Custom Element's Jutsu Submission

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ReXii

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Re: Custom Element's Jutsu

(Shimoton: shiryu no tsume) Frost Release: Frost Dragons Claw
Rank: B
Type: Offence
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack more power and speed. this pertains to releasing blasts of frigid wind to assault the opponent, or to move in various directions by using the frigid wind to propel himself in various directions.
Note:
-This technique can not be used to avoid any jutsu, even if used to move.
-Can only be used thrice per battle
-Should the opponent be hit at any point by the frost dragons claw they will suffer a slow build up of frostbite on the targeted area, this culminates in three turns causing the closest affected limb to seize up and stop working entirely.
-The effects of frostbite can't be cured with fire chakra it must be an actual heat source.
-Must know Frost Release

I changed the movement function of the technique so as to not avoid jutsu using it, hoping this is okay like so.

________________________________________________
 Declined 
Like I told you, no movement using Frost.

(Shimoton: touketsu haikibutsu aisuoukan) Frost Release: The Frozen Wastes Of Ice Crown
Rank: Forbidden
Type: Offence
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-20 to user)
Description: The user of this technique begins by focusing chakra in to there body and making six handseals, this only allows them to use two techniques per turn for two turns, at the end of these two turns the technique is fully charged, allowing the user to snap his fingers, causing all air on the battleground to become frigid and blistering, the effect of this wind is powerful, however it does not cause instant frost damage but culminates hoar frost on the opponents body over two turns, if the opponent is unable to escape or block the frigid power of the wind in two turns there organs are highly likely to seize up completely, as they suffer the 90 damage caused by the technique at this point.
Note:
-The opponent if caught in this technique his speed is decreased by two speed levels for the duration, culminating in total paralysis after two turns.

-Can only be used once per battle and upon it's end no more frost jutsu can be used in the battle.
-This technique lasts for two turns, or until it is destroyed.

Changed the above technique to not cause instant damage but instead function as a damage over time technique.

________________________________________________
 Declined 
Still too much. Its a forbidden rank damage that can't be easily countered with any cannon technique and bares little to no risk for you.

(Shimoton: Funiku no karasu - tengu no tōketsu enkai) Frost Release: Karasu-Tengu's Frozen Banquet Of The Carrion
Rank: S
Type: Offence/Defence
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user of this technique begins by focusing chakra in to the air around either them or the opponent, then by forming two quick handseals, the user is able to cause a huge drop in the temperature of the air, and from this frigid air, crows seem to form, being created from Hoar frost, these crows of hoar frost then spin wildly around the opponent or user shrieking loudly, if around the user the crows merely defend him as a blockade of frigid wind and hoar frost, however around the opponent the crows dive at the opponent, spattering on his body as lumps of hoar frost, slowing him down and causing lasting frost damage if not quickly removed.
Note:
-The opponent if caught in this technique his speed is decreased by two speed levels for the duration.
-Can only be used twice per battle.
-The crows vary in number as the user is able to keep creating them until his focus is broken or the air is heated up.

________________________________________________
 Declined 
We already told you: Frost is cold wind... How can you create a Crow of Frost? Or do you mean, blasts of frost shapped like crows? Also, please use correct punctuation. Its really hard to understand what you mean when you only use commas. and Srhiking? why?

(Shimoton: Furīzā no reitō no Lotus tantō) Frost Release: Frozen lotus charge of articuno
Rank: S
Type: Offence
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: the user surrounds their entire body with a huge aura of frost, that takes on the shape of a gigantic dragon, with several tails. The user then propels themselves toward the target, leaving behind a long wake of frost, and hits them with a devestating headbutt, coated in an aura of frost causing considerable damage, and culminating hoar frost on the opponents body over a single turn located on the opponents body where the head struck at first then spreading over the body covering them.
Note:
-The opponent if hit by this technique has his speed decreased by three speed levels for the duration that the hoar frost remains on him.
-Can only be used once per battle.

________________________________________________
 Declined 
No speed chart references. Also, propels? Again... No propelling. It leads me to believe you're trying to use Frost as a way to move fast... No. Reword. The rest is confusing and badly written. This is also pretty useless. You'd be dead the moment you surround yourself with such a technique and rampage forwards to headbutt your opponent. But your funeral...not mine.

(Shimoton: Rei-ō no yūgaina haaku) Frost Release: Malefic grasp of the Lich king.
Rank: A
Type: Offence
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This technique is similar in function to the wind technique tearing beast palm, however it works entirely in reverse, the user of this begins by focusing on heavily dropping the temperature around his enemy, causing hoar frost crystals to form, making a partially tangible hand of swirling cold wind and frost crystals that surrounds the opponent holding him in place, then from the hand an arm of frigid wind forms, seeking out the creator and attaching to his own hand allowing him to complete this binding hand, at this point he gains the ability to manouver the arm of frost as if it was his own, throwing or atttempting to squash his opponent.
-Note- when the arm of frost reaches the user the opponent is stricken with a build up of Hoar frost over two turns, that will lead to frostbite and immobilization.
-Note- Usable twice.

________________________________________________
 Declined 
DNR. Sorry but I can't allow this.

(Shimoton: Tairyū no tatchi) Frost Release: A touch of Convection
Rank: A
Type: Offence
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: This technique is used on any small water source, or any object containing a small water source, by directly controlling the water of the object the user is capable of flash frosting the water via the use of convection frost, this can cause plants or the like to have there stems and roots crack open causing themselves to seemingly become covered in frost, this technique is also able to directly chill an opponent if he has water on his body, this however can only effect fairly small water sources directly, or objects containing water, up to a size of around a bathtub of water in volume. This technique is used by merely snapping ones fingers after concentrating on the area in question for a moment.
-Note- Usable thrice
-Note- if the frost comes in to contact with a human body they suffer a minor frostburn causing the nearest limb to seize up for two turns, but no lasting frostbite.

________________________________________________
 Declined 
DNR. Oped and unreasonable.
(Shimoton: shiryu no tsume) Frost Release: Frost Dragons Claw
Rank: B
Type: Offensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user charges their feet with frost and proceeds to assault the opponent with a powerful frost-enhanced kick, with the ensuing frost granting the attack a more destructive and lethal power. This pertains to releasing blasts of frigid wind to assault the opponent. The user can't move in various directions by using the frigid wind to propel himself in various directions.
Note:
-Can only be used thrice per battle


 Approved  Editted. Its not Offence...its Offense and its Offensive in terms of what type the technique is. Its annoying when I ask you to correct your punctuation and your spelling and you don't.​

(Shimoton: touketsu haikibutsu aisuoukan) Frost Release: The Frozen Wastes Of Ice Crown
Rank: Forbidden
Type: Offence
Range: Short-Long
Chakra Cost: 50
Damage Points: 90 (-40 to user)
Description: The user of this technique begins by focusing chakra into their body and making six handseals. This only allows them to use two techniques per turn for two turns, at the end of these two turns the technique is fully charged, allowing the user to snap his fingers, causing all air on the battleground to become frigid and blistering, the effect of this wind is powerful, however it does not cause instant frost damage but culminates hoar frost on the opponents body over two turns, if the opponent is unable to escape or block the frigid power of the wind in two turns there organs are highly likely to seize up completely, as they suffer the 90 damage caused by the technique at this point.
Note:
-The opponent if caught in this technique, the opponent will have difficulty in moving due to the cold inducing effect. If he doesn't defend from it, culminating in total paralysis after two turns.
-Can only be used once per battle and upon it's end no more frost jutsu can be used in the battle.
-This technique lasts for two turns, or until it is destroyed.
-The technique leaves the user in great amounts of pain, inhibits sharpness and feeling of lack of chakra, due to overuse of chakra. This lasts for the rest of the turn and the next turn.
-Due to the great risks, the user may only use two techniques for the next two turns and no long handseal sequences.


 Declined  I tried to understand the description and correct punctuation and such to do so but its a mess. Write it properly​

(Shimoton: Funiku no karasu - tengu no tōketsu enkai) Frost Release: Karasu-Tengu's Frozen Banquet Of The Carrion
Rank: S
Type: Offence/Defense
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user of this technique begins by focusing chakra in to the air around either them or the opponent, then by forming two quick handseals, the user is able to cause a huge drop in the temperature of the air. From this frigid air, blasts of frost shaped like crows seem to form, being created from Hoar frost. These crows of hoar frost then spin wildly around the opponent. As the frost spins wildly around the opponent it makes a very loud sound by having the air particles to bump into eachother, therefore conveying the sound, making the particles vibrate and make sound waves. Around the user, the blasts of frost shaped like crows merely defend him as a blockade of frigid wind and hoar frost, however around the opponent the crows dive at the opponent, spattering on his body as lumps of hoar frost, slowing him down and causing lasting frost damage if not quickly removed.
Note:
-The opponent if caught in this technique he will have a very hard time moving due to the cold inducing effect.
-Can only be used twice per battle.
-The blasts of frost shaped like crows vary in number as the user is able to keep creating them until his focus is broken or the air is heated up.
-Only A-ranked or lower Frost in the next turn.


 Declined  Ok, again, spelling. Then the description is a mess and its very overpowered. The sound wave part...don't know what that's doing there so remove it please. First "note" is to be removed. 3rd Note is a no no. You cannot sustain this technique indefinetely. If you want to sustain it once its triggered you need to keep focus on it and don't do anything else.​

(Shimoton: Jigoku kara no futatsu no suteppu) Frost Release: Two Steps from Hell
Rank: A
Type: Offence
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user darts at the opponent in a zig-zag motion and once he got in arm range, he makes several punches on different areas of the opponent's body then finishes with a knee strike that propels the opponent into the air. With every strike, the user freezes the pre-existing sweat on the opponent's body. The user freezes these by channeling Frost chakra throughout his body and then channeling it around his fists and knees almost before he makes contact. As these solid deposition of water vapor/sweat formed, the user with great strength, punches the solid depositions inside the opponent, creating injuries with every strike that may sever tendons/joints/ligaments.
Note:
-The opponent if hit by this technique if the opponent is hit by the technique, he may have a hard time moving because of the build up frost on his body.
-Can only be used three times per battle.
-No s-ranked frost in the same turn


 Declined  Oped. And if you want to make a Taijutsu technique, you need to go deeper into the whole zig zag thing and punch here and there thing. How many punches? How are you standing? How does this fair against Taijutsu techniques? Also, what if the opponent doesn't sweat? And no doing internal damage like that. Its exploitable when the CE itself is already very hard to counter. Besides, it goes away from how we told you the Ce should be used: cold wind.​

(Shimoton: Kage no masutā) Frost Release: Master of Shadows
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A (+20 in conjunction with wind)
Description: After using a wind style technique, the user will move one of his hands and release a blast of frost almost in an instant to follow up with his wind technique, inducting frost/freezing anything that comes incontact with the wind technique. The technique can be done in a quick succession as it's able to finish with the wind style technique the user initially released.
Note:
-Can only be used two times per battle and only in conjuction with Wind Release techniques up to A-Rank.


 Approved  Edited...again. Also, if this is something you use with a wind technique, you cannot have it do damage on its own.​

(Shimoton: Furosutofaia wa ransu o boruto shime) Frost Release: Frostfire Bolting Lance
Rank: Forbidden
Type: Offence
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user begins this technique by focusing a large amount of frost chakra in to his dominant arm, from this arm what appears to be a large lance of frost will appear, the user can wield this for attack or defence if he wishes, but the true aim of this is to be thrown. Once thrown the user will affect the air currents behind it with a continued stream of partial frost.
The partial frost will still be slightly warmer than the frost lance causing a build up of friction in the air currents, that after a few seconds will cause the lance to burst in to flames on it's exterior giving it a solid compressed core and a flaming exterior as it attempts to hit the opponent at speeds untrackable to the naked eye.
Note:
-Can only be used once per battle.
-Upon using this the user loses all feeling in his dominant arm for a whole turn, he may also not use any Frost techniques for four turns
-The lance only achieves maximum speed after becoming enflamed, this takes up to three seconds.


