existing wood, the user will send his chakra into the wood and/or trees and use them to soak in the water and moisture in the surrounding ground and area. The user can then use the water filled wood as a "well" of sorts creating a water source. By performing a single hand seal the water from inside the wood will be expelled to the outside allowing the user to manipulate the water to his desire. Depending on the quantity of wood used, the collected water can vary from a small puddle to a large water source, big enough to perform "Water Release: Water Dragon Bullet" and other large scale techniques. After expelling all the water, the trees/wood will fall into dust due to the lack of water inside them. The effects of the technique can easily be noticed as the ground will become dry and crumbly.
Note: Must have a Wood bio to use.
Note: Amount of water expelled depends on the amount of wood used to gather the water.
Note: Gathering of water lasts one turn.
Note: Can only be taught by -Cobalt-.


(Saidai Mokuton No Jutsu) - Ultimate Wood Style Technique
Rank: S
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: This allows the user to perform a better version of Greater Wood Style Technique.
~Useable three times per Battle.

Mokuton: Bakuhatsuteki - Wood Release: Explosive
Rank: E-Forbidden
Range: Short-Long
Chakra Cost: 05-50
Damage Points: 10-90
Description: After the user have used a Mokuton Jutsus he may use this Jutsu. The user slams his palms together with great force releasing a Great amount of Chakra (Depends on the Rank of the Mokuton Jutsu he used earlier.) into the Mokuton Jutsu, causing the Wood to Explode damaging everything nearby. The Rank on this jutsu depends on the Rank of the used Mokuton Jutsu, for an example: I use a D-Ranked Mokuton Jutsu this also counts as a D-Ranked Jutsu, and according to Forbidden Rank the user will take the same amount of damage of the jutsu he makes explode.
~To cause the wood to explode the user must be in contact with the wood that they wish to explode or be incontact with the ground
~ if used for exploding S rank wood , the user cannot perform S rank wood ninjutsu or above the following turn
~Can only be used twice per battle.

 
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Erzo

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Combinations of all kind

(Katon/Raiton: Ho-Masubi's Raiden ) - Fire/Lightning: God of Fire's Thunder
Rank: Forbidden
Type: Attack/Supplementary/Defence
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (-10 to user)
Description: An advanced Fire and Lightning combination. The user releases their fire chakra from their body, manipulating it so as to create several rings of flame that are arranged in a concentric circular pattern. The rings orbit the user at all angles, acting as a spherical defense. However the user quickly releases their raiton chakra outwards from their body, while performing two brisk handseals. The chakra creating dozens of threads comprised of lightning that branch outwards, coiling around the already rampant flames. The user then sends the flames forwards, the former rings breaking into large crescents which can be sent racing towards the opponent. The fire and lightning combo both incinerates and slices through anything within its path; carving a blazing path of destruction through the land. Alternatively the user can perform a single handseal, thus instead of sending the attack in a single direction, the user is cable of making the attack expand outwards up to mid range. As it does so the rings begin to spin faster and faster, to the point that the rings seemingly form a visually impregnable sphere.

Notes:
~ Can only be used once.
~ Can only be taught by Erzo
~ No Fire or Lightning Jutsu above A-rank in the same and next turn .
~ This technique leaves the user lethargic while the users experiences painful pins and needles in their extermeites due to the overuse of chakra. This lasts for the rest of, and the next turn. Inhibiting the users resourcefulness.
~ Counts as two moves from the users move count



(Fūton/Katon: Aiorosu `Ikari ) - Wind/Fire Release: Aeolus' Wrath
Type:Attack
Rank: A
Range:Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user releases their Wind chakra from mouth or through hand movements (short ranged release when used in either of these forms), or from the skies above. This releases what appears to be little light-green rain drops (ranging from 3-10 inches in size) which are extremely sharp and naturally fast due to the nature of Wind, and the way they are shaped, being extremely slimline. After these little rain-drops of Wind form, the user would add his Fire chakra into them, causing them to become extremely heated. Their colour would change into one extremely similar to the colour given off by '( Katon: Onidōrō ) - Fire Release: Demon Lantern', giving off a yellowish colour as the light-green and red from the Fire chakra mix together. Upon colliding with any other jutsu, regardless of whether it's Energy, or Matter based, the Rain drops would explode outward, releasing heated Wind which has blowing force with the addition of scalding effects. The jutsu is designed to always explode in the direction of the point of contact with the foreign chakra. Due to their size, each outburst of heated Wind would be quite small but since they always rain down/travel as a group of heated wind 'raindrops' the damage done is nothing but. Moreover, the addition of Fire also allows the jutsu to travel towards bodies of heat which do not belong to the user, making this a double edged sword if used in a fight alongside allies. Moreover, upon the creation of the Wind, a screeching and deafening sound can be heard, making the source of it's creation quite obvious. The screech can not do much damage other than causing a slight discomfort, unless coupled with another jutsu which can amplify it. The user can avoid the discomfort caused by sending chakra to his ears moments before the use of this jutsu.
~ Can only be taught by Erzo. Usable three times per battle. After each usage the user must wait a turn before being able to use again.

__________________

Water/earth: golum (doton/suiton: Jinnutsuzou)
Rank: A-S
Type: supplementary
Rang: short-long
Chakra: 30-40
Damage: N/A
Description: A simple jutsu utilizing the manipulation ninja have over tangible elements. The user manipulates any earth or water in the area and create a large golum made of either earth or water, the golum being about 2 times
The size of a normal human, and having the basic humanoid structure minus the middle finger on each hand. The golum can manipulate earth or water(depending on what he is created from) at the users will, thus he can use all jutsu from that element, furthermore because o his manipulation over that element he can stop the opponent from using jutsu of that element. Utilizing basic yin yang knowledge, if the user has learned it, he can form a golum made of water and earth, having all the golums abilities for both elements, this is an S rank jutsu though. So Long as the golum is around the element he is created from he is indestructible, and will simply reform if he is hit by a jutsu.
~ can only be created from an already created source, meaning if there is no water around the user can't create a golum of that element.
~ once per battle
~ the user can't use jutsu of that element while the golum is on the field


(Doton/Katon: Tamashī no rekuiemu) - Earth/Fire Release: Requiem of Souls
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 50
Damage: 90 (-20 to the user)
Description: Requiem of Souls is one of the more powerful techniques which is actually a combination of both fire and earth release. It was named Requiem of Souls due to the amount of souls it so took within time of its existence and its power also increases with every new one it so takes. User would through the rapid release and conversion of chakra focus doton chakra within one of their limbs before slamming it onto the field upon which they are standing. With the slam onto the ground they would cause for firstly and omnidirectional wave of flammable, sticky mud to spread out underground within mid range radius. The mud would be quite adhesive and heavy and as soon as it forms, it would have similar effects to the swamp but at the same time it would be covered by a layer of earth above which would disable it to take its effects immediately. Now, as soon as they release the flammable mud they would release a pulse of warm katon chakra breaking the layer of earth which was covering the mud and igniting it, causing for an omnidirectional wave of demon like souls of fire to spread all around the user in mid range radius whilst leaving a wave of heat behind it. As soon as the mud forms, it would have similar effect as if the swamp was created within the battlefield. However unlike the swamp, characteristic to mud from this technique is that it would pull inside only those who have differing chakra signature as they've already been fed by their chakra (users) upon activation of this technique. And perhaps indeed, by using water one would be able to disperse the flames upon their combustion, the mud won't be so easy to get rid off. A mere spark of lightning would cause for layer of earth covering the mud to break, simultaneously it would also get ignited, due to heat emitted by it. Once the flames have been formed, using a wind jutsu would cause for them to explode into a maelstrom. In case whereas the flammable mud was ignited without user sending forth a pulse of their chakra as to arouse the flames but rather due to a different source (heat from lightning and/or similar), the demon like souls would always transit in direction of a person who has a differing chakra signature.

Note: The release of mud could only be noticed through means of sensory and/or doujutsu
Note: Can only be used once per battle
Note: Counts as two jutsus user can use per turn
Note: The jutsu would leave a great tool on the one using it and drain them off 20 chakra points and unable to use techniques which require more than two hand seals in two turns span (the one in which it used and the following one)
Note: Upon using this technique user won't be able to use A ranked jutsu of earth element and S ranked of fire within the same turn this one was activated as well as S ranked earth in the next one
Note: Can only be Taught by Akasha


(Katon/Fuuton: Ikusen no Houou) Fire/Wind Release: The Squad of the Scorching Falcons
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This technique consists in two different steps, which can be preformed simultaneously, using an ally, or in a quick succession. The first part consist in performing one handseal charging chakra in a point on the battle field which will turn into seriously hot ashes, which will then burst into an hellish flock of about 10-15 bird-like ash structures. The birds will fly out in different directions, some will fly high into the sky, while others (Only a few 2-3) will attack the opponent(s) directly. The second part of the jutsu consists in preforming an additional handseal. This will quickly gather air around each individual bird, concentrating the gathered wind into the ash-hawks, which will make them burst ablaze. At that point, the birds will be sharper and faster, as well as hotter. While keeping the handseal, the user is able to make them all flock down on the target. Much like real birds of prey, the free-falling bird-structures will acquire great speeds, and will violently explode upon impact (At the scale of a Paper Bomb induced Explosion). The few birds that directly attacked the opponent will simple burst outwards, burning anything close to them. Entailed with this technique is the ability to induce heat on a certain substance, instead of creating ash, and quickly provide wind/oxygen all the same. This will induce a powerful combustion reaction on the substance, vanishing it whole and turning it into it's combustion gaseous byproducts (example, hydrogen into water)
*The user loses the ability to call forth Fire or Wind Chakra to preform techniques higher than S rank in the turn after usage*