 Declined  For god sake...spelling man! Install a spelling checker if you can't spell anything correctly. Its Offense, Defense... Also, is this a weapon or a projectile? Is this S-Rank or Forbidden Rank? Because you got the chakra info wrong in case its a Forbidden rank (not to mention you don't have any damage, restrictions are loose, etc) and you have wrong rank if this is in fact an S-Rank. Its also its cold wind... The flame part? Ridiculous. Tempted to DNR it but I'll leave you to try and fix it.​
 
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Lili-Chwan

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( Meromeroton: Aibo ) Perfume Release: Mémoire

Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Allows the user the change one's scent, through the usage of perfume, to mimic any known scent, and/or simply to remove oneself's. This allows for such a strong and influential change that the user is able to incite certain illusions on a target, considered external illusions, A rank in strength, which enhance or subdue the general mood of a person, greatly improving genjutsu and other psique-altering situations by 1 rank. For example, the user could add a pungent scent of blood alongside the scent of a loved one, to incite a sense of despair if the target is already prone to feel so. One could add scents of woodland and flowers or scents of heat and sand, to go along with illusions that alter the terrain, enhancing the experience and adding a layer of scent to previously total-visual techniques. Likewise, the user can change the scent to specifically attract a target/species, thus enhancing the inherit luring property of Perfume by 1 rank.
Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra, cutting down to half ( 15 chakra).
*Lasts 3 turns, suffering a 2 turn cool down before being able to change scent again*

________________________________________________
 Declined 
I have a problem with Genjutsu that controls your emotions. Thats something that is beyond Genjutsu. Genjutsu controls your senses. You can induce the scent you say (blood+known loved one) but you forget that he is free to be in despair or not. To fall apart emotionally or be indifferent. You cannot control how he'll feel, only present the situation in front of him.
( Meromeroton: Aibo ) Perfume Release: Mémoire

Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Allows the user the change one's scent, through the usage of perfume, to mimic any known scent, and/or simply to remove oneself's. This allows for such a strong and influential change that the user is able to incite certain illusions on a target, considered external illusions due to the physical presence of the perfume particles, not just an invasion of chakra, A rank in strength, which enhance or subdue the general mood of a person, greatly improving genjutsu and other psique-altering situations by 1 rank. For example, the user could add a pungent scent of blood alongside the scent of a loved one, to incite a sense of despair if the target is already prone to feel so. One could add scents of woodland and flowers or scents of heat and sand, to go along with illusions that alter the terrain, enhancing the experience and adding a layer of scent to previously total-visual techniques. Likewise, the user can change the scent to specifically attract a target/species, thus enhancing the inherit luring property of Perfume by 1 rank.
Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra, cutting down to half ( 15 chakra).
*Lasts 3 turns, suffering a 2 turn cool down before being able to change scent again*
*As stated, the degree at which the scent-based illusions work is restricted by the physique and personality of each target. The perfume itself can only incite primal responses from the organism (bitter, sweet, spicy, etc)


 Declined  Still not sure about this one. Contact me in PM as I want to know how you intend on using it and how you would describe its limits.​
 
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Geezus

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Purton|Heriosu no Heiki - (Plasma Release| Weapons of Helios )
Type: Attack/Defense/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user can form strong tools out of Plasma either by creating a source with this jutsu or manipulating an already existing source, these include; kunai, swords, pillars, shields etc. The tools will be able to repel water and can easily melt metal. The heat from the tools are enough to cause third degree burns to human skin on contact and cause deep searing wounds. The user himself doesn't directly touch the tools therefor he is unaffected by the heat of them.
Note: Usable 4 times a match.


 Declined  How long do these tools last? Can you sustain them or control them once they are created? If so, how? And Long range, why? Are they created anywhere in the field? Is so, then it becomes DNR. Creating plasma anywhere in the field is a no no...​
 
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-Jiraiya-

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Phosphorus release: Domino Effect (Rinton:Domino Sawaru)
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their phosphorus chakra into the ground and creates very fine granules of phosphorus over the ground surface (up to mid range around the opponent) out of existing earth particles.
Once created, the user stomps their feet on the ground which causes the fine phosphorus powder to quickly rise above the ground forming a transparent, yet visible, cloud of phosphorus dust around the opponent.
This will cause small phosphorus particles to linger in the air and be deposited on the opponent's clothing and over his body surfaces like skin, eyes, nose, etc.
Once the phosphorus particles are shot up in the air forming dust cloud around the opponents, the user can perform the confrontation hand seal channeling fire into one of the phosphorus particles that is closest to him from his place and can ignite it creating a fire spark which will ignite the particles next to it thus growing larger in near instant time producing a violent cascading explosion. This is similar to the domino affect. Due to one of them got ignited, the rest did as well. The explosion reaches up to extent of the phosphorus dust.
Notes:
  • Can only be used twice per battle at least 2 turns apart. Igniting the cloud counts as a move.
  • The user can't use any S rank and above Phosphorus jutsu in the same turn.

 Approved  Edited. Removed the invisible part. That was too oped.​

Phosphorus release: Scorching swamp (Rinton: Yakekoge numa)
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user performs the Ram -> Tiger -> Snake hand seals and creates a swamp of hot, boiling, molten phosphorus over the ground by altering the proportion of the fire chakra and earth chakra used to create the phosphorus element. The temperature of the created swamp is approximately 280.5 °C ( ).
The boiling, molten swamp when comes in contact with the opponent's body can adhere to the body like that of molten wax and is easily capable of producing severe third degree burns on contact owing to its high temperature and can melt down the flesh in short amount of time. The swamp can be created anywhere within the range with a maximum depth of 5 feet.
Notes:
  • Can only be used 2 times per battle, at least 2 turns apart.
  • The user can't use any S rank and above Phosphorus jutsu in the same turn.

 Declined  As far as I know your CE only has a "waxy" form, not a molten one. You can clarify this with me through pm if you wish but as far as I can see, its not within your CE's abilities to create a liquid molten form.​
 
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Scorps

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Re: Custom Element's Jutsu

Hijutsu Ibiton no Fuuin: Beel-Zebub no Sākasu | Secret Decay Release Sealing Art: The Circus of Beel-Zebub, the Lord of Flies
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-50 per turn to sustain, enemy loses 100 chakra per turn inside)
Damage: 90 (90 per following turns while inside, -20 to the user per turn to sustain)
Description:
A pinnacle of Decay Release, the Circus of Beel-Zebub is one of the strongest offensive techniques known in the Ninja World. By focusing decay chakra throughout his whole body, the user will glow in a progressively brighter yellow/gold-ish light to then suddenly explode into countless real sized flies, made out of raw decay chakra. These small elemental familiars fly around the field faster than other insects and real flies and exhibit a black color with a light golden hue, reminiscent of the combination of the main, specific and advanced releases of Ibiton, with a bright yellow kanji for "play" on their backs and the ability to replicate themselves freely with no apparent limit. As they fly around the field, they aggregate into 5 copies of the user within range, whose size will be proportional to that of the target (bigger target, bigger entities). These, however, are not clones (they are simply intangible aggregates of "flies" made of decay) but the user himself, separated into five equal entities. These entities will materialize themselves around the target, forming a pentagram or five pointed star of kanji inscriptions, with a circle of Kanji linking the points of each ends of the stars. As the 5 entities open their arms, a strong spherical Forbidden Rank Sealing Barrier erects itself around the target, both above and beneath the surface. The barrier has the ability to repair itself unless its fully overpowered/neutralized. Inside the barrier, a vortex of decay flies manifests itself, increasing in number and power as they fly around in a mayhem vortex pattern, causing everything to start to decay and wither away. The user has full control over what is affected or how it decays, a perk given by specific release of Ibiton. However, normally enemies will have their chakra zapped away and start to "burn" (following the damage defined in the CE's description), the earth will turn to dust, the water will seemingly evaporate, etc etc. Inside the barrier, even gravity decays, as everything inside becomes locked into a "stasis field", affected by the vortex of flies. The damage is so immense that enemies will have trouble acting and defending from the damage. Forming handseals is hard and slowed down due to the chakra draining and the hinderance caused to movement from the interference with gravity. The technique makes use of a barrier to contain the immense decay chakra from damaging the rest of the area or from pouring out and causing undesirable effects but also serves the purpose of containing the enemy and preventing him from escaping the technique. As such, the technique acts by creating what seems to be an "oven" of chakra in which everything eventually is returned to dust by the little flies. The technique can be sustained for a limited amount of time and can be cancelled at any time. Once the technique ends, the flies will disaggregate and reform into the original user once more. If the enemy somehow manages to attack these entities or produce a counter, he'll need to use a technique that can either protect him from its effects, that overpowers the barrier causing the technique to go berserk (though in this case, he might still face its effects) or that contains or destroys every single fly on the field. If at least one fly survives, the user will reform from it and unless almost all flies are destroyed, countered or contained, the technique can still be fully triggered. Although complex, from the moment it initializes to the moment its fully setup, no more than a few moments pass, as the flies are fast and the barrier erects itself nearly instantly once the entities are positioned, with the technique rapidly progressing from that point on.
Note: Usable once and counts as two moves
Note: The barrier is a self repairing Forbidden Rank Sealing Barrier Technique, with a size dependent on the users will and chakra reserves.
Note: Can be sustained for up to 2 turns, after which anything inside is reduced to dust
Note: After the technique ends or if its deactivated once its fully triggered, the user will not be able to use decay techniques in that turn and the next and will be left unable to use Taijutsu above C-Rank for 2 turns due to physical exhaustion. His speed, during that time, is reduced in 3 ranks unless he is healed.
Note: Since the user splits into countless entities made out of decay, losing his physical body, he cannot use techniques other than the technique that is being used.
||Pending||
Hijutsu Ibiton no Fuuin: Beel-Zebub no Sākasu | Secret Decay Release Sealing Art: The Circus of Beel-Zebub, the Lord of Flies
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 in the 2nd turn to sustain, enemy loses 100 chakra per turn while inside)
Damage: N/A (80 per turn to anything inside, -10 to the user per turn to sustain)
Description:
A pinnacle of Decay Release, the Circus of Beel-Zebub is one of the strongest offensive techniques known in the Ninja World. By focusing decay chakra throughout his whole body, the user will glow in a progressively brighter yellow/gold-ish light to then suddenly explode into countless real sized flies, made out of raw decay chakra. These small elemental familiars fly around the field faster than other insects and real flies and exhibit a black color with a light golden hue, reminiscent of the combination of the main, specific and advanced releases of Ibiton, with a bright yellow kanji for "play" on their backs and the ability to replicate themselves freely with no apparent limit. As they fly around the field, they aggregate into 5 copies of the user within range, whose size will be proportional to that of the target (bigger target, bigger entities). These, however, are not clones (they are simply intangible aggregates of "flies" made of decay) but the user himself, separated into five equal entities. These entities will materialize themselves around the target, forming a pentagram or five pointed star of kanji inscriptions, with a circle of Kanji linking the points of each ends of the stars. As the 5 entities open their arms, a strong spherical S-Rank Sealing Barrier erects itself around the target, both above and beneath the surface. The barrier has the ability to repair itself unless its fully overpowered/neutralized. Inside the barrier, a vortex of decay flies manifests itself, increasing in number and power as they fly around in a mayhem vortex pattern, causing everything to start to decay and wither away. The user has full control over what is affected or how it decays, a perk given by specific release of Ibiton. However, normally enemies will have their chakra zapped away and start to "burn" (following the damage defined in the CE's description), the earth will turn to dust, the water will seemingly evaporate, etc etc. Inside the barrier, even gravity decays, as everything inside becomes locked into a "stasis field", affected by the vortex of flies. The damage is so immense that enemies will have trouble acting and defending from the damage. Forming handseals is hard and slowed down due to the chakra draining and the hinderance caused to movement from the interference with gravity. The technique makes use of a barrier to contain the immense decay chakra from damaging the rest of the area or from pouring out and causing undesirable effects but also serves the purpose of containing the enemy and preventing him from escaping the technique. As such, the technique acts by creating what seems to be an "oven" of chakra in which everything eventually is returned to dust by the little flies. The technique can be sustained for a limited amount of time and can be cancelled at any time. Once the technique ends, the flies will disaggregate and reform into the original user once more. If the enemy somehow manages to attack these entities or produce a counter, he'll need to use a technique that can either protect him from its effects, that overpowers the barrier causing the technique to go berserk (though in this case, he might still face its effects) or that contains or destroys every single fly on the field. If at least one fly survives, the user will reform from it and unless almost all flies are destroyed, countered or contained, the technique can still be fully triggered. Although complex, from the moment it initializes to the moment its fully setup, no more than a few moments pass, as the flies are fast and the barrier erects itself nearly instantly once the entities are positioned, with the technique rapidly progressing from that point on.
Note: Usable once and counts as two moves
Note: The barrier is a self repairing S-Rank Sealing Barrier Technique, with a size dependent on the users will and chakra reserves.
Note: Can be sustained for up to 2 turns, after which anything inside is reduced to dust
Note: After the technique ends or if its deactivated once its fully triggered, the user will not be able to use decay techniques in that turn and the next and will be left noticeably exausted and drained for 2 turns or until healed. His speed, during that time, is reduced in 2 ranks unless he is healed.
Note: Since the user splits into countless entities made out of decay, losing his physical body, he cannot use techniques other than the technique that is being used.
||Pending|| I'd like another mod to check this, as I'm still not sure about this technique.
✦ Approved, well done! ✦