( Fuuton/Doton: Horun no Areno Eki ) Wind/Earth Style: The Horns of the Desert Lizard
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user links together 2 handseals, creating a ravaging dome of slicing winds. The wind's speed and sharpness is increased to the max, having almost no rival in shredding power. At which point, the user ends the succession of handseals with an extra one, which infuses the wind with small particles of the strongest earth materials. This sets the abrasive power of the wind past it's limits, both Wind and Earth chakra working together to combine the roughness and tangibility of the earth against the sharpness and speed of the wind, creating an almost perfect defense against all matter, which is shredded to oblivion when it comes in contact.
With 1 handseal, the user is disperse the dome into 2 large gusts of wind that fly up to mid range.
*The user is able to create a perfect sphere by leaping in the air*
*This jutsu is able to overpower the Strongest Metals/Perfectly Solid/Kaguya Bone/Diamond Elements/KGs up to it's rank, and Basic or less solid Elements (Wood, Calcium, Crystals, etc) 1 rank above*
*This jutsu can only be used once every 3 turns*
*The user is unable to preform Earth or Wind jutsus higher than S rank in the next turn*
*The dome is maintained for only 1 turn, and disperses normally if the user does not throw it towards the opponent*
*Can only be used thrice per battle*



(Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Requires a cool down period of three turns before next use
Note: No other S-Rank or above Suiton user's same turn
Note: No S-Rank and above Doton in the user's next turn
Note: Counts as two moves



Doton/Fuuton: | Earth Release/Wind Release : Seeds of Anihilation
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (+20 if combined with Fire)
Description: A technique where the user spews a mediocre "Exploding Flame Shot" sized orb of earth towards the opponent, after which he spews three smaller orbs of wind that accelerate forwards towards the orb of earth before finally matching its pace to orbit around it. The orb of earth spins clockwise, and is composed of a mass of unstable earth chakra. While the outer wind orbs comprised of vigorously spinning winds similar to that of the Rasengan all spin counter-clockwise. The user by then performing a single handseal causes the orbs of wind to converge in on the earth. When the four orbs come into contact, the disordered and opposite rotations combined with the unstable abundance of chakra explodes to creates a gigantic cone shaped turbulent vortex that expands forwards and outwards much like Planetary Rasengan. The earth is reduced to dust shaped rubble, and much like the Dust Wind Technique serves to give the wind a level of tangibility that allows it to shred through matter caught within the technique to pieces, while the wind forms disordered turbulent gale forces that are honed into an infinite number of blades that ravage the target. In effect a catastrophic blast of wind and earth is released forwards in a V cone shape, that spreads out at an angle of up to 110 degrees. This technique combines particularly well with fire, as the fire will be sucked into the vortex and used to superheat the earth particles while also combining with the wind to form a wind and fire combo. Thus making it a technique where countless forceful blades of compressed wind and fire ravage the target along with superheated molten earth. After having used this jutsu the user begins to experience fatigue, their throat becomes sore as sharp pangs of pain glance upwards from their chest area due to the abundance of chakra forcefully channeled through and out of the users gullet.

Notes:
- Can only be used 2x
- No fuuton or Earth jutsu for the rest of the turn, no Earth or fuuton jutsu above S rank for the next two turns
- The users movements will be sluggish for the remainder of the turn and for the next turn, preventing efficient use of Taijutsu.
- Can only be taught by Scaze


(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn.
 
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Erzo

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Kiyoshi


(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.

(Konki Shuuha)- Energy Wave
Type: Attack
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: 30-40 (depending on rank within the clan)
Description: This chakra wave can shoot short or long and causes the opponent to be burst away from the user while taking severe damage.
Note: Must be a member of the Kiyoshi Clan to use

(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior

(Konki Kashou: Inpurovaizexishon)- Energy Song: Improvisation
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: Using their ability to manipulate pure chakra and energy, the user forms that energy into a highly concentrated mass of pure chakra, creating any weapon (normal sized) of their desire (i.e. hammer, sword, ect.). This is a technique well known by Kiyoshi Warriors and above. The weapons can either be made in such a way that they create a pulsing effect, pushing the opponent away violently, when the weapon makes contact, or they can greatly concentrate it to increase its cutting ability.
~Must be a Kiyoshi Warrior and up

(Haru no Nori: Gojiki)- Ride of Spring: Five Seasons
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage: (+10 to energy techniques)
Description: The user focuses elemental chakra into their energy and pure chakra, while at the same time keeping it pure. This causes their energy to be stronger and also have an effect based on the 5 elements (fire, water, earth, lightning, wind). The user can only focus one chakra at a time and needs a 1 turn period in-between without using energy related attacks to shift energy elements.
Fire- Energy will be able to burn things
Water- Energy will be able to douse out fires as well as possibly drown (if one can)
Earth- Energy will have a tough, solid composition.
Lightning- Energy will be able to shock and electrocute
Wind- Energy can slice/cut or blow away
~Must be at least a Kiyoshi Warrior

(Konki Yari)- Energy Spear
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage: N/A
Description: The favored weapon of the Kiyoshi Clan, it is carried around by warriors at all times when they are on duty or on a mission. It gleams with celestial silver and gold from the tip to the bottom. Kiyoshi Philosophers who know how to fight, Captains, and Masters can summon this spear to their beacon. The spear’s ability is to conduct energy, so it can be enhanced when fighting in battle.
~Must be at least a Kiyoshi Warrior

(Yuuen Konki Shuuha)- Grand Energy Wave
Type: Attack
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The upgraded version of the original energy wave. The user charges a great amount of pure chakra and releases it in a gargantuan burst of energy that has the force to violently scatter an entire army and the power to shatter an entire rock that is as big as a house into pieces. Kiyoshi Masters can use this technique more extensively and even shoot it out through two hands. When used by a Master, this particular technique carries enough Energy to vaporize a large hill and toss a large summon a considerable distance (while only resulting in a few bruises and scratches).
~Must be at least a Kiyoshi Captain.

(Konkinuma)- Energy Swamp
Type: Supplementary
Rank: B
Range: N/A (or long)
Chakra Cost: 20
Damage: None
Description: This jutsu enables the user to channel the chakra concentrated in the air and within themselves to produce a whole lake/swamp of energy that can be used to attack with or for other techniques.

(Shin Konki Myaku)- Greater Energy Pulse
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: Depends
Description: Usable by only Kiyoshi Masters, this technique employs the skill of one who has truly mastered philosophy and the Kiyoshi art. They are able to greatly enhance their ability, causing their hands and feet to glow constantly and more brightly with a more explosive or implosive effect when attacks connect. Also, they will be able to control and manipulate much larger amounts of pure chakra and energy, such as creating a large wall to block some attacks and things of that nature.
~Last for rest of match, as it is the signature technique of the Kiyoshi Clan Masters.

(Konki Shuuha)- Energy Wave
Type: Attack
Rank: B
Range: Short-Long
Chakra cost: 20
Damage: 30-40 (depending on rank within the clan)
Description: This chakra wave can shoot short or long and causes the opponent to be burst away from the user while taking severe damage.
Note: Must be a member of the Kiyoshi Clan to use

(Yuuen Bakuhatsu)- Grand Explosion
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60
Description: The user strikes the opponent in a selected area and quickly channels large amounts of chakra into the opponent’s body while the opponent is unable to move from the impact. The selected area then explodes from the inside-out. This attack can blow off body parts.
Note: Must be a member of the Kiyoshi Clan to use
~Must be a Kiyoshi General to use

Seishin no Sokumen | Aspect of Spirit
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A (+20 Kiyoshi Techniques)
Description: The Aspect of Spirit Technique is an ability that is an integral part of the highest form of training a Kiyoshi can undergo. It is a complex technique based on the principle of enlightenment. The process involves converting one's body to Energy, essentially turning the user into what is known as an Energy Spirit, completely in tune with nature and spirit. Because there is no physical component to this technique, as Kiyoshi Energy is entirely different from chakra, the user does not technically exist in the physical realm but remains in a state of being in a spiritual world that is both adjacent to and overlaps with the physical world. This concept is central to the Aspect of Spirit. Namely, because the user does not exist in the physical world, they cannot interact with the purely physical world either. This serves as both an advantage and a downside to the technique because the user can only interact with natural or spiritual entities; thus, purely physical attacks are entirely useless against the user and will appear to pass through the user as though he/she is not present. More importantly, as chakra consists of both spiritual and physical energies, when the user interacts with any such Ninjutsu, they will only be able to feel the effect of the spiritual aspect of said technique, effectively halving the damage of all Chakra based Ninjutsu. Conversely, because the user does not exist in a physical state of being, he/she is also incapable of utilizing Ninjutsu or Genjutsu, trading their physical aspect for natural and spiritual harmony (essentially heightening their sense, agility, and increasing the strength of all Kiyoshi Techniques by 20). The technique reacts oddly to Genjutsu, as the effects indeed manifest but do not put any mental strain on the user. Taijutsu and Kenjutsu are almost completely useless against the user in this state, as the user's spirit cannot interact with physical constructs; however, Taijutsu and Kenjutsu techniques that are charged with chakra, such as the Samurai's Sabre Technique, can and will damage the user through the chakra itself. Kenjutsu and Taijutsu techniques with a clear emphasis on spiritual energy will thus be fully effective against users of this technique, though this does not include the Eight Celestial Gates. While utilizing the Aspect of Spirit technique, basic Taijutsu is altered. Because the user cannot interact with opponent’s physical body, successfully landed attacks have the effect of instead sapping the opponent’s spiritual energy from them, resulting in a loss of mental fortitude, willpower, and stamina. This is, however, a dangerous endeavor for the user to embark upon because the opponent cannot be staggered physically and the user is still susceptible to any chakra-based Taijutsu or Kenjutsu techniques used by the opponent. Senjutsu, due it’s use of natural energy, is fully effective against users of this technique as well, forgoing all other physical components (for example, a Frog Kata enabled punch will phase through the spirit but the natural energy aura will take full effect). Genjutsu that work by oversaturating the targets senses with stimuli (like pain based Genjutsu or Fear related Genjutsu as well as other forms of over stimulation of the senses, basically, "mayhem" inducing illusions), S-Rank and above, will be twice as effective against the user if he doesn't revert to his physical form, inducing heavy mental strain, extreme difficulty seeing (as the colors the user perceives will be too vivid and vibrant), and a great lack of stamina which causes the user to drag in speed and reduces the length of this technique by a full turn.As the spiritual world has a multi-layered structure that is not bound by physics, the user is capable of traversing the battlefield as a spirit does, without regard for gravity. While they may, thus, move to different altitudes freely, this aspect of the technique is less like flight and more accurately described as phasing through the fabric of space without hindrance. The user is also able to move through the ground, albeit for only a few seconds at a time, but phasing through space cannot be used to avoid techniques with wide ranges (i.e. the user must still properly defend or correctly evade).
Note: This technique can be used twice and for a for a maximum of 4 turns. The user may enter and exit the form as he pleases, but once activated, the user must remain in this form for at least two turns before exiting it.
Note: Cannot use Kiyoshi techniques in the turn after this form is exited.
Note: Can only be used by Kiyoshi Generals and requires extensive training.
Note: Universal Song or Greater Energy Pulse must be activated at least one turn before utilizing this technique.
 
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(Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people/summons, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique.The power of the defensive technique is basically split between those it is shared with.. The armours would last one turn less than the original technique. The technique can only be used 4 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.



(Ninpo: Dhṛtarāshtras kyuushuu) l Ninja Art: Dhṛtarāshtras Revenge
Type: Supplementary
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: n/a
Description: The user channels chakra into a prepared scroll and tosses it somewhere which unravels slightly summoning a large flash bomb that instantly sets off. As the flash bomb sets off it has an additional affect of releasing a very slight shockwave, this unravels the scroll a little more, summoning an additional large flash bomb, which also sets off and unravels the scroll a little more, revealing another seal thus summoning another large flash bomb, etc. The scroll continuously summons flash bombs at a constant pace for 2 turns. Each flash bomb sets off right as the previous ends making the battlefield up to mid range of the scroll filled with a bright light steadily blinking/going off for the duration. These flash bombs are larger and more powerful than conventional flashbombs, so they do make it impossible to see in the light like normal flash bombs, however keeping your eyes open for too long (1 turn) would lead to temporary vision loss (1 turn). This would also make it impossible for the user to see and also cause damage to him aswell if he kept his eyes open.

Note: Can only be taught by Strawberry
Note: Requires 2 turn cool down
Note: Light only reaches mid range from scroll
Note: Vision loss would only be for 1 turn
Note: Only Lasts 2 turns
Note: Can only be used 3 times per battle


( Ninjutsu: Ryousei Kanshou ) Ninja Arts: Amphibian Intervention
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Based on the principle of friction and microscopic texture. While some materials may seem smooth to the naked eye, in the nano-scale, they're comprised of multiple irregularities and rough textures. When two materials drag on eachother, the inherited friction increases exponentially, superior than it would happen case the materials were virtually smooth. Applying the teachings of the basic Tree/Water Walking techniques, the user is able to create a thin layer of chakra across any surface of his/her own body. The chakra is thus able to cover or enhance the microscopic irregularities, thus increasing or decreasing the friction to extremes.

( Kato Enten ) Smooth Tadpole- The thin layer will get rid of the irregularities in one's body surface, allowing a nearly zero-friction surface. Given the natural flexibility and curvature of the user's own body, and allying it with well-timed motions, the user is able to become impervious to any physical attack, allowing it to slip off the side. The selective aspect of the jutsu allows one to retain some un-covered areas, permitting usages such as whole-body "armor" with naked soles for walking, left covered-sole and right naked sole for fast gliding, covered arm for evasion and naked fist for attack, etc.

( Gama Ranbou ) Rough Toad - The thin layer will accentuate the irregularities in one's body surface, increasing the friction. It allows one to have a much better grip on objects, almost sticking to them in a microscopic scale. Likewise, it allows one to mimic the Lotus Effect, becoming a superhydrophobic surface. This, among other things, would turn the user impervious to pathogenic agents like bacteria, fungi or algae growth, reducing or eliminating the area of contact with the water particles in which these pathogens dwell and proliferate.

Effective against Earth and Water based elements, to a certain extend, as one can be affected through the sheer size of the tangible object. There is a protection against physical blades, but not intangible blades, such as those created with Wind or Energy based elements. While it does cover oneself with chakra, the low ammount of chakra deployed is minimal, and thus, outside the described effects, it is useless as a chakra armor, when in direct confrontation with chakra-based attacks. It does not protect against Genjutsu or Yamanaka techniques.
The user is able to passively change between the Smooth, Rough and Normal aspect as long as the technique is active, though, except in the turn of usage, swapping between the Rough and Smooth will count once towards the jutsu count. The user is able to selectively cover oneself with chakra, allowing the rest of the surface to be normal, and alter the degree of irregularity, but the whole affected surface must have the same degree, thus preventing part of the body to have the Rough variation and other part the Smooth.
Lasts 5 turns, max, per usage.
Requires 1 turn cool down.
Can only be used 5 times.
Allows the cover to spread through body/clothes and any surface in contact with the user up to 1 meter all around (thus allowing other people to suffer the same effects). Doesn't negate usage rank and strength and thus can only be used against physical Jutsu A-Rank and bellow and is completely useless against energy based elements while neutral to wind based ones.



(Magunasu `kyokusei) - Magnus' Polarity
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Magnus' Polarity is a supplementary technique which is used in conjuction with bodies (either elemental techniques which are rather solid and within reason or weapons of sorts) in motion, or rather to supplement the way in which they move. The user of the technique would perform but a single hand seal before making changes in the air which is surrounding the specific body/entity. By changing the pressure (in the air) around them they would cause for change in their trajoctory. Increasing the pressure at the specific part of the entity would cause for increase in speed on that side and decreasing the pressure points at specific parts of the air would cause for decrease in speed in that direction. By changing the amount of pressure in the air applied to the specific parts of the body of the entity would actually cause a change in direction. This could also be applied to taijutsu to a certain degree or when someone is in motion by releasing chakra around the specific part of their body. Once applied this technique is instantaneous as it doesn't have effects on its own but rather only when used in combination with other techniques or bodies.

Note: Can only be used twice per battle when used in combination with Taijutsu
Note: Can only be Taught by Akasha

(Ninjutsu: Gundan no ījisu) - Ninjutsu Technique: Aegis of Legions

Type: Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20 (-5 per turn)
Damage: N/A (+20 per technique) (+10 Taijutsu)
Description: The user quickly performs a single hand seal, the Tiger, shortly after a technique has been sent out in such a way that it is created and shaped around a technique within the same timeframe. He will send chakra to that technique and effectively create a shield of chakra around it. The chakra is pressurized and condensed into a solid form of chakra that has a bright blue hue. It takes the shape of whatever the user has ordered it to shape around, for example, if it is an earth projectile shaped like a fist, a layer of pure chakra with solid-like properties will envelop the fist. The solidity of it increases its overall mass and force it can exert as well as acting as an armor of sorts for the technique, which obviously adds damage to the technique it was performed on. However, this only works on tangible elements, such as Water, Earth, Steel, etc; it would not work on elements like Fire or Lightning. And because it is simply a layer of chakra, it cannot be performed on stream-based techniques unless the user is in possession of Yin-Yang. Alternatively, one can perform it on himself, or on another's body. The solidity of the layer of dense chakra will increase the damage every physical based Taijutsu that makes contact with the opponent makes. It is shaped around the user in such a way that it does not restrict movement, and it remains until it is completely broken through a stronger attack, or if chosen to do so by the user. This can also be applied on weapons and other materials of a solid composition. For example, the user can coat a kunai with this chakra layer and throw it, which should deflect other kunais due to the armor it's gained.
Notes&Restrictions:
Note: Can only be used 4x
Note: Lasts 3 turns if coated on oneself or an item
Note: Can only be taught by EdwardSama



(Ninpo: yajuu Ishiki ) Ninja Art: Senses of The Beast
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: User sends chakra to his 5 senses to increase them substantially increasing his hearing,touch,smell,sight and taste,allowing them to detect incoming attacks more quickly (sight,hearing,touch) and track his opponent's movements even in dense surroundings like a jungle or mist.(sight,hearing,smell)
-Once per battle
-Only taught by Professor Sarutobi
-Lasts for 3 turns or until canceled.



(Kumokasumi Saezuru) - Disappearing Chirps
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: The user does the Tiger hand seal. When your opponent attacks you, you disappear into 10 birds flying and chirping away.
You reappear 30 meters away from where you disappeared.


Custom Weapon

Hōfuku: Retribution
Rank: S Type: Weapon Range: Short Chakra: 40 Damage: N/A Descrition: is a Katana forged in ancient times by a man who had specialized in the Earth element. After his death, the Katana was buried within the ground before being found due to erosion of the land. The Katana has two abilities of its own, these abilities allow it to change it's direction. For example, whilst the tip of the sword is facing forwards, the user can command the sword to suddenly change it's angle and turn to 90 degrees from the centre of the Katana leaving the hilt and the bottom piece of the Katana unaffected, whilst the top tip of the Katana would now be facing to either the users left or right. It also has the ability to extend half a meter forward, as if the user had performed a quick yet powerful thrust with the Katana itself. In addition to that, the blade itself is indestructible (doesn't mean it can destroy anything and everything.) The Katana is roughly smaller than the length of Zabuza's SSOTM Sword, whilst being considerably thinner. Note: The changing angles (by 90 degree) can only be used twice. Note: The ability to extend half a meter (as a quick thrust) can only be used twice. Note: Each of the abilities count towards one of the users 3 jutsu per move.
Example of blade turning angles, 2:45 - 2:47


(Rada no Enjo - Aiwendil)- Radagast's Aid - Aiwendil
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The staff known as Aiwendil is one which has a height of roughly one and half meters, made of wood which is reinforced on the inside with a hard unknown metal which makes the staff indestructible, however this does not mean it can destroy anything and everything. At the top end of the staff the wooden structure opens up to reveal what appears to be a crystal ball similar to that which Hiruzen used in naruto pre-shippuden to watch Naruto. The staff is somewhat sentient in the sense that it has an aura of it's own and knows the difference between the user and others who may try to wield it but due to it's structure, it does not have the means to move independently. In terms of abilities, the staff has the ability to change it's vibrational frequency, allowing it to mimic different forms of energy and/or matter which comes close to it's vicinity (short range). This ability allows it to nullify physical and/or energy attacks which are in short range within it by altering its vibrational frequency to displace the incoming form of energy and/or matter. In order to use this ability, the user must simply focus chakra into Aiwendil and the staff would use that chakra to perform this defensive technique. This ability requires 40 chakra points and because of the high chakra count needed to use it, it can only be used twice per battle. Due to the way it works, it is able to nullify attacks of equal rank and/or power, and lower. Of course this excludes the Wind element due to sound's inherent weakness of the element. This move is known as Istari's Will.