Ibiton: Anun'naki no Handan | Decay Release: The Judgement of Anunnaki
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage: 80
Description:
Using the secondary release of Ibiton, the user will form a tridimensional object either between his palms which he will then move and shape with the use of his hand gestures, moving the construct in front of one or two of his palms (smaller attacks or double usage can be made directly in front of the used palm individually but bigger attacks need both hands to focus on the same construct) made purely of the secondary release of Ibiton. As such, this object manifests in a light golden translucent color with a black hue (whose overall color, brightness and aspect may vary slightly from user to user) and can take any form the user needs. The main characteristic of the technique is that the object can expand to form enormous constructs, from gigantic cubes, to lengthy cilinders, always spamming from the users hands/palms outwards. The length, size and overal form of the technique varies according to the users needs and he can choose to create a strong, grand construct using both palms or up to 2 slightly smaller ones for each of his palms (which will have an A-Rank power each). When creating an object with a big size and using both palms, the user can, once the object is created, manipulate and wield it/sustain it with only the use of one palm; the usage of both palms pertains to the creation of the object. The speed of expanding the construct is very fast, specially if used to form a lengthy object (which will create a "beam-like" attack towards the target) and the object will first manifest partially only to grow and expand itself up to Long range, forming itself completely. The object can be sustained, moved and grow or decrease in size once created but cannot change in form. Also, because of the balance needed to create and sustain it, the object will always follow basic geometrical laws (for example, a cube, to be maintained as a cube and expand, will always expand in equal proportion in all directions). The object will last as long as chakra and focus is spent to keep it. This makes it very useful as a weapon for example or as a stream-like/beam-like attack or even a static defense. Upon contact with anything, it will decay it upon its path while it expands and what is not on its direct path but has made contact with the construct will be "infected" with the "flames" of the main release of decay which will spread rapidly on that object, following the elements description.
Note: Usable only 3 times per match
Note: Cannot use Decay Techniques above A-Rank the next turn
Note: The growth speed is more or less the same as that of a similar ranked lightning technique thus always faster than a fire or wind technique.
Note: While sustaining it the user can only mold Fire, Lightning (or elements made of both) or Decay natures.
||Declined||


Ibiton: Lilith no Tsumi | Decay Release: The Sin of Lilith
Type: Offensive/Defensive
Rank: B-Rank
Range: Short-Long
Chkra: 20 (-5 per turn to sustain)
Damage: 40 (+10 to Taijutsu/Kenjutsu used in conjunction)
Description:
The simplest technique of Ibiton, its based upon its main release and pertains to the ability to create simple, generic Decay Chakra in its main release form to attack or defend or even combine with Taijutsu or Kenjutsu; its the most basic application of Ibiton. The user will produce the "flames" of the main release of Ibiton and will either shoot them as contained projectiles or as stream-like attacks, simply engulf his limbs or weapons or manifest small constructs which he can use to fight in close quarter situations or for any purpose he might need. The "flame" attacks can be produced by exhaling, through the users hands or feet (or manifested in any other body part), channeled through weapons, etc but they will always come from the users body or be manifested upon it or on something in contact with it. Another simple application is the ability to infuse weapons or objects with decay chakra through this method to enhance its attacking power. Normally, the user can do this with any of the basic 5 elements passively and most special elements in any basic weapon like a kunai. However, because of decay's unique properties, doing so decays the weapon, rendering it impossible to use. Through this technique the user can rettain control and infuse decay "flames" into a basic weapon, which will engulf it and allow it to be thrown without destroying it but affecting anything it touches with Decay. Because it infuses quite a lot of decay chakra, the kunai or basic weapon carries a B-Rank damage of the main release of Ibiton. More than one weapon can be infused at a time (the power divided amongst them) and more than one manifestation of Decay flames can be produced at a time. It can also be used to enhance Taijutsu attacks or Kenjutsu attacks by adding decay chakra to it and thus its damage. In this case, this technique serves simply as an infusion of the Taijutsu or Kenjutsu technique with decay chakra, being done at the same time and with no time cost. In the case of ranged Kenjutsu techniques, the weapon, engulfed in Decay Chakra, will release, not simple raw chakra/slashing attacks but actually Decay Chakra, producing Decay damage though retaining the techniques original characteristics.
||Approved||

Ibiton: Zen Shi no Asmodai | Decay Release: The Ubiquitous Death of Ashmedai
Type: Supplementary
Rank: A-Rank
Range: Short
Chkra: 30 (-10 per turn to sustain)
Damage: N/A
Description:
A very advanced technique of the specific release of Ibiton, The Ubiquitous Death of Ashmedai is a close quarter supplementary move. The user can use any taijutsu form or attack he knows, both free form or even based upon a known custom style or using a the basic strong fist moves, as a basis for this technique. Then, upon contact with the target, the user will release a pulse of very specific decay chakra into the enemy. This decay chakra, however, doesn't do damage to any of the enemy's tissues or his body; it targets the electrical energy cursing through his nerves and his nervous system directly. As decay easily affects electrical energy, by decaying it into an electromagnetic pulse and static energy, the user can effectively dispel it and negate the nervous system by numbing it through it's own electrical energy. By doing this the user can negate specific senses (or all) on the surrounding area of contact for a limited amount of time since, not doing damage to the tissues, the technique allows the body to recover by producing more bioelectrical energy and rekindling the nervous pathways. The area affected depends on the duration of the contact (the longer, the larger the area) and the area of contact but, in general notions, it can affect the whole "limb" targeted by a simple touch (a whole arm or a leg) or, if used in other areas, an area up to 4 times larger than the area of contact upon touch (a palm strike will affect a larger area than a finger strike). If the user manages to grab hold of the targets head with his hand directly (if a simple momentary hit is all that is achieved on the head, no effect can be done), he can use the technique in a much more effective way, disabling the bioelectrical current directly in the targets brain. Using selective decay chakra, the user can target different electrical wavelengths. This enables the user to suspend memories, specific or all senses, render the target unconscious, "suspend" his personality, forcefully surface his alterego, produce convulsion states. etc. In this case, as more control is needed, so is more chakra, adding an additional 10 points of chakra to the normal chakra cost.
Note: Normal contact will enable the effects to last for 2 turns, prolonged contact with increase the duration by x+1 (example: if the user grabs an arm for 2 turns, the effects will last 3 turns)
Note: Any biological sense a human can sense can be affected though the technique will only work if it targets normal humanoid enemies (for example Sasori bios as well as Kakuzu bios cannot be targeted by this technique as they have no traditional body and thus cannot have their nerves affected)
Note: The technique doesn't produce any permanent or long lasting effects as the body will eventually simply replenish the bioelectrical current in the affected area
Note: Can use this technique with any taijutsu form, stance or move known as a basis; the technique will combine and be executed in parallel with the taijutsu move or stance. If the move or stance costs a move, both costs are added despite being done in the same time frame as only one technique; it will count as two moves but be done in the time it takes to do one move
Note: Can only be used once every two turns
Note: Cannot be used in conjunction with other stat-boosting modes while active
||Approved||
 
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Selendrile

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(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-10 per turn if merged, -10 per Hippocampus)
Damage points: +20 to foam techniques; (-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 that 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). Both the user and opponent stand at the far edge of a raised, cylindrical, white platform 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 cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam, except for a thin layer of the slippery version of foam which makes movement incredibly hard to execute to those not used to dealing with the element. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Meanwhile, the foam cloud will automatically release an A-ranked spray of foam which quickly morphs into a Hippocampus once per turn (a horse with a fish tail that can be used for offensive or defensive purposes). Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to any foam techniques used due to the super-charged foam that is present within the chamber. However, the user can only utilize foam, wind, and water techniques while merged with the foam.
- 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 a single turn after the end of this technique; None above A-rank the following turn
- 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.


 Declined  Oped. Too much stacked. The +20 damage and such, no. I mean, I don't mind you summoning a container that has foam which is enhanced with chakra and allows the usage of stronger foam techniques from it up to X number of times. However this is way too much. It has too many things stacked on it. I cannot approve such a thing.​

(Awaton: Mizūmi no Uchikina Redī)- Foam Release: The Bashful Lady of the Lake
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 60 per lance
Description: The user stomps onto the ground or claps their hands, injecting their foam chakra into the ground around the opponent. Once done, the user creates a beautiful and slender woman composed entirely of foam. The foam woman is incredibly shy, and is reluctant to show herself above-ground without coaxing from the user. The world of men is too harsh for a woman of her stature. However, she is coaxed from the ground when an elemental technique is used, as the lady loves to look upon the fine creations of ninjutsu. Once another elemental technique is in the process of being released, the woman emerges halfway from the ground to gaze at the technique while she forms a portion of her body into a large, five foot lance. So, once the technique is released, she slings her lance as well, aimed at whatever place intended. The woman is able to release a lance up to four separate times during the duration of her stay on the battlefield, with each lance having the strength of an A-rank attack. She functions similar to a clone in that she is completely sentient and is capable of critical thinking and speech, and is the size of an average shinobi. When underground, the woman simply deforms into a mass of foam that can travel quickly through the ground, having no specific shape and undetectable to those who do not possess a doujutsu or some other type of sensory.
- Usable twice per battle; Lasts 3 turns
- No foam techniques above A-rank the same turn


 Declined  Problem here: you intend to use this to make your techniques have a foam combo...ok. However, by saying the lance is A-Rank and saying that she throws the lance at whatever place is not going to be of any good. You actually want to, for 3 turns, be able to use 2 techniques with each one you use. I won't approve that. You can make her throw a foam spear at a technique if feasible and possible of being combined which will result in a foam/X element combo with +X damage. But not like this.​

(Awaton: Zō no Koi no Kōseki)- Foam Release: The Wake of the Elephant Koi
Rank: A
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user will clap their hands together, or stomp a foot on the ground while channeling their chakra into the earth. This causes a large burst of foam to erupt from the ground at high speeds, at any position within short range of the user. The user has complete control over the emergence of the foam, its volume, and its shape. For example, the user can simply make a single, burst of foam that travels directly towards the opponent, or materialize a series of tall, omni-directional waves of foam that spread outwards from the user in rapid succession. As the foam travels, it leaves a thin layer on the ground as it travels away from the user.
- Usable four times per battle


 Approved 

(Awaton: Rivu-aiasan Hokori)- Foam Release: Leviathan Pride
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: +10 per use to foam techniques;
Description: The user simply builds up a greater concentration of his wind and water chakra within him, to be used on the next foam technique he utilizes in battle. The user cannot pick which technique receives the added chakra; it is applied to the next foam technique used. Once the foam technique is used, the finely molded and concentrated chakra is then added to the released technique, doubling its physical size and increasing its deadliness. This technique occurs passively within the user, adding a set amount of chakra (equal to +10 damage) for each use of it within a turn. This technique can be used multiple times within a single turn, but counts as the use of multiple techniques (If used twice the user can only use one other technique for that turn, and so forth).
- Usable five times per battle
- Cannot use wind/water techniques in the same turn


 Declined  This is simply the same as Pervy's Expansion techniques. There are ways to power your techniques, yes, but this one was already done. DNR.​
 
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Howard

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Re: Custom Element's Jutsu

Updating:

(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary
Rank: B rank
Range: Short - Long
Chakra cost: 20
Damage points: 40
Description: The user molds a mixture of water chakra and earth chakra forming a mass of Oobleck, or manipulates an already existing source of Oobleck he then performs 1 hand seal (Boar) allowing him to form the source of Oobleck into projectiles, nets, waves, tools or weapons. As he manipulates the Oobleck he coats it in chakra giving it shape and making it retain a form until impact with a target where the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties. The user can also manipulate the Oobleck to constrict the opponent.
Notes:
-The user can only form four constructs with a use of the jutsu

________________________________________________
 Approved 
Good tech.
(Ekitai: Baindo) Oobleck Release: Bind
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra cost: 20
Damage points: 40 (+10 for constriction)
Description: The user performs the Ram hand seal and molds a mixture of water chakra and earth chakra forming a mass of Oobleck, or manipulates an already existing source of Oobleck he forms the source of Oobleck into projectiles, nets, waves, tools or weapons. As he manipulates the Oobleck he coats it in chakra giving it shape and making it retain a form until impact with a target where the Oobleck loses it's solid properties covering the opponent in a thick gooey liquid that can impede movement making the opponent slowed due to the excess weight of the Oobleck as well as it's sticky properties. The user can also manipulate the Oobleck to constrict the opponent with enough force to break bones to do this he must perform the Seal of Confrontation which gives the opponent a moment to defend from the Oobleck if they have not done so yet..
Notes:
-If the user manipulates a preexisting source he still needs to do the Ram hand seal
-The user can only form four constructs with a use of the jutsu


 Approved 


Updating, also I took out "all around him in all directions. Meaning it has a diameter of 30 meters" because I think the last mod who checked it left it in by mistake. I replaced it with "around the user in total" to make it easier to understand.

(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra cost: 30 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will use their suiton or doton chakra to mold the water or earth, slowly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below
-Note: can only convert inanimate Earth or Water sources or B-Rank and below water techniques through contact.
-Note: the max size of the area converted is related to the users chakra input but can not transform the whole field or a large water source, following principles of reason and logic.