Moreover, the staff also uses the crystal which resides at the top of it to be wielded in battle to give the user an advantage. This feature is able to reach out to mid range and require the user to first send chakra into the staff, albeit a smaller amount as compared to the first ability. Once the user sends 30 chakra points into Aiwendil, the crystal would release a bright shinning light which would act as a flash, blinding the opponent. However, all those who are on the receiving end of the flash of light are caught in a genjutsu which uses sight to capture it's targets. Within the genjutsu, the opponent would find themselves pierced with what appears to be Lightning spears, these spears would 'hit' the opponents just as they try to once again regain their eyesight after the sudden flash. The spears would once hitting the opponent spiral/coil around all their limbs, leaving them standing still, almost as if they were crucified, unable to move and in immense pain, slowly bleeding out. This would count as an A-ranked genjutsu and can only be used 3 times per battle. This move is known as A view of Gladden Fields.

In addition, the user has the ability to channel 20 chakra points into the staff and cause it to vibrate mildly, allowing them to deflect other weapons which may come into contact with them. This does no grievous harm if used directly to hit a human target but will violently push them 4 meters away whilst causing some blunt damage which could lead to bruising. It's generally more useful when being used to deflect other type of weapons or thrown Kunais. The ability is considered B-ranked (damage dealt and chakra needed.) This vibrating feature is a jutsu named Yaznog's Demise. Lastly, the user can use the crystal to act as flash bombs, but without the genjutsu. This would be to simply blind the opponent and only requires 5 chakra points.

~ Can only be taught by Erzo
~ All of the abilities would count as part of the users jutsus excluding the flash bomb feature which is just a fancy way of using a flash bomb without physically throwing it on the floor, but remaining just as effective and not any more dangerous. Due to this, it can be performed passively, becoming quite useful when in close quarter combat. However it can only be used a maximum of 5 times per battle. To use Istari's Will, and Yaznog's demise, the user must have some training in Sound as they're both sound based concepts.


(Tetsujō) Razor Wire
Rank: S
Type: Armor
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Tetsujō is a sentient, tight-fitting bodysuit that encases the wielder's upper body like a second layer of skin. Similar to Samehada in terms of function, Tetsujō shares a semi-symbiotic bond with its wielder, constantly absorbing his/her chakra, be it normal or abnormal, in order to remain sentient and functional. The main characteristic of Tetsujō is its ability to change the chakra signature of everything it absorbs. Through miniscule vibrations and fluctuations, the suit changes the signature of all the chakra it absorbs and injects it back into the user’s chakra pathway system in almost constant bursts. Normally, foreign chakra would disturb and disrupt the chakra pathways, but through the symbiotic bond the armor and its wielder shares, Tetsujō is able to function as a purifier of sorts, guiding the wielder's body through an almost instant process of adaption, though still altering its wielder's chakra flow. With its incredible ability to evolve, Tetsujō is also able to perform this process on unusual types of chakra. This constant process of change and evolution also serves to gradually, but continuously, change the wielder's chakra signature on a fundamental level. Generally, Tetsujō will render illusionists unable to use dual-layered illusions on its wielder. Furthermore, Tetsujō makes the user’s constantly changing chakra impossible to mimic. Through its continuous changing of the user’s chakra signature, Tetsujō also decreases the rank of all Genjutsu Techniques cast on its wielder by one rank. Finally, Tetsujō is able to harshly constrict itself around its wielder’s body for a short amount of time.
If anyone but the wielder touches Tetsujō, the suit releases a harmful burst of chakra into the perpetrators chakra pathway system, ruining his/her balance and equilibrium for a short amount of time.
With the ability to absorb its wielder's chakra, Tetsujō is able to repair itself, making it very hard to remove from the user's body.
-Tetsujō cannot decrease the rank of a Mangekyō Sharingan Genjutsu.
-Because of the fluctuations Tetsujō constantly causes, all Genjutsu techniques used by the wielder loses one rank in terms of strength.

 
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Kekkei Genkai

Dark


(Meiton: Sekai Wa Bunkatsu) Dark Release: Worlds Split
Type: Offensive
Rank: A-rank
Range: Mid-range
Chakra: 30
Damage: 60
Description:
After the use of Dark Release: Inhaling Maw the user concentrates a large amount of their dark chakra into the palm of their hand, the user can generate a dark force that will darkened their hand, after doing the hand seals Goat → Dog the user will simply wave his arm; and the dark release chakra is release from the users upper square on their hand and released in straight line to create large-scale explosions (the scale of said explosion has the power to send two full grown people flying) in a linear pattern.
Notes:
- Can only be use twice per-match.
- Must have used Dark Release: Inhaling Maw before use.
- The explosions only go up to a mid-range radius.
- Can only be taught by Nathan.

 

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Custom Fighting Style(s)​

Oversoul : - Tairei

Type:
NinTaijutsu

Background:
The style was created by a little girl who was born from a mother and father that came from prestigious Taijutsu and Ninjutsu backgrounds. The girl was constantly pressured to excel in aspects of close and mid to long ranged fighting. However she was engrossed and obsessed with her countless stuffed toys and clothes, often forsaking practice to carry out her hobby. Eventually the pressure from her parents became unbearable, and in desperation she sought solace in her addiction. It was then that she thought of imbuing her clothes with chakra. By doing so she managed to create a style that allowed the user to warp and manipulate their clothing to their liking, such an ability made the girl exceptional at close combat, and rather adept at mid range combat. However she had yet to live up to her parents expectations. Thus she decided to experiment with imbuing chakra within her stuffed toys, and upon succeeding she realised that her style was complete. She had successfully created a way to dominate in both close, mid and long range combat while not having to physically overexert herself. Many years later, she came across three male Shinobi who were in search of a man Hiruko. They had heard of his ability to manipulate bandages, and sought to make it their own. However upon seeing the girls abilities they sought to learn from her instead, and thus the style was passed on.

Description on the Abilities and Inner Workings of the Style:
The style itself remains to be fairly ninjutsu orientated, revolving around the concept of manipulating cloth. By doing so not only would the user be capable of manipulating their own clothes. Whether it be a patch of cloth or individual strings, but would also allow the user to animate and utilize stuffed toys or sack toys for offensive purposes.

The basis of cloth manipulation would involve utilizing chakra to move the cloth, while also using the chakra to enhance and empower the cloths basic abilities. Advanced users of this style would be capable of passively manipulating basic cloth such as string or sleeve ends to a minor extent, mainly for strengthening and movement controlling purposes; although reinforcement, strength and speed would never exceed that of basic ninja weapons such as Kunai or ninja wire.

However cloth manipulation can be taken a step further through utilization of elemental chakra. Elemental chakra would allow the cloth to assume certain properties, for instance water chakra could be used to drench cloth, making it more resistant to being ignited, and adding mass so as to make the force of the attacks heavier. Fire chakra could possibly be utilized to heat a cloth, perhaps to sterilize it, or maybe to scald the skin of a ensnared opponent. Lightning could be utilized to strengthen the overall cutting and piercing abilities, as could wind. Earth chakra could be utilized to enforce the physical durability of the cloth, or perhaps make them taut and hard. While elemental infusions can be done in a free form manner, as with basic weapons, the effects achieved would be rather minor. For instance a free form water chakra drenched cloth, would be incapable of resisting chakra infused flames. However jutsu techniques can take infusions to a new, powerfully advanced level, that would allow for effective combat against Ninjutsu.

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The animation of stuffed toys would be a rather unique process. In a way it could be perceived as similar to the Shadow clone technique, but would likely be much more akin to Sai’s Ink Ninjutsu. By channeling chakra into a teddy or sack puppet, or any stuffed toy for that matter, the user would be capable of animating the toy. Granting it basic sentience, and usually a savage and violent persona. While the toy would more or less have the ability to attack and defend of its own volition, orders can be transferred via a chakra link. Animation of puppets can lead to various effects, sometimes the initial animation may result in size expansion, resulting in human sized, or perhaps summon sized toys. While the features of the stuffed toy may have effects on its usefulness and abilities, for instance a cheetah shaped stuffed animal may be exceptionally fast. The user would also be capable of creating a puppet with wanted effects on the spot, although this would require the necessary materials and would likely need to be done manually, but they can also carry around preprepared toys. Stuffed toys generally attack with their physical traits, eg a human sack puppet would use freeform Taijutsu or perhaps weapon play should they have a weapon. However they can also manipulate their bodies for offensive purposes, such as attacking with threading, stitches and filling. Naturally, animating a truly offensively viable toy would count as a jutsu, and would require the suitable technique to do so. However the user is capable of applying basic movement to small teddies, they would never have any particularly offensive abilities, they would not change in size, but could be useful in surveillance or mundane tasks, such as scattering explosive tags.

Example Techniques:

(Tairei: Sode Hórudo ) - Oversoul: Sleeve Hold
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: Sleeve hold is a jutsu which requires the user to simply focus his chakra in the clothing near his arms and manipulate it so that it suddenly extends outwards, towards the opponent, aiming to trap them completely as it forms into two snake like ‘monsters’, with the front of the sleeve used as if it were a mouth, allowing the clothing to swallow the opponent whole, whilst constricting their body, causing them to slowly suffocate as well as preventing any movement. The sleeves could be channeled with elemental chakra so that they have a distinct edge to them, as they perform their tasks.

(Tairei: Kakushiken’ Oninotsume ) - Oversoul: Hidden Blade
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: 60
Description: Hidden blade is a simple jutsu which allows the user to add chakra to his clothing and/or any other cloth in his possession and manipulate it so that they become sharpened, allowing the user to create swords, kunais and any other weapon he/she could imagine out of simple clothing. This can be used to create sharp spikes out of the users whole body (all parts covered by clothes), or it could be used to allow the sleeves to extend and form into two Katanas, axes (weapons in general), allowing a lot of flexibility.

(Tairei: Sózó no Okurimono) - Oversoul: Gift of Creation
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them to even rival boss summons in size. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, while Gorilla shaped ones would possess uncanny brute strength.

Additional effects and Restrictions:

- Requires mastery of Ninjutsu.
- Users of this style generally have increased dexterity due to their work with needles, stitching, strings, and other fiddly things.
- All users of this style are capable of creating a stuffed toy within moments if they have the raw required materials, this generally showcases their master craftsmanship; although more complicated or intricate stuffed toys may require more time for creation.
- Bio can either be from Sunagakure, have biography history in which they at one point have been in Sunagakure or simply have been to Sunagakure within the NW, in a non violent visit.
___________________

Permission from Mathias to submit something similar to his bandage arts:




____________________
P a t e n t C e r t i f i c a t e

Erzo, our loyal member, gave on the 23rd of December, 2013 a request for a Patent on custom fighting style Oversoul : Tairei. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Oversoul | Tairei
Powered by Madāra Uchiha
Copyright 2013, Erzo, NarutoBase.net

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Rank: B
Type: Offensive/Supplementary/Defensive
Range: Short - Long
Chakra: 20
Damage: N/A +20
Description: This technique simply allows the user to infuse a cloth of choice with an elemental chakra. There are two distinct types of infusions, the first which entails the utilisation of pure elemental chakra, whereas the second utilised a manifestation of an element so as to provide more corporeal physical affects. In the first, the user will simply infuse the cloth with an element of choice via chakra flow, resulting in it undertaking an empowering elemental coating that will grant rudimentary manifestations of the respective element - i.e Fire infused cloth will become sterile and hot, Lightning/Wind infused will be sharper or faster, Earth more resilient/rigid, and water becoming ignition-resistant. The second version will result in a more distinct change, for instance, the infusion of fire will set the cloth alight, the infusion of Wind/Lightning will surround it in empowering currents of Wind or Lightning, the infusion of Earth will turn the cloth rock like, while the infusion of Water will utterly drench the cloth, with the added option of the cloth also becoming sticky so as to cling to a target. While the technique itself does not do damage, it does empower the cloth in question, allowing it to be tossed as a projectile, or more importantly, allowing for the pre-infusion of an element into a cloth so as to give an Oversoul Techniques of choice added power.
~ Can only be used 4x
~ No Tairei techniques above S rank next turn.
~ The second version of infusion wares off after two turns, and in the case of fire and earth infusions, the imbued cloth will burn out or crumble upon the duration limit being reached.


Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn)
Damage points: N/A
Description: Gift of Creation, a technique which allows the user to make simple ‘toys’ turn into savage beasts of death. This jutsu requires the user to channel his chakra into a stuffed toy, animating the toy and giving it a basic sentience required for attacking or perhaps defending purposes. Upon animation, the toy may expand, depending on the users wishes of course, their expansion allowing them reach a size of up to 15 meters. These stuffed toys are capable of attacking with their basic attributes, whether it be unleashing strings to bind the opponent, firing balls of filling, launching stitching towards the opponent either by dispatching it through their mouths/noses and bodily pores in general or through bodily movements such as swinging their arms/legs/wings and other limbs in general, depending on the animal, with each of these strings/fillings launches considered to be B-ranked, or attacking with their physical traits. The type of stuffed toy may have an effect on its usefulness, for instance cheetah shaped stuffed animals would be rather fast, birds would be capable of flight, moles for digging and aquatic animals for swimming, meanwhile Gorilla shaped animals would possess uncanny brute strength. Hybrids are also creatable through utilisation of this technique, or even legendary creatures. Teddies can also undergo delayed expansion, allowing them to be thrown or launched to a desired spot before in preparation for their expansion. Once activated, the animal animated would become sentient, fighting alongside the user as an ally.

Note:
- Can only be used 5x
- Cannot be used on consecutive turns
- Can only be used to bring one toy 'alive' at a time
- No Oversoul techniques above S rank for the rest of the turn.
- Lasts for a duration of up to four turns, at which point chakra will fade from them leaving them lifeless. (The user can extend a duration by utilizing this technique again)
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Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn if Elemental chakra is infused)
Damage: 60
Description: A multi-purpose Oversoul technique which stands as an embodiment of the basis of the Oversoul style. By infusing chakra into cloth within the users possession, the user is capable of manipulating it so as to perform various tasks. Cloth can be reinforced with chakra so as to go against piercing or cutting techniques and similarly enhanced so as to likewise pierce or slice an opponent; it can also undergo more traditional usages for restraining and binding purposes, with the range of this technique limited only by the amount of cloth the user has, and how they choose to use it. For instance, the user could unravel thinner pieces of cloths from clothing, allowing smaller amounts of more inconspicuous cloth to traverse longer distances so as to pierce or entangle a target, or could utilise bodily clothing for short ranged purposes such as manipulating sleeve ends to form weapons, or defences. This technique can be utilized with the infusion of one of the basic 5 elemental chakras. In which case, earth will provide a more advanced hardening capability and can also serve to increase weight, Wind will enshroud the cloth in wind chakra, making it sharper and faster (By reducing air resistance and streamlining it), Water will make it more resilient to being ignited, while also making it more damp. Fire and Lightning infusion works by coating the element in the aforementioned elements, as compared to letting the cloth taking the natural elemental effects (e.g putting the cloth on Fire). The effects of having Chakra infused Cloth results in the cloth becoming scorching hot without actually being set on Fire, whilst the Lightning infusion greatly increases cutting abilities as well as making cloth move faster, in the same way Wind does (by reducing air resistance and streamlining it). However infusion with elemental chakra will produce elemental weaknesses and strengths, for instance Earth Infused Cloth - will be susceptible to having its chakra nullified by Lightning techniques, and will also be liable to breakage by Lightning due to its unusual level of hardening, Wind will be more ignitable, Fire vulerable to drenching and so on. Utilization of normal chakra is neutral to all elements. - Can only be used on cloth which the user is in direct.
- Cannot be used on opponents clothing
- Can only be used 4x
- No Ninjutsu above S rank for the rest of the turn


Rank: B
Type: Attack/Defence/Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: 40
Description: The user throws a piece of cloth in the air, before performing a single handseal (Rat), infusing the cloth with chakra. At that point, the cloth will shred and divide itself into multiple pieces, no more than 10, which will then turn into various small sharp-beaked birds, akin a kunai. They have a long neck and a small wingspan, like weird looking flamingos. After the handseal, the cloth shreds, turns to birds and shoots itself towards a target of the users choice. The kunai flamingos can be shot in a converging or a diverging trajectory for focused shots or a more spread out damage output. The low rank of this jutsu allows for an easier manipulation, meaning the user can split the group evenly and send one batch for an attack whilst the other remains active for more instructions (their power would be split in half should this be done). The distinct shape and size of the birds allows them to have great acceleration. Although normally they possess the users base speed, they have reaction abilities much greater, allowing them to track and move opponents who are travelling up to the first gate and lower. When colliding with opponent(s), the birds would latch on, spreading the cloth of which their body is made and covering whichever part of the opponent is 'hit', quickly spreading to all parts of the body, almost as if the opponent was being mummified whilst alive, binding and restricting movement completely, leaving him/her at the users mercy. Alternatively, the birds can keep their shape and aim to deal physical damage by piercing through the opponent using their sharp beaks.
~ This jutsu can only be used three times and lasts a maximum of four turns, assuming the opponent doesn't neutralize the jutsu. After each usage time runs out, or the attack is destroyed, the user must wait 2 turns before being able to use it again.


Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40
Damage: N/A
Description: An incredible Oversoul technique in which the user animates, empowers and manipulates their clothes to create a powerful suit that's tailored to their liking. This technique is executed by infusing vast amounts of chakra into the users garments to bring them to life, with the users newly animated clothes being both freely manipulable by the user, and also capable of acting in the users interests due to their acquired partial sentience - thus the creation of the users own Kamui - Godrobe. A Kamui can be hard, soft, flexible, rigid, elastic or firm according to the users wishes and is thus capable of freely shifting, morphing and growing in shape and length so as to match desire (This cannot bring a Kamui to beyond 3x it's original size). When the user moves during battle so will the Kamui, the symbiotic clothing moving alongside the user to accentuate their movements, and ultimately resulting in the user being capable of faster, stronger, and tighter movements. Thus a Kamui's ability to shift into and produce cloth based appendages and weapons to attack and defend, as well it's ability to heighten the users physical abilities essentially allows the user to gain supreme close combat prowess - such that the original inventor of this technique, a frail and physically weak little girl, was capable of overwhelming her Ninja Martial Arts instructors through use of this technique.
However a Kamui is not without cost. Each turn the Kamui forcibly drains 20 chakra from the user as, despite being powerful it is unfortunately inefficient. The chakra that the Kamui feeds off uncontrollably seeps outwards to create an colourful aurora that enshrouds the users body. However the aura goes beyond aesthetic purposes as it serves as a chakra flow that enhances the destructive power when a Kamui strikes something.
A Kamui's base form offers some defence to the user as it cannot be burned, shocked or crushed by an inferior technique, however it can be cut by an appropriately focused technique B rank or above (B rank cuts it, A rank+ cuts through it and into the user), and concussive force above B rank can still transmitted to the user. However upon being cut or disfigured a Kamui will quickly restitch itself, thus it can only be completely destroyed by an equally powerful technique of suitable proportions. (This does not apply to its produced offshoots.) (Restitching drains an additional 10 chakra)