________________________________________________
 Approved 
This is as high as it gets.
(Ekitai: Teiku o-ba) Oobleck Release: Take Over
Type: Supplementary
Rank: A
Range: Short/Long
Chakra cost: 30 (+10 per 5 meters)
Damage points: N/A
Description: The user when in direct contact with water or earth will perform the Ram hand seal and use their suiton or doton chakra to mold the water or earth, quickly turning the water or earth into oobleck. Once created the user can control the consistency of the oobleck hardening it slightly. If an opponent begins to sink into the oobleck it'll be hard to get out because as the opponent struggles to get out the oobleck takes on a solid property holding the opponent down. This source of oobleck can be used for other jutsu as well. However it can only support jutsu A rank and below. The size and depth of the source depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized source which is extremely effective against a great number of enemies or when having to face large creatures.
-Note: Can only convert inanimate Earth or Water sources or B-Rank and below water techniques through contact.
-Note: The max size of the area converted is related to the users chakra input but can not transform the whole field or a large water source, following principles of reason and logic. The technique has a range of 20 meters meaning it can create a large source in front or behind the user but can only create a small source (Short - Mid) if used to create an omnidirectional source surrounding the user's position.


 Declined  Update declined. Do not resubmit an update to that technique if its to try and empower it more. I already made it clear it was as high as it got.​


(Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones.

Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.

________________________________________________
 Approved 
(Ekitai: Ekitai Karada) Oobleck Release: Oobleck Body
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: The user releases doton and suiton chakra throughout his body much like other elements. The user is then able to turn portions of his body into oobleck and reform them at a later time, this allows for the mending of bones and flesh wounds as the user can mend the bones and flesh when reforming. This can be used defensively to absorb punches, kicks, sword strikes and projectiles, as well as water, wind and any other element oobleck is strong against or neutral to. It can be used offensively as when the user punches or kicks with a limb turned to oobleck it takes on a solid state at the point of contact and can effect the opponent to the same extent as a normal punch or kick. The user can also grab the opponent and surround his head in oobleck suffocating him or gripping a limb. When a limb is made of oobleck it can stretch out to Mid range hitting an opponent from afar. If the user performs the Seal of Confrontation with his free hand while grabbing an opponent's limb the oobleck can be controlled to crush the limb with enough force to break bones.

Note: The user can turn his entire body to oobleck but must perform the Ram hand seal to do so. If he instead only turns a small portion of his body to oobleck he doesn't need the hand seal.
Note: While the user's body is made of oobleck he can only use earth, water and oobleck jutsu.
Note: If hit by a jutsu that oobleck is weak against the user reverts back to his normal form and takes damage for the attack.
Note: the usage of the technique is required for each transformation and keeping the transformation requires the user to expend chakra per turn. The limits of the transformation are 3 full turns with one turn cold down.


 Declined  Update declined. Do not resubmit.​

New:


(Ekitai: Gyaku Yuudoku) Oobleck Release: Detoxification
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: The user creates a layer of Oobleck on their body somewhere by releasing chakra through their pours, and over time it absorbs toxins and poisons from their body. It does this all throughout the battle while in play, allowing the user to be be less affected by toxins, poisons and foreign pathogenic matters that invade the body. Oobleck is a mixture of Earth and Water, almost Mud-like in nature, mixtures like these have shown to have an immense impact on the body in health and medicine. The Oobleck used in this jutsu is able to transfer heat, relaxing muscle tension, reducing pain, and easing stiffness in joints allowing for more fluid and precise movements. Due to it's high mineral content, Oobleck has a drawing effect that is detoxifying and healing in nature when in direct contact with the skin. The layer of Oobleck is used to remove various toxins from the body over time as well as pathogenic matter which allows the user to heal faster as well as recover from some toxic jutsu such as poisons and jutsu that infect the body due to this the user is unaffected by poisons and toxins C rank and below and suffers significantly less damage from higher ranking infectious jutsu being less effected by them each turn. By the third turn the user's body will be completely detoxified removed of all infectious materials this process can be repeated up to four times per battle.
Notes:
-Can be used four times per battle
-The oobleck cannot be used for anything else.
-The oobleck stays on the users body for three turns and allows for the absorption of toxins, poisons and pathogenic matter from the body.


 Declined  You aren't a medical ninja nor has your CE the ability to do such a feat so neither is the ability to deal with toxins one you can imbue into the element nor is it one that is part of the element. DNR.​

(Ekitai: Tenrai Souzoubutsu) Oobleck Release: Divine Creation
Type: Offensive/Defensive
Rank: S
Range: Short/Long
Chakra cost: 40 (-40 per turn to sustain)
Damage points: 80 (+15 for the constriction)
Description: The user performs two hand seals (Boar -> Serpent) while releasing a massive mixture of doton and suiton chakra into the atmosphere condensing a source of oobleck to form into large objects that can be used to attack or defend. The oobleck created is enough to create objects that are ten meters by five meters in length or height. If used to make more then one object their size diminishes over each use, so if two objects are made they can each be five meters squared if three are made they can be three meters squared however the rank of each object stays the same.
This can be used to create offensive weapons such as hammers, axes and various other constructs as well as more life-like constructs like golems and animals that can be moved throughout the field with relative ease. These objects all retain a shape and a form until they make contact with an opposing force in which time after causing damage to it they splatter into a mass of oobleck that covers whatever it hit in a thick mud-like mixture that binds them in place. At this point by performing the Seal of Confrontation the user can cause the oobleck to tightly adhere to whatever it hit constricting it with enough force to break bones and tree branches. It can be used defensively to create walls and platforms as well as hands that can catch or hold off certain jutsu. The constructs follow the strengths and weaknesses found in the element itself.
Notes:
-The constructs move about as fast as a Shinobi can run full sprint.
-Only three constructs can be made per use.
-Can only be used thrice per battle.
-Once released the oobleck can be used as a source for other oobleck techniques.
-Cannot use any other jutsu while the jutsu is active.
-The constructs can only be formed in a Short range but can be manipulated up to Long Range.
-They cost as much chakra per turn to sustain as they do to create them.


 Approved 

(Ekitai: Tsukai-sore Zen) Oobleck Release: Doing it Right!
Type: Supplementary
Rank: A
Range: Short (of oobleck)
Chakra cost: 30
Damage points: 60
Description: The user performs the Serpent hand seal manipulating an oobleck technique that he had already used. This allows him to change the course of the oobleck technique, reverse the techniques direction at the last second or change it's properties slightly hardening or softening the blow, however the user must hold the seal while doing so and loses control the second he releases the seal. This allows the user to cause the oobleck from the technique to blast out and around the opponent covering their body in oobleck even if it missed by a small margin. This oobleck makes moving harder as well as restricts breathing as it weighs heavily on the body sticking to it profusely. The oobleck can possibly asphyxiate the opponent if it successfully covers the opponent completely but is highly dependent on how much oobleck was used in the previous technique. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes respectively.
Notes:
-Can only be used four times per battle on two sources per use
-Can only manipulate up to A rank oobleck jutsu that the user already used.
-The Oobleck can only be manipulated up to a Short Range distance of where it was when the technique was used.


 Declined  DNR​

(Ekitai: Subeta) Oobleck Release: Sparda
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra cost: 20
Damage points: 40
Description: The user releases oobleck as he punches, kicks or uses basic taijutsu motions which allows for blasts of oobleck to be incorporated into free-form taijutsu and Taijutsu use that does not incorporate chakra usage. The user can also create arm motions such as waving of the arms in an arc like motion or kicking of the legs in swift motions to release crescent arc-like blasts of oobleck allowing the user to attack the opponent from a moderate distance such as Mid Range. The blasts and arcs hold enough force behind them to knock the opponent back as well as possibly bruise the internal organs but isn't fatal or life threatening. The blasts of oobleck have a blunt force impact akin to an Earth Release technique able to break bones and bruise organs. This justsu is more of a way to create openings in the opponent's stance or exploit openings or weak points in the opponent's stance. Once the oobleck hits the opponent it clings to their body and is hard to remove. The oobleck follows the strengths and weaknesses found in the element itself.
Notes:
-Can be used five times per battle
-The user can only create four blasts, arcs or waves with each use, with the total power divided between them.


 Approved 
 
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ZK

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Re: Custom Element's Jutsu

(I'm quoting this because it's the submission wherein the techniques were approved)


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Resubmitting/Editting:
(Amatsu Fūton ♦ Sakyū no Kyūei) - Empyrean Wind Release ♦ The Song of the Sand Dunes
Rank: A-Rank
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user forms a single handseal and sends a great blanket of Empyrean Wind through the pores of the earth or through the earth itself and spreads it through the terrain. By using the incredible suction power of Empyrean Wind and its ability to differentiate between particles, the blanket separates the many minerals in the earth from each other, pulling all nutritious substances and minerals 100 meters downwards into the earth itself and leaving only a barren dune of sand and silicon in its wake. The blanket of Empyrean Wind severs all connection with the earth itself, preventing it from being used as a basis for Earth Techniques. Furthermore, the completely dead terrain makes the creation of life in the ground almost impossible, preventing the use of Wood Release, or any life-giving element, through the ground.
-The user can, with one (1) handseal, push the soil and earth upwards again. This count as one of the three moves allowed per turn.
-Earth-techniques of S-ranked strength and above can be used in the dead terrain, but their damage is reduced by 20 points.
-No Forbidden-ranked Empyrean Wind techniques during the following turn.

-Can only be used twice (2) per battle.

____________________________________________________________________________________________________
 Approved 


(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
Rank: S-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji one hundred meters in the air. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation, the dragon can use the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field, as the dragon immediately draws them into itself. Humidity and rain, too, can be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape can draw insects and big concentrations of harmful germs/particles/spores into itself. This technique, however, can only attract the things mentioned in one of the three options at a time. Each time the user switches between the three options, the thick strings of Kanji form sealing formulas that seals all the incoming material inside the dragon.
-Switching between the three options counts as a move.
-Absorbing a technique/combination counts as a move.
-The dragon can maximally absorb techniques of S-ranked strength.

-The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything inside the dragon into the area.
-The user cannot use higher than S-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.

____________________________________________________________________________________________________
 Approved 


(Amatsu Fūton ♦ Doragon Unari) - Empyrean Wind Release ♦ Dragon's Roar
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30
Damage: N/A (Depends on the gathered gas)
Description: After forming a single handseal, the user releases a massive gust of Empyrean Wind, slightly larger than 'Wind Style: Pressure Damage', that is shaped in the form of a dragon's head. The massive gust of Empyrean Wind will rage around the field and cannot be satisfied until its hunger is quenched. This technique is designed to gather gaseous molecules whose consistency differs from that of air through the unique rotation of Empyrean Wind. By inhaling deeply the turn after this technique has been used, the user is able to gather and compress the gathered gases and air into a compressed ball that can be exhaled as a large cloud immediately afterwards. By storing the gas in the Oxygen-forsaken core of the Empyrean Wind, the user is able to preserve the gas' properties for when it's exhaled.
-Can only be used three (3) times per battle.

__________________________________________________________________________________________________
 Declined 
I don't understand it. You need to rewrite it.

Resubmitting:
(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
Rank: A-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air, this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Such objects would only last for a few precious seconds due to the instability shifting nature of Empyrean Wind, but through chakra manipulation the user is able to condense the objects created by the technique, increasing their life-spans.
-Must wait one turn before reuse.
-Objects last for the turn they are used and can only be created short range from the user.

__________________________________________________________________________________________________
 Approved 


(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
Rank: S-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals, the entire box will be black as night and impossible to see through. Upon completion, every corner and side of the box will use the incredible suction power of Empyrean wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of seals are designed to reject matter from entering and leaving the box. Energy-based attacks may still enter and leave, but physical attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
-Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
-No other Empyrean Wind techniques during the following 3 turns.
-Cannot mold chakra above S-Rank for the same and next turn.

__________________________________________________________________________________________________
 Approved 


(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
Rank: A
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a shape of Empyrean Wind and uses its ability to carry Oxygen particles to drastically increase the level of Oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out. The increased level of Oxygen will cause those within the designated area to feel very light-headed and nauseous, warning them of the imminent danger.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.

__________________________________________________________________________________________________
 Approved 
Attempting some edits:

(Fūinjutsu/Amatsu Fūton ♦ Hiryōsukēru Kyūkōka) - Sealing Technique/Empyrean Wind Release ♦ Flying Dragonscale Swoop
Rank: S-Rank
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: The user forms two handseals and creates a massive dragon of uniquely rotating Empyrean Wind and chakra-based strings of Kanji somewhere on the field. The dragon will circle the battlefield and look realistic, but its shape is purely for cosmetic purposes. Through its rotation; the dragon uses the air itself to gather all odorant molecules alongside moisture and most vapors, which makes it impossible for odors and gasses to be spread around the field as the dragon immediately draws them into itself. Humidity and rain will also be absorbed by the dragon, which can create an extremely dry environment. Finally, the shape draws insects and big concentrations of germs, particles and spores into itself. The dragon, however, does not differentiate between friendly and hostile techniques, which means it will absorb all techniques that fit the aforementioned descriptions.
-The dragon can maximally absorb techniques of S-ranked strength.
-The user can form a single handseal to unseal everything the three formulas have stored. This counts as a move and simply releases everything sealed inside the dragon into the area.
-The user cannot use higher than A-ranked Empyrean Wind techniques while this is active. Furthermore, the user cannot use any other Empyrean Wind Techniques during the turn this technique is activated.
-The shape lasts for four (4) turns.
-Can only be used once (1) per battle.