Note:
- Lasts for up to four turns once activated.
- Each turn the user can release Kamui/Oversoul based attacks and projectiles that amount to A rank in overall power. This counts as a move and bypasses freeform manipulation in that it does not have a size or quantity limit. (A rank power includes the chakra coating)
- Oversoul techniques created using the cloth of a Kamui gain an additional +20 power due to the excessive chakra infusion and coating.
- The chakra aura alone adds +10 damage to the users physical attacks that involve a Kamui, while a Kamui's actual power is proportional to the users own, even a Kamui's sentience and will is simply a distorted yet real reflection of the users own.
- Once this is over the user is restricted from utilising Oversoul techniques above B rank for the next two turns.
- The users body will also exhibit signs of strain from having worn the Kamui, resulting at them performing below their physical peak for the next two turns. (No Taijutsu above B rank, and speeds decreased to by half.)
- The initial creation of a Kamui generally results in the users clothes rearranging or even morphing to their preferences into something akin to their own superhero suit. (More clothing generally results in a more effective Kamui)


Type: Supplementary/Offensive/Defensive
Rank: A
Range: Self
Chakra: 30
Damage: N/A
Description: Through this technique the user applies the concept practiced in 'Gift of Creation' of expanding and granting sentience unto stuffed toys except with a slight twist. This time the user will expand a stuff toy except that the expansion will be centred on them, and hollowed out, thus they will ultimately be covered in a stuffed suit. Like 'Gift of Creation' the expanded toy suit will exhibit properties according to it's physical traits and the animal qualities that it mimics - i.e a Bunny suit would have rather pronounced haunches that would work in unison with the user so that, when the user jumps, the stuffed yet powerful haunches would sync and boost their movements to allow the user to jump to uncanny heights or distances, likewise for a gorilla suit that could grant stronger punches or greater brute strength, or a hare suit for greater travelling speed and so on. Naturally, additional appendages that the suit carries would adapt to and be utilised by the user to fulfil their nature purpose, i.e tails for added balance, claws that would be incredibly stiff and allow for slicing and dicing, wings for flight and so on. The applications of this exoskeleton like suit would only be limited by the users inventory, imagination and intentions, the suit can be full bodied, cut off at a certain areas, or partial, appendages can also be situated in different areas according to the users desire, and it's size can vary between being slightly larger than the user or even a gigantic body in which the user is housed within. (Maximum of seven meters in size) The created suits are partially sentient and are therefore capable of taking the initiative to act upon the users will. The strength and effectiveness of the appendages are proportionate to what the real life animal counterparts would be capable of if they were scaled to the same size as the suit - i,e a rabbit can jump to 2.5x it's body height, thus a rabbit suit would enable similar such feats, except further augmented by the users own jumping power.

Note:
- This technique can last for up to two turns, the initial expansion creates an outburst of chakra that grants the first set of actions for this technique chakra enhanced power, equivalent to A rank, (That momentarily doubles the physical output and effectiveness of the appendages) however after that the suits display capabilities not that much greater than that of their real life (or imagined in the case of mythical based suits) counterparts, except enhanced in proportion to their size and density of course.
- Can only be used 4x
- Two turn cool down in-between usages.
- No Oversoul techniques above A rank the turn after this ends.
- Cannot be combined with Oversoul: Kamui.


Type: Attack/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: A simple jutsu with different uses, Pop Green is one of the most flexible jutsus made for Oversoul. The overall concept is focused around channelling chakra into a piece of cloth and shaping it into a ball/marble like shape, each just bigger than a baseball, allowing the user to comfortably hold it in hand and throw/kick it, or alternatively having it shoot off towards the required area through chakra manipulation. Upon it's formation and travel, the user can time this jutsu and perform a single hand seal (which differentiates depending on what the outcome is to be), causing the ball to erupt and unleash strings and cloths for different purposes.

The first type is one known as the Vermilion Bird (Zhu Que) of the South. After the piece of cloth is thrown and formed into a highly condensed baseball size ball made of Cloth, the user performs the Dragon hand seal causing it to suddenly erupt releasing hundreds thin strings of cloth which would appear to form a large Vermillion bird, soaring through the sky using the cloth linings to capture, bind, and even suffocate (if concentrated around the face area) opponents. The strings made of extremely thin cloth would get tighter and tighter, piercing throw opponents skin, causing them bleed from the areas affected and becoming even more painful the longer they're wrapped around the opponent. They would be able to travel at speeds comparable to that of Lightning jutsu, allowing them to even capture incoming jutsus which may be coming towards the user, capturing and sending them a different way, or even back at the opponent if they're physical objects. The strings have a 5 meter reach, allowing the bird's dispersed bands of cloth linings to capture almost anything around the immediate area, tangling itself around objects and opponents alike, with absolute ease.

The second type is one known as the Black Turtle (Xuan Wu) of the North. After the formation of the highly condensed cloth ball, the user performs the Dog hand seal, causing the ball to erupt releasing hundreds of pieces of cloth which spiral around each other, forming a compressed shell which would be 5 meters in both height and diameter (maximum size, can be reduced if needed). The shell is able to provide great protection against any Elemental Ninjutsu A-ranked and lower due to spirally and woven cloth straps, making it quite density as well as extremely compressed. This type doesn't do damage like the others, unless the opponent runs into it at speeds, in which case blunt damage would be dealt.

The third type is one known as the White Tiger (Bai Hu) of the West. In this case the user would perform the Tiger hand seal, causing the ball to explode releasing extremely thin threads of cloth and lining, giving them much greater sharpness and resilience, acting like iron threads. This is the most offensive type in this sequence of jutsus and has the ability to deal grievous damage if not appropriately countered before it makes contact with the enemy. The strings of this jutsu are roughly 10 meters long and can be manipulated to perform synchronised attacks, closing spots which may otherwise be used by opponents to escape.

~ Each type can only be used once per battle, and after using one type, the user must wait 2 turns before being able to use the others. After using a type, the same turn the user can't use oversoul techniques over A-rank, whilst the next turn he is left unable to use Oversoul techniques over S-rank. Can only be taught by Erzo.

Rank: S
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Through the use of Oversoul, a person is able to use this jutsu to give themselves a defence with speeds comparable to things they could not fathom. The user of this style makes use of cloths, and doll-like creatures, and this jutsu is no different, putting the two aspects together to create a sentient-creature like armour created out of cloths which are wrapped tightly around the user. This armour has the will of the user within it, and moves around their limbs and body simultaneous, almost as if it were just mere clothing. It does this whilst remaining dormant until foreign chakra which the user has not sensed, and/or is unable to react to comes into the area 3 meters all around him, at which it will instantly burst away and take the full brunt of the attack. To an outsider, it'd appear as if the users skin has shed, leaving the body a fresh layer of cloth whilst the top layer deals with the attack, this defence is almost absolute, being able to take the brunt of attacks of any nature as the sentient armour uses the users chakra to coat itself in the element strong against the incoming technique. If not completely destroyed upon the clash with the incoming jutsu, the sentient being is able to remain on the field until destroyed, having use of all cloth techniques up to S rank to survive. Alternatively, the user can release this jutsu as opposed to it coming out in by its own will, using it as a clone to fight alongside him. ~ Taught by Erzo, is able to last four turns regardless of which way it is released and once those four turns are up, the user is not able to use this jutsu for two turns (both voluntarily or as a defence of the armours own will). Each jutsu used by this creature counts towards one of the users, and upon deactivation (through destruction and/or through the users will) the user cannot use any Oversoul techniques higher than S-rank.
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Type: NinGenTaijutsu

Background:
Upon overusing the sound element and becoming too accustomed to it, Barney decided to come up with something new and more unique than what the actual element offered him. Being also well known as a genjutsu user, Barney figured that he could try and incorporate the ability into his new style that he called Oto Suishin. Oto Suishin revolves around using high pressure soundwaves in order to propulse oneself and to increase momentum. After a certain amount of trying and combining different movements and techniques, the fighting style finally started looking like something. Barney could execute swift and easy moves in the most unpredictable ways by simply ejecting high pressure soundwaves out of his tenketsu. This was an obvious breath taker but Barney wasn't satisfied. Something was missing in his mind and he wanted to push it further. This led him to using the ejected high pressure soundwaves as mediums for inducing genjutsu. Just a glance of an unaware opponent and Barney would burst forth leaving a silhouette behind him, tricking his opponent into different realities. This was the moment when Barney was finally happy with his product and felt it was worthy of being shown publicly.

Description on the Abilities and Inner Workings of the Style:
Sound is a mechanical wave that results from the back and forth vibration of the particles of the medium through which the sound wave is moving. Since a sound wave consists of a repeating pattern of high-pressure and low-pressure regions moving through a medium, it is sometimes referred to as a pressure wave. The main indicator of the pressure which a soundwave produces is the frequency, meaning that higher frequencies will produce more pressure when expelled. Using this theorem it is safe to assume that a very high frequency soundwave will be able to produce a sufficient amount of pressure to increase or reduce momentum, depending on the existent trajectory of the moving limb/body part and the direction in which the soundwave is expelled.

As already mentioned, Sound Propulsion revolves around using those very soundwaves to increase or reduce ones own momentum which can also be referred to as propulsion. What the soundwaves allow the user is very unpredictable movement by creating momentum out of, apparently, nothing. Of course it's not actually nothing but rather the users own chakra that initiates the soundwave. This allows the user to perform quick lunges, position shifts, stronger punches with increased momentum and even increased mid-air maneuverability. The soundwaves can be expelled from any tenketsu of his body, in any desired direction, giving the user the ability to fine tune his actions and movements and to easily fight his opponents. Using the same principle behind increasing momentum, the user can decrease it to slow down his movement and to even stop it completely. This allows him to even slow down opponents strikes in very limited situations, mostly before imminent collision, to the point where they can be intercepted and exploited.

An example scenario for increasing momentum to show how exactly I see it working. I would charge at my opponent and prepare to punch him with my hand. When I'm close enough I would expel the soundwave out of my elbow, in the opposite direction of where I want my arm to go. Assuming that my shoulder is the center of rotation and the fixation point, once the soundwave is ejected in the opposite direction of my intended movement then my hand would burst forward with increased momentum resulting in a stronger as well as unpredictable punch.