 Approved 

(Amatsu Fūton ♦ Mōshin no Miko) - Empyrean Wind Release ♦ The Blind Faith of Theresa
Rank: A-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: The user releases a stream of chakra through the air and molds it into the shape of any object or beast of reasonable size. By using the incredible suction power of Empyrean Wind to gather air; this technique allows the user to create semi-physical, semi-transparent objects of Empyrean Wind. Instead of gathering oxygen in its core as some techniques do; the objects created by this technique are completely hollow except for the matter, gas and energy that occupied the spot the object was created around. The user can even expel and absorb gases at will, meaning that the structure can technically be used as a makeshift gas mask.
-Must wait one turn before reuse.
-Objects last for the turn they are used and can only be created mid-range from the user.


 Declined  Gas mask part is stretching it and makes little sense for me​

(Fūinjutsu/Amatsu Fūton ♦ Kurohitsugi) – Sealing Technique/Empyrean Wind Release ♦ Black Coffin
Rank: S-Rank
Type: Defensive-Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user forms a single handseal and expels a great amount of chakra from his body, causing great masses of chakra-based Kanji to appear around a specific point. Upon creation, the masses of Kanji arrange themselves into forming the frame of a big, rectangular box that reaches mid-range around the area it's created on. Even while arranging themselves, the Kanji emit controlled bursts of Empyrean Wind, using each other as focus points to cover the frame in a thick layer of the deadly element. Due to the presence of so many seals; the entire box will be black as night and impossible to see through. Upon completion; every corner and side of the box will use the incredible suction power of Empyrean Wind to pull matter trapped inside the box in all directions simultaneously, causing all but the sturdiest material to be ripped apart. Furthermore; the sheer amount of Empyrean Wind present within the box will show on those inside it in the form of multiple rips and tears. Kurohitsugi’s real strength, however, lies in its versatility. The formulas of the seals are designed to reject energy from entering and leaving the box. physical attacks may still enter and leave, but energy-based attacks up to the rank of the technique are unable to pierce the box.
-It’s possible to confine the Empyrean Wind to the outer surface of the box and simply use the matter-rejecting formulas to safeguard matter inside it.
-Can only be used twice (2) per battle. The offensive version can be used once (1), as can the defensive version.
-No other Empyrean Wind techniques during the following two (2) turns.
-Cannot mold chakra above S-Rank for the same and next turn.


 Approved 

(Amatsu Fūton ♦ Jinkō Akari) - Empyrean Wind Release ♦ Artificial Lights
Rank: A-Rank
Type: Offensive/Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: The user creates a ripping shape of Empyrean Wind within short range and moves it towards the target and uses its ability to carry oxygen particles to drastically decrease the level of oxygen in the designated area. At any time, the user generates a small spark by creating two small structures of chakra in the designated area and rubbing them against each other. The small spark will ignite the oxygen in the area, causing it to violently combust , at which point the user simply cancels the technique, letting the hungry flames rush in to fill the almost airless area, like air rushes to fill a vacuum. The shape of Empyrean Wind will keep the needed matter/gases in and the unneeded matter/gases out.
-Must wait one turn before reuse.
-The user cannot use any Forbidden-ranked Empyrean Wind techniques during the same turn.


 Declined 

New submission:

(Ototon/Amatsu Fūton ♦ Echolalia) – Sound Release/Empyrean Wind Release ♦ Hankyōgengo
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user releases localized pulses of sound from clusters of his tenketsu and uses the sonar effect to map and check his bloodstream and intestinal system for foreign matter. The pulses are specially saturated with the user’s chakra and react to foreign energy in the same manner as they react to matter. When and if the pulses locate something the user releases small streams of Empyrean Wind towards the affected area that use their ability to differentiate between molecules to capture the foreign matter inside themselves and carry it to a point of the user’s choice where they push it through the skin. If the foreign matter is found in the intestinal system it can even be carried to the user’s mouth where it can be spat out.


 Declined  DNR. Beyond the scope of your CE.​
 
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Korra.

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(Nirro Suna: Mekakushi of the Nirro Zetsumei) Red Sand Release: The Masque of the Red Death
Type: Attack
Rank: S
Range: Mid/Long
Chakra cost: 40
Damage points: 80
Description: The user does the snake hand sign then waves one of his hands in an upward motion converting the ground below the opponent into Red Sand with the motion it the created Red Sand shoots upwards creating a fine dust storm that encompasses a ten meter squared area around the opponent. The Red Sand hangs heavily in the air and can be controlled through motions of the hands to pelt the opponent violently tearing and burning at their flesh the gains of Red Sand will also cling to the eyes causing blindness. The Red Sand burns to the touch and as the opponent breathes it in it enters their lungs causing internal damage and burns to the linings of the lungs and throat. The user can then perform three hand seals (Bird -> Rat -> Tiger) forcing the small gains of Red Sand to explode causing significant damage to the opponent's body. Each grain has about the same strength as a Paper Bomb.
Notes:
-Can only be used twice
-No other Red Sand jutsu this turn
-If the user gets caught in the storm he will be effected but can control it with motions of the arms to lessen the damage


 Declined  I don't understand the part I colored. Please rewrite.​

(Nirro Suna: Reddosupaidā no Kankō Meisho) Red Sand Release: Red Spiders Attraction
Type: Attack/Supplementary
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will do the Tiger sign and create 10 life size spiders (size of tarantulas) by either using their chakra to create them from the ground or using an already made source of Red Sand. The spiders will then rush towards the opponent and latch on to them keeping him in place by biting down onto to them. Once attached the user will do the clap his hands together causing the the spiders to grow in size to being the size of Pakkun. The spiders can cause 3rd degree burns by being touched or attacked by them once they are enlarged.
Note: Usable 5 times a match


 Approved 

(Nirro Suna: Hadesukyanon) - Red Sand Release: Hade's Cannon
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A (+10 to water jutsus that get heated)
Description:
Note: The user creates a large tube of highly heated red sand right in front of them. When the user makes any water jutsu go through the tube it comes out as extremely hot steam that will melt the flesh of anyone in front of them.
Note: The tube last for 4 turns.
Note: Usable 5 times a match


 Declined  DNR. Not within your CE's abilities.​

(Nirro Suna: Tenpu no Sainō) Red Sand Release: Gift of Nature
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra cost: 20 (-5 per turn)
Damage points: N/A
Description: The user sends their chakra throughout their red sand, as long as the chakra is present inside of the sand and not negated by opponent(s), the user will be able to freely control the sand. This jutsu serves as more of an activation that lasts until the chakra is negated. The user can control sand within long range but the strength weakens by one rank per 5 meters. The user can use this to make tools and objects within the limitations of the amount of sand that is present. The sand's movement is on par with that of gaara's without shukaku
Note: Note once activated it stays activated.


 Declined  I don't understand this technique at all. Control the sand...ok...but how? to do what? what sand? to what extent? with what power? It doesnt do damage so what does it do? I mean, its severely under-defined. Define it better and rewrite.​
 
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Daemon

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(Kazan Hai: Hametsu Ponpei )- Volcanic Ash: Bane of Pompeii
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A(60 if used to attack)(+10 damage to taijutsu)
Description: The user channels fire chakra into their lungs and converts it into layers upon layers of super heated ash. The user spews out an extremely large ash cloud in front of them. By forming a tiger handseal, the cloud of ash collapses inward onto the opponents flesh completely covering them with Volcanic ash. After this stage, the real transformation takes place. Underneath the shell of volcanic ash, the user is converting himself or herself into volcanic ash itself. After the transformation is complete, the volcanic ash that was surrounding the body disappears and collapses to the floor revealing the user. The transformation itself doesn't take long 5-10 seconds should be enough. When in this form of ash, The user can do many things such as create weapons out of their volcanic ash body. However, these weapons will only count as C-rank creations and each time a new weapon is created this jutsu has to be posted for reference. When used in a taijutsu scenario, when the opponent comes in contact with the user they bare severe burns to the skin due to the properties of volcanic ash. Using the explosive properties of volcanic ash the user can also make minute explosions to blast back the enemy. Due to being completely made of ash, the user is lighter and becomes easier to move and contort ones body. This allows them to get through small openings with ease. However, the user does possess the natural weakness of Volcanic Ash. ( ). When the user comes in contact with a wind jutsu, it increases the heat of the volcanic ash temporarily increasing the damage. Lightning release would phase through the user as it would any fire jutsu. Fire jutsu acts normally towards the user and can still damage them as Volcanic ash and fire fight on equal terms with each other. Water of a high rank would put out the embers within the ash and cool it down causing it to clump up and solidify. It also gets rid of the explosive properties of the element. Earth Release can handle the heat provided by volcanic ash and can withstand the explosions.
- can be used 3 times per battle
- Lasts 2 turns each use with 1 turn cool down between each use
- can only be taught by Daemon


 Declined  I don't understand this technique. In broad terms it seems like you spew hot ash at your opponent which then collapses upon him, burning him. Ok... But then you have the whole transformation part and how the ash will surround you and transform you... Doesn't make sense. Rewrite.​
 
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Priest

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Karakazeton - Harmattan Release
Type: Attack/Def/Sup
Rank: C
Range: Short/Mid/Long
Chakra: 15
Damage: 30
Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air.


 Declined  No on the "created from surrounding air" for such a technique without hand seals.​

Karakazeton: Karakaze Kumo - Harmattan Release: Harmattan Cloud
Type: Sup
Rank: B
Range: Short-Long
Chakra: 20
Damage Point: N/A
Description: The user makes a boar handsign then he spews a stream of harmattan that quickly forms into a large cloud. This is a special one that is mixed with scouring dusts and atmospheric aerosols with harmattan being highly susceptible to dust and particles, thus the cloud apears white and the opponent is not able to see within it except for Byakugan doujutsu as it is entirely cursed with the user's chakra. The user also cannot see in the cloud but he can sense anyone in the cloud because of his chakra contained in it. Although this is purely supplementary, the main properties of harmattan itself can't be ignored as opponents would still suffer consequences when too exposed to it thus their skin starts peeling off at the end of one turn and at the end of 2 turns they would surfer severe upper skin loss and blood loss, at the 3rd turn, loss of conciousness.
+Last for 3 turns then it disperses


 Declined  Oped and breaking the limits of your CE. No where in your CE does it state you can release it as a cloud form or a form that would actually mimic it or blind your opponent in any way. Its wind, just one that is dry and somewhat abrasive and perhaps hot.​

Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 15% thus decreases perspiration.
This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after one turn, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of 2 turns. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry and barren.
-Lasts for 3 turns
-Useable 4x per battle


 Declined  Look at those effects I colored... Besides, even if dry, those effects would never be immediate. Lack of humidity and extreme dry air lead to those effects potentially, not invariably.​

Taibu Karakazeton - Greater Harmattan Release
Type: Offense/Defense/Sup
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend.
-Useable only 4x per battle
-Must be taught by Priest




 Declined  Describe what it is, not stating "its a stronger version of x technique" because in battle you won't be linking to the other technique when you use this one. You use this one so this one has to have stated everything it can do. The same note i gave for the C-Rank one still applies to this one.​
 
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(Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 chakra per turnto sustain creations)
Damage points: 60
Description: This technique can be employed by the user in three different ways. The first method allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique). The second method allows the user to focus their sulfuron chakra directly into the ground below before releasing it from the ground as forceful geysers and molding it through shape manipulation into whatever form the user desires. The final method in which this technique can be employed is through using an existing source of gaseous sulfuron residing on the field and manipulating it through hand gestures.

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank


 Declined  Problem: the technique is only the first method. The others are actually different techniques altogether and not variations of the same method. Also, its -10 per turn to sustain and you say in your own CE submission it can only be released from your body so that ground application has tons of issues in logic. And I wonder where you got this idea from...hum...​

(Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
Rank: S
Type: Supplementary/Offensive
Range: Mid
Chakra cost: 40 (+10 chakra per turn)
Damage points: N/A
Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. Furthermore, this technique will also evaporate any moisture above and inside the earth, making it useful for ridding the battlefield of underground water sources and reducing the battlefield to a barren, desert-like state.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


 Declined  Issues: you state this in your CE
Sulfuron is created through simultaneously fusing wind, earth and fire chakra, and is released from the user's body.
so you need to fix your own description according to this. Also, if you propagate it into the soil, how does it affect the air above it? And if it does, doesn't it also affect you?​

(Katon/Sulfuron: Koushoku Kunjou) - Fire/Sulphur Release: Fulvid Fumigation
Rank: S
Type: Offensive
Range: Mid - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their sulfuron chakra into the ground below, doing 3 handseals, before causing it to burst up from the ground as forceful columns of scorching sulphur, beneath and around the opponent's position. Without delay and as such as the columns erupt fully, the user will stomp their foot and send identical geysers of fire through the same openings created by the columns of dark yellow volcanic gas. The gaseous sulphur will instantly ignite and the flames will take on a distinct golden colour to signify the burning of sulphur. This burning of sulphur in air will give rise to a sickly mist of sulphur dioxide and sulphur trioxide (formed when sulphur is burnt in air) which will instantly react with the moisture in the air its exposed to, giving the minute droplets of water a slight corrosive quality. However, anyone unfortunate enough to breathe in this mist (including the user) will have their sense of smell deadened, their skin blistered and their insides eroded away as the gases readily react with the water in their bodies. Unlike Sulphur, the user has no control over the gases produced when it is burnt in air and the user is as to prone to their adverse effects as the opponent is, meaning they should take caution not to enter the vicinity in which the corrosive mist resides.

Note: Counts as two moves
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Sulphur techniques above A-Rank in the user's same and next turn


 Approved 

(Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing it to melt and meld with the earth and create a field of golden molten sulphur. The sheer heat of the sulphur will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to 10 meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn


 Declined  This is actually beyond your CE's abilities because of the note I stated in the other techniques and because you are using Sulphur Chakra to melt the ground when you yourself state the element is weak to earth making me believe it lacks the properties to melt the ground like that. I just don't feel that part is much logical or feasible. If a cloud of sulphur can melt the ground and merge with the ground to transform it into that? perhaps. But that requires a different set of description.​

(Sulfuron: Karada no Kazan) - Sulphur Release: Body of Vulcan
Rank: S
Type: Defensive/Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (+10 chakra per turn)
Damage points: N/A (-20 damage if contact is made)
Description: The user will release their sulfuron chakra into a part/parts of their body, converting that part of their body (or their whole body) into gaseous sulphur, in a similar manner to replacement techniques which use water, sand and etc. The user's transformed body parts will become impervious to physical damage since they will pass straight through the gaseous sulphur (much like the Hozuki) and will become highly resistant to lightning-based elements. Since sulfuron is a relatively dense gas, projectiles and attacks alike (Taijutsu/Kenjutsu) will traverse through the user with considerable resistance, slowing them down as they pass through. Should the full body version be used, the user will retain their humanoid shape and form but will gain certain characteristics due to their greatly altered composition. The user will become virtually weightless, making them capable of treading without a sound (silent footsteps) and aerial flight alike. Should the transformed parts come into contact with water, the searing heat of the gas will vaporize it near instantly and cause steam explosions. These 'steam explosions' will spray the remaining scalding water vapor and boiling hot water outwards onto anyone nearby. The magnitude of these explosions will depend on the amount of water. During rainy conditions the user's position will resemble an intense fireworks display as the droplets of boiling water are sent outwards in a radial manner. When this technique is used underwater, a similar concept will apply only the steam explosions will be far greater in magnitude. However, in this form the user becomes prone to ignition by Fire-based elements (A-Rank and above). Being ignited will force the user to revert to their human form and the targeted/ignited parts of their body will be covered in flames. In this form, the user can only use sulphur, fire, earth and wind (the elements its comprised of) but they can revert to their previous state at any point in time.

Note: Lasts for a maximum of three turns
Note: Can only be used three times per battle
Note: Requires a cool down time of one turn in between usages
Note: Can only be Taught by Negative Knight


 Declined  Sorry but this is a copy of my Proud Body of Lucifer technique but with your element instead of decay. I understand many members have tried to copy it but it still doesn't mean I'll allow it.​

(Sulfuron: Iyashii Tatchi) - Sulphur Release: Befouling Touch
Rank: A
Type: Offensive/Supplementary
Range: Short/Mid
Chakra cost: 30
Damage points: 60
Description: By channeling sulphur chakra to any part/parts of their body, the user is able to emit sulphur from that body part covering it in a coating of highly condensed volcanic gas which hovers centimeters above their body. This coating can severely burn through the opponent's skin giving them 4th degree burns which extends through the skin and into underlying fat, muscle, and bone upon contact. This technique can be applied various parts of the body, the whole body at once, or the user can channel the sulphur chakra covering a tool or weapon in sulphur, in a similar manner how Kakashi does so with Raikiri. If that method is applied to a kunai (or any projectile) then the sulphur coated object can only travel up to Mid Range before the coating dissipates. Alternatively, this technique can also be used in a similar manner to Earth Release: Added Weight Technique, where the user will instead focus their sulphur chakra directly into plant-based matter after making contact with it, causing it to recede and die. This is especially useful against prisons and binding type technique which seek to entangle or constrict the user's movements.

Note: Can only be used four times per battle
Note: Can only be Taught by Negative Knight


 Declined  My problem is how you make it seem this is so letal to the touch... To achieve 4th degree burns, you actually would need more than simple momentary/immediate contact with it. Its a bit over streched and again, the technique goes from releasing sulphur form your body to engulfing weapons in sulphur and channeling it through plants. One thing is to say "This technique is about releasing sulphur from my body. It can be used to release it as waves or blasts or as a cloud that covers it" another is to say "this techniques is about releasing sulphur gas from my body. It can be used as a defensive mechanism, creating a cloud around me or channeling sulphur into organic matter to poison it". One thing is to have a generic use and exploit the different specific uses it can have in different methods, another is to actually go about specific different methods with no relation to each other. Be careful with that. Also, how will you not be poisoned by this yourself? Ok, you're releasing it from your body which explains why you won't be burned by it which is logical but what about being poisoned if you inhale it? Because you do have to breathe...​

(Suiton/Sulfuron: Izumi no Kasai) - Water/Sulphur Release: Fountains of Volcanus
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will imbue their suiton chakra into the clouds above and convert the moisture within them into a dark black, flammable liquid (Similar to the one produced in Water Style: Black Clouds). After doing so, the user will connect their fingers and hold their palms centimeters apart in a praying stance before conjuring a small, highly condensed orb of gaseous sulphur in the gap between his hands. The orb will no sooner be thrust skyward and sent towards the flammable bodies of moisture residing above, where it will compress in on itself before furiously bursting outwards into a violent maelstrom of sulphur. The sheer heat and ferocity of the "explosion" will ignite the flammable water and paint the sky a vibrant orange/yellow colour, sending down a meteor shower of fire, aflame water and scalding water vapor. The initial dispersion force of the orb's eruption is so great that no clouds remain above the user and so they remain safe from the technique's effects. The superheated water will cling to and singe through the opponent's skin and clothing, while the surrounding fire sets them ablaze. Clouds of gaseous sulphur will also linger in the sky above the battlefield, which can be used as a source for future techniques. The explosion of fire as well as the sulphur lingering in the sky above will heat the upper atmosphere enough to generate the conditions required for Kirin.

Note: Counts as two moves
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other Sulphur techniques above A-Rank in the user's same turn
Note: Can also be used with the aid of a clone or ally.


 Declined  taken from your CE submission regarding your elements interaction with Water:
Water Release and Rain Release - Sulfuron vaporizes water, causing it to explode into steam.
Even if you are trying to use a sub-type or a specific release from within the element itself, the truth is all properties of that element still sustain themselves. Example: Oil, even if flammable, is still strong against Fire because it requires a great deal of heat to be ignited. Oil that is produced by that specific branch of Water release. Which, btw, we don't allow customs of, because it collides with Oil CE, Ink releases and Toad Oil, not to mention the fact that it isn't really a cannon thing but one added long ago and kept so far. Sorry but DNR.​

(Sulfuron: Kyoukou Yuukyuu Kokyuu) - Sulphur Release: Famine's Fallow Breath
Rank: A
Type: Offensive
Range: Mid - Long
Chakra cost: 30 (+10 chakra per turn)
Damage points: 60
Description: The user will spread his sulphur chakra into the ground and cause it to react with any water within the ground to generate a harmful chemical (Hydrogen Sulfide), commonly known as 'sewage gas'. The normal interaction between sulphur and water typically doesn't produce this gas, but the absence of oxygen (since they interact underground) causes this to be the case. This colourless, explosive gas will slowly seep from the cracks/crevices in the ground and rise up to immerse the opponent in its ghastly, pungent odour of rotten eggs, hence its name. Shinobi unaccustomed to the smell of disease and decay may gag or even vomit in response to this terrible odour but this varies from person to person. However, this detection will be a little over momentary, as shortly afterwards the opponent's sense of smell is deadened by their initial exposure to the toxic gas. The opponent's body will be corroded from the outside and within, as the caustic gas causes their skin and flesh to fester while it taints several essential bodily processes. Unknown to the opponent, conventional methods of dispersing or blowing away the gas will not work as its continuously released from below the earth. By the end of the first turn, large swollen blisters and itchy boils filled with a pus-like yellow fluid will have grown all over the opponent's skin, tongue and lungs, making it painfully hard to breathe or talk. These growths will also make handseals impossible to perform, as the user's hands cannot physically fit together. The opponent's movement speed is also reduced by half, making their movements sluggish and much easier to follow with the naked eye. By the end of the second turn, these blisters will inflate even further and will obstruct air flow to the lungs to the extent the opponent will lose consciousness. However, this technique cannot be used on barren or desert-like battlefields due to the lack of water in the ground.

Note: Lasts for two turns
Note: Can only be used twice per battle
Note: Can only Taught by Negative Knight


 Declined  Small correction to your reasoning which you'll understand why it invalidates your technique: Air exists within earth (unless its hard, solid, dense rock, in which case its residual) and air contains oxygen. Also, again, the note about your own CE submission​

(Fuuton/Sulfuron: Kyoubou no Funkazan) - Wind/Sulphur Release: Rage of Vesuvius
Rank: S
Type: Offensive//Supplementary
Range: Mid - Long
Chakra cost: 40
Damage points: 80
Description: The user will focus their sulfuron chakra into the earth before causing clouds of sulphur to rise up from the cracks and crevices in the ground. The pale, translucent mist will emerge beneath and around the opponent in a radial manner and can extend as far as up to mid-range of their position. With a single handseal, the user will infuse their wind chakra into the air in order to generate a heavy gust of wind which will lift up large quantities of scouring dust (Similar to Wind Release: Dust Cloud Technique) before forcing the clouds of sulphur and dust alike to converge inward on the opponent at a high velocity. The sheer compression force of the wind will push the opponent inward from all sides and subsequently cause them to undergo rapid petrifaction, as the miniscule pieces of dust, dirt and debris are deposited in their melting skin and flesh, while the surrounding clouds of volcanic gas heats them to blazing temperatures. The pressure of the wind causes the pieces of rock to compact into the organism's body while heat of the sulphur act as a blast furnace, hardening the layer into solid stone and making it a permanent change.

Note: Counts as two moves of the user's three per turn
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Sulphur techniques in the user's next turn
Note: Can also be used with the aid of a clone or ally.

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 Declined Effects are way too much NK. And as it stands, its too powerful. I can't allow a technique that can cause petrification of the target like that, specially if we consider that that is not a primary ability of your CE. Your CE is sulphur. A substance. You can explore some of its abilities but to this degree it becomes too much. And the dual elemental thing doesn't help.​

(Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
Rank: Forbidden
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (rain clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. Furthermore, the heat of these clouds will resonate into the upper atmosphere, generating the conditions required for natural thunderstorms (Kirin).

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked elemental techniques in the user's same and next turns
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight

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 Declined  I even editted the restrictions and was about to approve when I noticed that kirin note... If you clean the whole field of water, how can storm clouds be created for kirin? Also, think logically. You are not releasing energy from your body. You are releasing a gas. A very very dense gas. Which is poisonous and which you just filled the whole atmosphere and basically the whole field with. Don't you think you need to explain how long it stays on the field? And how you aren't poisoned by it?​
 
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(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-10 per turn if merged, -10 per Hippocampus)
Damage points: +20 to foam techniques; (-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 that 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). Both the user and opponent stand at the far edge of a raised, cylindrical, white platform 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 cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam, except for a thin layer of the slippery version of foam which makes movement incredibly hard to execute to those not used to dealing with the element. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Meanwhile, the foam cloud will automatically release an A-ranked spray of foam which quickly morphs into a Hippocampus once per turn (a horse with a fish tail that can be used for offensive or defensive purposes). Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to any foam techniques used due to the super-charged foam that is present within the chamber. However, the user can only utilize foam, wind, and water techniques while merged with the foam.
- 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 a single turn after the end of this technique; None above A-rank the following turn
- 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.