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A simple explanation of the process behind the propulsion.​
In case I want to slow down my momentum I would follow the same principle but by expelling the soundwave from my fist instead of my elbow. This would result in slowing down my already existing momentum and stopping my hand from moving forward. There is also a useful application of the built up pressure. Although not solid it can be felt and present itself as an obstacle. This application would also be used in order to slow an opponents punch if we were to, for example, simultaneously punch our fists. As our fists are about to collide I would expel the soundwave from my fist and create a "cushion" of high pressure that would slow both our movements; mine because of the previously mentioned reasons and the opponents because the high pressure buildup would present itself as an obstacle for the opponent, thus requiring more force to break through it. This could essentially be used to stop the opponents movement and then for example use the other hand or other means to exploit that advantage.

Now that the very basic workings of the style are explained we can touch the genjutsu ability. Basically, once the soundwave is expelled, it leaves behind a transparent but still visible trace. Since this soundwave is fueled with the users chakra he would use the remains of it to create very basic visual illusions. They would be very simple and used only for tricking the opponents eyesight without impairing any of his abilities to continue the battle. Stronger and experienced opponents wouldn't have problems with the illusions because it is quite easy to distinguish them and to see the clear image of the whole situation.

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Note the pressure wave behind the jet. It's actually not a heat wave but a pressure wave created by the extremely loud jet. Proof is in the article on the link.
(source: )
An example of both the propulsion an genjutsu ability in use. I would charge at my opponent with the intention to kick him with my foot. Once in range I would expel the soundwave from my foot, thus propelling my leg into my opponent with increased momentum. As my leg moves from its previous position it leaves a trace of the soundwave and as the opponent sees it the illusion activates, using the remains of the expelled chakra to disturb his chakra flow. What he opponent would see it the users body and its movement while he would also see a "fake" limb left behind, making it seem as if the users leg moved in a blur.

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The illusion that the opponent would see wouldn't differ much from this illusion except that there wouldn't be so many limbs but only one, in the previous position where the users limb was.
Depending on the techniques and complexity of the movements, the genjutsu ability won't always be possible, thus the user can compromise between raw and strong propulsions with the genjutsu ability and fine tuned movements without the ability of casting the genjutsu.

Example Techniques:

Oto Suishin: Suishin | Sound Propulsion: Propulsion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory.

Oto Suishin: Kusshon | Sound Propulsion: Cushion
Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Ejecting sound from one of his tenketsu allows the user to create a high pressure soundwave cushion that can stop and slow down enemy movement, specifically punches and kicks. Due to the high pressure the opponent would need more force to execute his movements thus he risks to be caught in a disadvantageous position.

Additional effects and Restrictions:
A master of Sound Propulsion will have slightly increased reflexes due to the body being accustomed to the momentary propulsions and position shifts, which is achieved through extensive training and specialization. He will also have greater general perception because a wrongly executed propulsion could cost him his life. He is of a calm and composed demeanor and always with his guard held up. He is always observing the situations and calculating his propulsions for the best possible outcome. Other than that, unpredictability of his movements when using Sound Propulsion is one of the key features.

Regular eyes (non-dojutsu) would have slight difficulty distinguishing the user and his limbs from the illusionary ones created by the expelled soundwaves. Dojutsu users (sharingan, byakugan, rinnegan) as well as highly skilled taijutsu users (Taijutsu masters, EIG masters) wouldn't have problems distinguishing the real user and his movements and intentions because of their expertise in martial arts and close quarter combat. Taijutsu specialists will also be able to effectively counter the movements, albeit with somewhat slightly higher difficulty.

To be able to learn Sound Propulsion, one has to complete Sound, Genjutsu and Taijutsu training as well as be of Kage rank. Training is performed exclusively by McRazor.


A great CFS, well explained and detailed thoroughly. Good job!
____________________
P a t e n t C e r t i f i c a t e

McRazor, our loyal member, gave on the 20th of December, 2013 a request for a Patent on custom fighting style Sound Propulsion | Oto Suishin. I, Madāra Uchiha of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​


Powered by Madāra Uchiha
Copyright 2013, McRazor, NarutoBase.net

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Type: Supplementary
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. By ejecting the soundwaves from multiple tenketsu, the user would have the ability to fine tune his movements as well as trajectory. The user can perform an infinite (technically 361 because that's the number of tenketsu a body possesses) amount of simultaneous propulsions from his tenketsu in order to execute a specific movement while he can only perform two concurrent movements in a short duration of time. These propulsions are delicate, used for fine tuned movements thus why they do not support genjutsu induction.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students


Type: Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Using the basic principle behind sound propulsion, the user would expel a soundwave from one of his tenketsu, depending on the need and the situation on the battlefield. This would allow him to increase the momentum of a punch or a kick, or even to swiftly reposition certain body parts. This technique is based on raw and powerful propulsions that leave behind great amounts of chakra which is used for genjutsu induction. These propulsions increase the momentum behind the users kicks and punches by a great margin. A propulsion of this type, seen from the opponents perspective would seem as if the users limb or even his whole body burst forth leaving silhouettes behind him. This happens due to the residue chakra from the propulsions being used to induce low rank visual illusions. Their main purpose is to confuse the opponent and to distract him, though a ninja who is a taijutsu master or doujutsu wielder will be able to accurately track the user.
Note: Can only be used 3 times per battle
Note: Can only be used by Sound Propulsion students

Oto Suishin: Sekushīna gurō | Sound Propulsion: Sexy Taunt
Type: Supplementary/Defensive
Rank: C rank
Range: Short
Chakra: 15
Damage: N/A
Description: A unique technique that bases its principles on Sexy Jutsu and Hiding in cloth technique, entwined with the effects and workings of the Sound Propulsion style. Following the basic principles of the style, the user will propulse his body in a desired direction, in order to charge at the opponent or to avoid an imminent thread. As he does so, he will use the residue chakra in order to place an illusion on the opponent. Within the illusion, the opponent will see the user propulse himself while simultaneously turning into a beautiful naked female, with perky attributes and a lovable smile. On the other hand, the users originals clothes will be left levitating in their original position. As the naked beauty taunts the opponent by sending him kisses and flashing her attributes, the clothes will start attacking the opponent. In reality, the user simply moved from his original position and is using the advantage of the confused opponent in order to strike.

Oto Suishin: Buki no nagare | Sound Propulsion: Weapon Flow
Type: Offensive/Supplementary
Rank: B rank
Range: Short (slash)/Long (throw)
Chakra: 20
Damage: 40 (+20 if supplementary)
Description: Following the basic principle behind sound propulsion, the user can improve the lethality of his weapons and other various ninja tools. For slashes with swords, the user can eject a pressure wave from his hand in the opposite direction of the slash in order to increase the speed, as well as potency of the slash. Likewise, when throwing kunai, shuriken or other various ninja tools, the user can drastically increase their speed by ejecting a high pressure sound wave from his hand in the opposite direction of the thrown object. This will increase the momentum behind the throw and propel the object through the air faster than regular or even chakra coated ninja tools. If used on its own in order to improve the effectiveness of free form movements, then this technique assumes damage values of a B rank technique. However, if used as a supplementary technique in order to increase the power of a regular kenjutsu or taijutsu technique, it adds +20 to its damage output.
Note: Can only be used by Sound Propulsion students

Oto Suishin: Uso o tsuku buki | Sound Propulsion: Deceitful Weaponry
Type: Supplementary
Rank: B rank
Range: Short (slash) /Mid (throw)
Chakra: 20
Damage: N/A
Description: After using Sound Propulsion: Weapon Flow, the user can use the residue sound chakra from the highly pressurized sound wave in order to put a visual genjutsu on the opponent. Upon placing the opponent into the genjutsu, he would see the slash or throw as multiple slashes or a volley of thrown weapons. Basically, after performing a propulsed slash with a sword, the opponent would see it as if the user performed the slash at such a great speed that it leaves a blur behind, making it seem as if they are multiple simultaneous slashes. This is aimed at making it harder for the opponent to know which slash is the real one and which one to defend from. Same goes for thrown weapons and ninja tools, except that they appear as if they're thrown in a volley in order to cover a greater area. In reality, the user performed one action and can take advantage of the confused opponent. Due to the nature of Sound Propulsion and the innate working of genjutsu within the fighting style, it is very easy to place the genjutsu on the opponent, taking very little to virtually no time since the chakra is already there, expulsed from the users tenketsu.
Note: Can only be used by Sound Propulsion students
Note: Can only be used 3 times per battle.

Oto Suishin: Suishin kurōn sakkaku | Sound Propulsion: Propulsion Clone Illusion
Type: Supplementary
Rank: B rank
Range: Short/Mid
Chakra: 20
Damage: N/A
Description: Using this technique and following the principles of sound propulsion, the user will perform a concentrated full body propulsion in order to launch himself at the opponent or out of harms way and he will use the residue chakra after the propulsion in order to place a genjutsu upon the opponent. As the user propulses his body, the opponent will see a clone of the users body appear. It will seems to him as the user charged at him so quickly that he managed to split his body in the process, leaving a perfect copy of himself behind. Furthermore, in the illusion the clone will charge at the opponent, mirror mimicking the users movements. This means that the clone will do the same movements as the user but with the opposite hand or leg, for example. Once the clone reaches the opponent it disappears leaving the opponent with the sore reality.
Note: Can only be used by Sound Propulsion students
Note: Can only be used 3 times per battle

Oto Suishin: Gōin'na | Sound Propulsion: Brute Force
Type: Offensive
Rank: S rank
Range: Short
Chakra: 40
Damage: 80
Description: With the sole purpose of brute forcing his limb trough his opponent, in order to incapacitate him and deal as much damage as possible, the user ejects a high pressure soundwave out of his body. The attack follows the custom fighting styles principles in order to propulse a limb forward. The only difference between this technique and any regular strong fist technique is the fact that the punch never actually connects. Virtually, just before hitting the opponent, the user ejects a soundwave from his limb in order to stop that limbs movement, similar to the Repulsion technique, but instead, the ejected soundwave hits the opponent causing massive internal damage. The high frequency due to the vibration of the air particles, tears its way through the skin tissue of the opponent and does great damage to the opponents flesh all the way to the bone. Once it hits the bone, it resonates within it and the resonation spreads through the whole skeleton thanks to the joints holding the skeleton together, causing agonyzing pain.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle

Oto Suishin: Kiken'na bachi | Sound Propulsion: Risky Repellence
Type: Deffensive
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Using this technique, the user can release a 360° omnidirectional burst of highly pressurized sound waves from his body in order to stop and repel projectiles and weapons thrown or swung at the user. This technique is a bit different than most of the Sound Propulsion techniques because it isn't focused in a specific direction in order to provoke movement, thus why the user isn't propulsed in any direction either. This is possible because the burst is omnidirectional, meaning that it pushes at the users body from all sides simultaneously, leaving him at the same place, unharmed. However, the highly pressurized sound waves used would be able to repel aforementioned techniques used against the user because they're based on the principles of the Repulsion technique. Logically, since the highly pressurized sound waves are made of sound chakra, they would follow the strengths and weaknesses for sound release. Timing of this technique is of utmost importance in order to execute it properly. If the user performs the technique too early then the pressurized sound waves would form a shield-like construct around the user and simply stop the incoming technique, but if they were timed to collide with the incoming technique at its zenith, it would be able to repel the technique backwards at the opponent due to its momentum. This works only for projectile techniques, taijutsu and kenjutsu techniques as well as free form variations of the latter two. The zenith of the high pressure sound wave is at half of short range from the users body. Due to the nature of the technique, it's impeccable need for timing and the fact that it doesn't produce destructive soundwaves, this technique can't be used to harm the opponent directly if he comes into range of the technique, and can only be used to forcefully push him back. The defense lasts for a turn, after which the soundwaves dissipate. This technique is used as a last resort defense, when everything else fails.
Note: Can only be used by Sound Propulsion students
Note: Can't use S rank Sound Propulsion or Sound Release techniques in the same and next turn
Note: Can only be used 2 times per battle
Note: Need to wait at least one turn before using again

Oto Suishin: Hanpatsu-ryoku | Sound Propulsion: Repulsion
Type: Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: N/A
Description: Following the principle of ejecting the high pressure soundwaves from his body, the user can use them to slow down his own movement as well as prevent and slow down an opponents strike. By ejecting the soundwaves from his fist, for example, while moving it towards the opponent the user can slow down and stop the movement of his hand. Depending on the situation on the battlefield this can come as a very useful technique for situations when something doesn't go as planned and allows the user to assert the situation and act accordingly. This technique is aimed to be used for close quarters combat and it is aimed to be used against opponent's physical attacks, including those with various weapons. However, the user can also use this technique to stop weapons that the opponent throws as projectiles (kunai, shuriken, etc.) from inflicting wounds but it has to follow logic, i.e the user has to expel the soundwaves from his torso if he wants to create the cushion and stop kunai or shuriken aimed at it. Same goes for limbs and other body parts. Following this principle, the user can also slow down and stop an opponents strike by ejecting the high pressure soundwaves which present themselves as an obstacle in this situation. Due to the high pressure buildup that acts as a cushion the opponent would need more force to overcome and overpower it. This application is, as already explained, very useful in hand to hand combat because it gives the user the chance to exploit the situation, e.g. suddenly stopping his opponent's punch, and quickly change his tactics as he sees fit, e.g. grabbing the opponent's arm and proceeding to punch him in the stomach, etc. This technique follows the elemental interactions of the sound element, meaning that elemental attacks strong to sound would easily overcome the cushion even at the same rank. Obviously, elemental attacks weak to sound, at the same rank, would need to double the effort to overcome the cushion. Regular taijutsu and kenjutsu are considered neutral to sound in this regard and to overcome the cushion, they would just need to be one rank stronger. As usual for close quarters combat, reaction speed is very important and if the user can't react to an attack, it means that he can't create the cushion in time to protect himself. Slower enemies would be at a greater disadvantage.
Note: Can only be used 4 times per battle
Note: Can only be used by Sound Propulsion students

Oto Suishin: Yugan Rojikku | Sound Propulsion: Awry Logic
Type: Offensive/Defensive/Supplementary
Rank: B rank
Range: Short
Chakra: 20
Damage: 40
Description: Awry Logic follows the basic principles of Sound Propulsion. It has the task to propulse the users limbs or body in a specified direction upon use. However, it also capitalizes on its secondary ability, to induce illusions. Instead of simply leaving a trail behind a successful propulsion, this illusion is a bit advanced. Once the propulsion is performed and the target is captured within the illusion, he would see the propulsion go in the opposite direction, giving the user a perfect opportunity to finish off the opponent with ease. The purpose of the inverted propulsion is to confuse the opponent and it lasts until the actual propulsion is finished. This means that upon finishing the propulsion, the illusion would dissipate and the opponent would suddenly see the user on a different location adding even more to the confusion effect.
Note: Can only be used 3 times per battle with a one turn cooldown period in between usages
Note: Can only be used by Sound Propulsion students


 
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∾ Antatchaburu no hazumi ↜↝ Impetus of Untouchable ∾

Type:
Taijutsu & Ninjutsu​

Background:
Far in time there once was a a carefree creature from the woods. Quite innocent on sight. And although such is quite certainly the truth, that was hardly the sum of her complete story. She wondered far and on her journeys she quite came to the understanding of the concept of suffering of the natural world. Fearing through the forests, bright and dreary in every clime as well as season as to try and gather her acquaintances sharing news and bliss. However within the world, wracked by war, forests are the ones to take most damage. However even within the places which are encompassed by peace, the trees are stripped as for homes to arise. But not for those who were apart of the woods, but for those who never were. For those who are coming as to wipe them off from previous tenants. And so Aiushtha, the creature from the wood decided to land her hand where ever she so could. Listening to those who were disregarded and neglected. She used her mantra as to protect. And although many did her wrong she used her own good cheer and mantra like an enhancement to fulfill the promise of a verdant future. It was a mantra not quite seen by those till her time. It wasn't one to create suffering. However as her time was coming to an end she had to leave her mantra to one and so she did. For all the wonder, and not quite understood why by many, she taught it to Yoanna. A young girl who was at the time running away from her primary so called home. She gave her the title of Enchantress and told to only teach the mantra to those who want peace rather then to use it for their own personal gain.​

Description on the Abilities and Inner Workings of the Style:
The fundamentals of this style lays upon water variation which has been seen during utilization of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field. Adhesive, sticky like liquid which is able to easily and efficiently glue anything it so comes in contact with. However, unlike many other styles of fighting, this one is mostly based upon defending rather than making actual offense. But, it is not just defending that sets this style from the rest but also slowing down your target whilst simultaneously defending from their assault.

The basis of the style is causing for sticky adhesive molecules of liquid to be released from pours of ones body. Albeit, this wouldn't make changes to their movement, due to the liquid being made out of their own chaka. Another characteristic of this style is that that the molecules wouldn't be visible by normal eye which would make them hard as to be protected from. Although there is no specific movement of the body characterized within the style, what is achieved by it is reduction in speed in addition to damage which is able to be made by opponent. In case whereas a body contact is made upon opponent's assault, water molecules which were at the part of the body which was hit would gather around the limb which made offense and be extracted forth from user's body to that of opponent. This would cause for that part of the body to become glued, however this wouldn't affect to users themselfs, mainly due to water molecules being infused with their own chakra. Moreover, this is not a passive coating present on the whole body. Rather, the user will (after first percieving the attack) focus water chakra towards the limb or area being assaulted. Additionally, this would also cause for reduction of damage which is made upon one who is utilizing this style and that would happen due to an exterior layer enveloping ones body.

Another feature of the style is one which happens when using this style offensively. Causing for water molecules to unify in the moment of assault which would stick any entity it so comes in contact with. However due to not reducing the ability for body movement of the user to decrease its speed the unification process would happen in almost the corresponding time frame as actually offending the target. With the body contact made, the sticky adhesive like molecules wouldn't quite make any extra damage but would be made as to spread out towards the closest joint and stick together there which would decrease its mobility.

Within the style there are exactly four ranks depending on how one is proficient within the style and they are as follows;

Enchantress​
Enchantress is the creator of this style. The one who created the techniques within the style and also has knowledge within it to the fullest extent. Only one person can hold the said title.

Mage​
Mage is the second strongest title within the style which is gained by those who have learned all the techniques as well as have mastery of it. Unlike sorcerers, they gain additional perks which come with the style.

Sorcerer​
Sorcerer is the third strongest title one can gain within the style. They know the fundamentals of the style in addition to being taught the techniques however they do not have mastery of it.

Creep

Creep is the title that everyone gets once starting to learn the style. Those are the students who are learning the fundamentals of the style and still do not know the techniques which come with it. As to rank up within the style they need to go through rigorous training.


Example Techniques:

Antatchaburu no enchanto ∾ The Enchant of Untouchable
Type: Supplementary / Offensive / Defensive
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A basic technique within the style whereas user would release chakra from their pores except the ones located around the joints as they apply processes of both nature and shape manipulation causing for the chakra to congregate into sticky adhesive like molecules that would surface the body as a cloak. However, they wouldn't quite be visible to the normal eye making them quite hard as to be distinguished. Activation of this technique is almost immediate.​

Additional effects and Restrictions:
∾ Masters of this style would have better resistance abilities and also would be faster when it comes to their body movement than normal taijutsu users due to getting used to maneuvering their body with additional layer of sticky adhesive liquid enveloping it.
∾ To learn this style one must have already learned the C ranked technique of water release (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field and hence know how to generate the variation from their chakra.
∾ Can only be Taught by Akasha​




P a t e n t C e r t i f i c a t e

Akasha, our loyal member, gave on the 28th of July 2015, a request for a Patent on the Custom Fighting Style Antatchaburu no hazumi ↜↝ Impetus of Untouchable. I, Lord of Kaos, of the Custom Fighting Style Bureau, by the power invested in me by Caliburn, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;


Antatchaburu no hazumi ↜↝ Impetus of Untouchable
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Copyright 2015, Akasha, NarutoBase.net​

 
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