 Declined  Oped. Too much stacked. The +20 damage and such, no. I mean, I don't mind you summoning a container that has foam which is enhanced with chakra and allows the usage of stronger foam techniques from it up to X number of times. However this is way too much. It has too many things stacked on it. I cannot approve such a thing.​
(Kuchiyose/Awaton: Kuto~urufu no Onami no Shinshitsu)- Summoning/Foam Release: Cthulhu’s Billowy Bedchamber
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short-Long
Chakra cost: 50 (-10 per turn if merged)
Damage points: +20 to foam techniques; (-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 that 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). Both the user and opponent stand at the far edge of a raised, cylindrical, white wooden platform 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 cover the walls and floors while the rest of the foam reaches to the ceiling. Only the areas above and on the platform are left barren of foam. The foam cloud rotates quickly around the platform, leaving the center relatively calm like the eye of a hurricane. Additionally, the user can merge/travel within the foam to avoid an attack – functioning similar to the Kaguya’s final dance and counting as a single move – appearing at any location the foam is presently at. Only the initial merging can be used to avoid an attack, while anything afterwards must be defended against normally. While merged, the user is invulnerable to most physical attacks (such as earth boulders, water spheres, weapons, etc) unless the foam can be somehow evaporated or annihilated completely. However, the user can only utilize foam, wind, and water techniques while merged with the foam. Also, the user’s foam techniques are strengthened while merged with the cloud, adding +20 damage to one foam technique of the user's choosing per turn.
- 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 a single turn 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.

Removed the hippocampus, slippery foam covering the platform, and added a usage limit on the strengthened techniques.


 Declined  You didn't read what I wrote nor fixed anything of what I mentioned to be an issue. I suggest you do.​

(Awaton: Mizūmi no Uchikina Redī)- Foam Release: The Bashful Lady of the Lake
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 60 per lance
Description: The user stomps onto the ground or claps their hands, injecting their foam chakra into the ground around the opponent. Once done, the user creates a beautiful and slender woman composed entirely of foam. The foam woman is incredibly shy, and is reluctant to show herself above-ground without coaxing from the user. The world of men is too harsh for a woman of her stature. However, she is coaxed from the ground when an elemental technique is used, as the lady loves to look upon the fine creations of ninjutsu. Once another elemental technique is in the process of being released, the woman emerges halfway from the ground to gaze at the technique while she forms a portion of her body into a large, five foot lance. So, once the technique is released, she slings her lance as well, aimed at whatever place intended. The woman is able to release a lance up to four separate times during the duration of her stay on the battlefield, with each lance having the strength of an A-rank attack. She functions similar to a clone in that she is completely sentient and is capable of critical thinking and speech, and is the size of an average shinobi. When underground, the woman simply deforms into a mass of foam that can travel quickly through the ground, having no specific shape and undetectable to those who do not possess a doujutsu or some other type of sensory.
- Usable twice per battle; Lasts 3 turns
- No foam techniques above A-rank the same turn


 Declined  Problem here: you intend to use this to make your techniques have a foam combo...ok. However, by saying the lance is A-Rank and saying that she throws the lance at whatever place is not going to be of any good. You actually want to, for 3 turns, be able to use 2 techniques with each one you use. I won't approve that. You can make her throw a foam spear at a technique if feasible and possible of being combined which will result in a foam/X element combo with +X damage. But not like this.​
(Awaton: Mizūmi no Uchikina Redī)- Foam Release: The Bashful Lady of the Lake
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 60 per lance
Description: The user stomps onto the ground or claps their hands, injecting their foam chakra into the ground around the opponent. Once done, the user creates a beautiful and slender woman composed entirely of foam. The foam woman is incredibly shy, and is reluctant to show herself above-ground without coaxing from the user. The world of men is too harsh for a woman of her stature. However, she is coaxed from the ground when an elemental technique is used, as the lady loves to look upon the fine creations of ninjutsu. Once another elemental technique is in the process of being released, the woman emerges halfway from the ground to gaze at the technique while she forms a portion of her body into a large, five foot lance. So, once the technique is released, she slings her lance as well, aimed at whatever place intended. The woman is able to release a lance up to four separate times during the duration of her stay on the battlefield, with each lance having the strength of an A-rank attack (also counting as a single move). She functions similar to a clone in that she is completely sentient and is capable of critical thinking and speech, and is the size of an average shinobi. When underground, the woman simply deforms into a mass of foam that can travel quickly through the ground, having no specific shape and undetectable to those who do not possess a doujutsu or some other type of sensory.
- Usable twice per battle; Lasts 3 turns
- No foam techniques above A-rank the same turn


 Declined  Same as above. One more go.​

(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


 Approved  Edited​
 
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Re: Custom Element's Jutsu

(Masshuru-muton: Mahou Momsuta-mokuren ) Mushroom Manner: Monstrous Murk-Dweller Mandrake

Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: 6 marks materialize a monstrous and massive mountainous mindless moorish and malodorous militant mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, menacing, malevolent and not merciful, melancholy melting mischievous miscreants, the miserable menaces to it's maternal master. It's moaning moldy mouth of mire is master of Mushrooms, up to it's mark. The mesh of mold may materialize a myriad no more than 6 miniature monsters from it's might, mischievous militant mini murk-dwellers. The murderous musky mandrake mockingly manages a myriad of no more than 4 move-sets before it's muted. Moribund it is made milky and messy, melting mile-wide and measly.
*Mushrooms managed by the Monstrous Murk-Dweller Mandrake are 1 mark more mighty than mundane Mushrooms*
*1 monotonous use*


Note in current english: Creates a madrake-like structure of fungus of the size of a boss summoning. It's body has the same yet enhanced effects of normal main-release Mushroom. It can use mushroom techniques up to its ranked, whose effects get enhanced 1 rank. Is able to spit out mini copies of itself, up to 6. Lasts 4 turns if unblocked, can only be used once and requires 6 handseals. When the jutsu ends, the fungus just falls on the ground like it lost the force that was keeping it together.
____________
-Approved-

General note, this was checked ahead of line just because I requested the re-post.
Updating ( A Lot) :

( Bunshin Bakemono no Biggubonkei ) Behemoth Beasts of Babylonia

Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: "Book of Biblical Beast, a bestiary based on the behemoth beings that barreled the bogs of bygone-eras. Bark and boil backed, bare and blood-lusted. Bonfires and blasphemous bongs, barring their buildings and barring their backs, but the Babylons burned. Because they are Barbatos born. Beware the Behemoth Beasts of Babylonia."

The Beasts of Babylonia are sentient monsters, similar to earth golems and some clones,
made entirely of fungus. They usually change in appearance and in the type of fungus that composes them, but share a few common characteristics. Similar to Leshy Conks, they are able to absorb Natural Energy, preventing Sage Mode users (including the user him/herself) in the area from accessing it, as well as preventing them from sustaining or entering Sage Mode. When using a camouflage ability, they disappear to the naked eye and sensors the same as actual Natural Energy, as they blend perfectly with nature, allowing only the user and active Sage Mode users to sense them. Except in specific species, the Beasts do not share Leshy's ability to induce petrification by touch, and aren't capable of using Sage Mode techniques, or allow the user to enter Sage Mode through them. They are able to handsealessly use Mushroom techniques up to S rank, not including Behemoth Beasts of Babylonia itself, though, when used by a Beast, the techniques increase 1 rank in power.
In order to create a beast, either by spitting it out, or growing it from the ground or vegetable/dead surface or oneself, the user has to perform 6 handseals. They last 4 turns before they melt into a mass of Main Release fungus. Can only be used once per battle, 3 times per war.

( Fea Fugen Feari-ouja ) Fearsome Fairy Faux-King

"Foraging for faring foresters, the Faux-King's followers fly. Fairies of fascinating fairness and flamboyant faces, they fetch the feeble fauna. As if falling to fatigue, the fowls fail, and the followers feed. Facing forward, with the fairies flashing on their foreheads, they faint and form fightless food, flares for the foul fiend and its filled fangs, the Fearsome Fairy Faux-King"

The Fairy King is a a large bulb of white Main Release Fungus, 4 times the size of an average african elephant, with a great mouth filled with sharp teeth made of steel-strong Linchen, with the appearance of a lean venus fly-trap and an angler fish. It is able to fuse with vegetable matter and the ground, swimming freely and camouflaged, leaving behind bioluminescent spores produced from an anterior antenna, aggregating to form humanoid figures of bluish white light, fairies. While it hides, the pixies fly about until they find animal organisms (Summons or humans) with foreign chakra. They then trick or overpower the target to attach themselves to the forehead or the back of the neck, physically (but not mentally) paralyzing the target for 1 turn, at which point the Fairy King pops from underneath them, mouth open, and swallows them whole, allowing the Main Release Fungus in it's body to quickly digest them. Going into camouflage mode, leaving the fairies behind, counts as a move. The paralysis effect is considered S rank.


( Mahou Momsuta-mokuren ) Monstrous Murk-Dwelling Mandrake

"A monstrous and massive moorish and malodorous mandrake-like mesh of mold, mirroring the measures of monarchical monsters. It's muddy materials are malign, melancholically melting mischievous miscreants. The mesh of mire may materialize a myriad no more than 6 miniature monsters from it's might, militant mini mimics of the Monstrous Murk-Dwelling Mandrake."

The Mandrake is a Boss Summoning sized fungal beast made entirely of Main Release Fungus, varying only in color, being much redder and crimson. Once per battle, it can create 6 clones of itself, the size of a large summon. These can use mushroom techniques up to S rank, without gaining the power boost. It resembles a bulbous primate with long fungal hairs and beards and can carry primitive weapons made of steel-thick lichen, similar to Titania Linchen, like spears, shields, swords, etc, which do not have to be the same as its clones. Creating clones counts as a move. The weapon from the main mandrake is considered S rank.

( Putturido Pondu Picossi ) Putrid Pond Pixie

"Peerless and powerful, the pixie's pungent putrefaction pollutes the planet. Its pronounced perfume plains any poor person that peeps at it. For it pours out a primal punch of putridness that plains any person, so is the power of the Putrid Pond Pixie."

The Putrid Pixie is a large frog-like creature, about 2 times the height of a average human and several times fatter than an bison, made of black Main Release Fungus and spongy Centaurides Yeast, making a very elastic and bouncy structure. Inside its stomach it can produce any mushroom, canon, custom or real. It can then inflate its bowel, creating a cloud with the mushroom's spores, toxins or any other mushroom product, along with a very pungent and foul smell, and belches it out, in a yellowish and black mist. The initial smell, short range from the pixie, is able to stun any target for 1 turn, while the following mist carries either hallucinogens, poisonous toxins, irritants or spores, or a cocktail of all of them, to deal further damage. Can only belch once per two turn, counting as a move.
It is considered S rank.

( Garadoro Gorotora ) Gruesome Glade Griffin

"Gravitating to gray-lighted glades, it growls grand and greedy, for game to gnaw upon. Gashes on the great grooves give away its grotesque grasp, but get no good guess to the gruesome and grindy gimp it gifts. It grows in gluttony, to gorge itself, it will gobble you up, the Gruesome Glade Griffin"

The Glade Griffin is a large cat-like mesh of pale flesh-colored Main Release Fungus, about 3 times bigger than a tiger, with an strong scaled armor of lichen, stronger than Titania Lichen. Articulated, the armor allows the Glade Griffin great mobility and flexibility. It can exert great force with it's jaws, and paws, proportional to a tiger of the same size. It can prowl, camouflaging itself in the surroundings and only revealing itself a few meters from the opponent, leaping. While all of armor behaves similar to normal Titania Lichen, the effects of the extremities are akin that of a Leshy Conks, infusing the Griffin's inherited Natural Energy into the opponent at contact, petrifying even a Sage Master with the overload. Extremities are limited to the paw's sharp claws, the fangs and teeth, the spiked scales of the end of the tail and a lush and sharp horn crown, varying in style from antlers with multiple ends to a single spiral horn, all made of concentrated Lichen.


References:
Leshy Conks:
(Masshuru-Muton: Kodama no Bouei ) Mushroom Release: Protection of Leshy

Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user is able to erupt a beautiful orange mushroom that looks like a intricate coral, anywhere within range. This large being will then start gathering Natural Energy for one turn. After the turn has passed, the mushroom will act as a vacuum against opponent's that gathered Natural Energy, cleansing them from it, while at the same time it will act as a guardian from all the natural beings in the battle field, and will prevent the opponent from gathering new Natural Energy. If the mushroom is touched, it will let out a burst of Natural Energy that will petrify even the most experienced of Sage Mode users.
*The user can, with one handseal, make the mushroom go underground and appear on a new location, without loosing any of the aforementioned abilities*
*The mushroom stays active until it is destroyed*
*Can only be used 3 times per battle*


Centaurides Yeast:
( Masshuru-muton: Tenshin Onnauma ) Mushroom Release: Centaurides' Zenith

Rank: A
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description:User takes advantage of the specific release of mushroom release to create specific species or types of mushrooms to create a chakra-enhanced pre-developed yeast. This yeast can be produced as normal weapons (Arrows, kunai, shuriken, staffs, swords, etc) that can be thrown at the enemy or like walls, pillars, structures, etc that are created either from existing organic matter (wood, grass, leaves, flesh), water/moist or from the users body.The yeast is manifested as a soft, dense, foam/sponge-like structure, whose color varies from user to user. The yeast mature and react differently according to the substance that touches them, this is more noticeable when exposed bone is pierced or pierces through the yeast structures, as they will infect the bone, culminating in the dissolution of exposed bones (ex: Kaguya) into dust, rendering them mushy, then dry, then desintegrating them. While this would simply mean that a normal person would just be sick and weakly, preventing the usage of high level Taijutsu and bursts of speed, for a Kaguya it would mean the loss of their KG for the duration of the disease. It requires 2 turns after infection for the culmination of the symptoms.
*Can be used only once every 2 turns, and only 4 times per battle*


Titania Lichen
( Masshuru-muton: Kouhi no Ken ) Mushroom Release: Blades of Titania

Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Through use of a higher dose of earth chakra to reinforce the mushrooms, honing the their hardest tissues with water, the user is able to produce blade like structures of liquens, with equivalent hardness of hardest Metals of equal rank and hardest crystal of 1 lower. Liquens are symbiotic structures of fungi and algae, recriated here with water, earth and mushroom chakra. With this jutsu, the user is able to grow linquens from her/his body and spread them into any surface, as long as they're directly in contact. This serves to create sharp blade structures or to lock an opponent into a tight petrified-like coat of liquens. A secondary ability of the liquens is the detection of air toxicity/radiation, allowing the user to utilize the algae part to absorb radiation up to the rank of the technique. Due to a chakra rectriated photosintetic ability, the liquen will prevent sage mode users from acessing natural energy when in contact with the liquens.
*Can only be used 4 times per battle*
*Can only be used once every two turns*

´

Note: The Behemoth Beasts of Babylonia are the Mushroom version of the Four Horseman of the Apocalypse. :)


 Pending  As you know, I can't check this :) Will remind Roku/Cali to check the stuff pending. If you have time, send me a pm with links of anything pending from mushrooms.​

~Declined~ No and I'm very tempted to NR this. They are sentient beings, but will not be affected by the SM chakra? Yes they will. So I will not accept anything about the whole SM chakra part and outside that to me these are complete summonings. They are huge, they are sentient and they can preform jutsu even stronger than they normally are and the restrictions? Can only be used once per battle. For nearly any forbidden rank jutsu that's a given, so it barely has any restrictions. I also find this very badly structured as it becomes difficult to even see the jutsu template.

( Meromeroton: Aibo ) Perfume Release: Mémoire

Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: Allows the user the change one's scent, through the usage of perfume, to mimic any known scent, and/or simply to remove oneself's. This allows for such a strong and influential change that the user is able to incite certain illusions on a target, considered external illusions due to the physical presence of the perfume particles, not just an invasion of chakra, A rank in strength, which enhance or subdue the general mood of a person, greatly improving genjutsu and other psique-altering situations by 1 rank. For example, the user could add a pungent scent of blood alongside the scent of a loved one, to incite a sense of despair if the target is already prone to feel so. One could add scents of woodland and flowers or scents of heat and sand, to go along with illusions that alter the terrain, enhancing the experience and adding a layer of scent to previously total-visual techniques. Likewise, the user can change the scent to specifically attract a target/species, thus enhancing the inherit luring property of Perfume by 1 rank.
Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra, cutting down to half ( 15 chakra).
*Lasts 3 turns, suffering a 2 turn cool down before being able to change scent again*
*As stated, the degree at which the scent-based illusions work is restricted by the physique and personality of each target. The perfume itself can only incite primal responses from the organism (bitter, sweet, spicy, etc)


 Declined  Still not sure about this one. Contact me in PM as I want to know how you intend on using it and how you would describe its limits.​
( Meromeroton: Aibo ) Perfume Release: Mémoire

Type: Supplementary/Offensive
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: 20
Description: Allows the user to utilize Perfume to neutralize, augment, change or add to certain aspects or the whole of his/her own scent. It is a supplementary external genjutsu, as it achieves its effects through the inhalation of perfume particles.
On its own, it can have more punctal effects like masking one's scent to throw off chemical sensory abilities (Scent/Taste), or recreate soothing or irritant scents, the later allowing one to stun and damage one's opponent with the pungency of the smell (Only to a certain extent, as per the limits of the rank).
The major application of the genjutsu is by combining it with other Genjutsu, Perfume or any applicable technique, engrossing, camouflaging or merely adding a secundary scent/taste sense to the illusion. In this case, the chakra cost and damage points, if applicable, are added directly to the other technique, the rank increasing proportional to the final chakra.
*Lasts 3 turns max, suffering a 1 turn cool down before being able to change scent again*
*Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra (5 chakra) to achieve the same results.

Note: pretty much edited everything, so consider it a new technique, based loosely on the previous one and with the same name.


 Declined  Still big issues with this: you don't say what it does. Its a long range, "passive", generic and undefined Genjutsu through the use of perfume. If you want this to work, you need to define exactly what it can do so your opponent knows how to defend from it. Also, if this is something that "lasts" you need a chakra cost to sustain. And, you mud consider something: range. A dog will smell you 15 meters away or more. Ok. No issue. But a person? Even at 3-5 meters away, you still need to produce a pungent strong smell to be "sniffed" out passively by an enemy. The only difference would be if you "propelled" this perfume to your enemy or something but passively, more than Short range is not working for me and Long range is certainly too much. Perhaps mid range.​
 
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Magnesium Dust -

[Magnisuton: Fenriru no Gin Kenshi] - Magnesium Dust Release: Fenrir's Silver Cuspid
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 per turn)
Damage Points: 80
Description: Allows for the rapid extension of dense tendrils of centripetally spinning magnesium from ones body. As a result of the rotation the protrusions gain amplified piercing abilities and also become incredibly hot due to friction. However, the tendrils experience suppressed ignitability due to technique-specific attributes, their innate density and their compactness. Instead, due to Magnesium's damping capacity and the forced rotation, the Magnesium becomes scalding hot - allowing them to sear through the opposition. These tendrils can be released in a quick burst - sent into long range as projectiles, or undergo sustained control so that the user can continuously manipulate their path and guide them through complex manoeuvres; shifting their overall shape as necessity requires, such as widening them into shields, streamlining them into separating spears and so on - ultimately granting the user fluid and versatile control.

Note:
- Can only be used 5x per battle.
- No Magnesium techniques above S rank for the rest of the turn.
- Due to the density, compression and compactness of this technique technique, it is strong against even the hardest of materials. (All Earths, Metals, and Crystals)


 Declined  The part I colored is too complex and makes little sense. It makes it seem as if you rotate yourself to release them at high speeds. Also, tendrils of dust? Not sure that is the right word. Also, your submission says Magnesium is highly inflamable and that even the smallest of sparks will ignite it so any heat applied to it will result in its ignition unless its made to be compact and dense, something that a rotating "tendril" of what is basically sand cannot be. If its compact and dense, it won't rotate and move around...it will behave as a solid. If it moves around and rotates and frictions, its not dense and compact and thus ignites itself. As for the number of times you use it, thats too much for an S-Rank and the last note needs to be removed. Your technique will follow the elements S&W.


[Magnisuton: Beruzebubu no Barikēdo] - Magnesium Dust Release: The Beelzebûb Barricade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Allows for the rapid release and conversion of chakra alongside two hand seals to create dozens of small and compact flies of magnesium. The flies always swarm and surround the user; and can be commanded to aggregate into structures of magnesium; such as shields, walls, weapons and the like. Finally, they're capable of forming automated defences to shield the user from harm - defences are erected on the basis of a foreign substance entering into the users vicinity and disturbing the flight pattern of the flies and the granules of sensory magnesium that they passively emanate - which as a result signals a responsive defence. Essentially, virtually all attacks of equal or lower power will be incapable of passing this defence, exceptions being those that the user is unaware of and create no airflow changing stimuli, and those which surpass the defensive speed of the magnesium - which is capped at twice the speed that the user can track with their eyes. What truly makes this defences impeccable however is the flies restorative abilities, as by pitching on the user for a short while they can rapidly replenish themselves to full power - propagating if need be so as to restore numbers, therefore an attack of equal or greater power would be needed to truly neutralise or overpower this defence.

Note:
- Due to the flies compact nature, they can only be ignited by a fire technique of or greater equal power.
- Can only be used twice per battle.
- No Magnesium techniques above S rank can be performed by the user while this is active.
- Can last a maximum of 4 turns.


 Declined  DNR. Collides with existing customs.


[Magnisuton: Eriesu' Ekusutashī] - Magnesium Dust Release: Erinyes' Ecstasy
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: A dual application technique which revolves around rapidly bursting waves of magnesium from ones body. The first application involves the release of either a 360 degree or unidirectional wave of magnesium that will erupt outwards from the users body; the explosive force sending grains of magnesium pummelling into anything within range. This application can either be released in one triumphant burst, or in up to three successive weaker bursts. The second application follows a similar principle; the only change being that the user converts their body into a burst of magnesium. Thus, their body can be sent bursting towards a desired location, either for evasive purposes, or to puncture an unsuspecting target full of minuscule, bloody holes. Then, upon reaching a desired location the user can quickly reform. Again, this application can be radial or unidirectional, and can be done in a single burst, or up to three consecutive bursts. Lastly, the amount of magnesium is not proportional to the users actual body - thus almost all of the magnesium would have to be destroyed to prevent proper reformation. The first application of this technique is particularly fast, however the second is even faster - being a speed which the naked eye can only barely track in the case of two evenly matched Shinobi. In the case of multiple bursts for the second application, each burst will maintain its S ranked power provided that it doesn't encounter obstructions as its merely a sustained technique, and in the case of the user being struck by a fire technique of equal power, the magnesium will burst into a flare of counteracting white flames from being ignited, with the user emerging from the extinguishing flames unharmed, or in danger should the fire technique be of greater power.
Note:
- Cannot be used on consecutive turns.
- Can only be used 4 times per battle.
- No Magnesium techniques above S rank can be used by the user for the rest of the turn, and the next turn.


 Declined  The transformation of your body into your element is a copy of existing techniques for other elements.


[Magnisuton: Cernunnos Komando] - Magnesium Dust Release: The Cernunnos Command
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Allows for the release of self sustaining life-sized animals of Magnesium that can be made to rapidly expand to gigantic sizes upon formation; with the original creation size of mythical creatures simply being subject to the users whims. This animals can be spewed, released from the body, or made to rise from the ground/existing source of magnesium within short range, with the latter two requiring the formation of two hand seals. The animals exhibit the physique-based capabilities of the animals which they were modelled after, for instance, birds would be capable of flight, Hyena's would posses impeccable jaw strength, and so on. The animals are self-sustaining and sentient, and can thus prowl, fly, dig or slither throughout the battlefield according to theirs and the users wishes. They also have impeccable control over their own bodies, a testament to this being their ability to offensively erupt, either in a radial or directional manner, into a cloud of magnesium before rapidly reforming, with the latter in some cases being highly useful in closing in on targets at high speeds. The actual explosion displays B ranked damage, capable of forcefully blasting back and shredding grain sized holes into the body of anything that it hits, while perhaps also sending the animals rocketing forth in a chosen direction at still, albeit barely, traceable speeds. The animals are also equipped with the unique ability that, when they have ensnared a target such as a summoning animal, they're capable of rapidly molding around it in attempts to hi-jack their physical movements, adopting the colouration of the host as they do so. For summons, the magnesium animals would attempt to deliver a rapid, lethal laceration to the brain, before coating them both inside and out. The chakra of the magnesium serving to block the link between summon and summoner, preventing its new host from being de-summoned, while the magnesium quickly 'Robotisizes' the animal in question, taking over its physical abilities, rapidly leeching chakra, and, while for the first few seconds movement of the metal-biological hybrid may seem disgruntled and mechanical, within a turn it adapts to display fluid, and soon impossible to distinguish mannerisms. A similar process can be utilized for humans and other organic beings, although clones cannot be punctured to the brain, but rather simply coated, with the Magnesium rapidly leeching chakra to keep it in tip-top condition - strengthened constantly to withstand any internal enemy attacks - of course the same process could be applied for summons or normal humans should it be the users/animals will.

Note:
- Once these animals find a chakra providing host, they become capable of utilizing Magnesium techniques of S rank and below without handseals, albeit their techniques gain a +20 damage boost in power due to their unsparing use of the hosts chakra. (And in turn cost 20 more chakra, all/most of which is taken from the host)
- Once the animals have wrapped around the host, they're capable of withstanding Forbidden ranked impacts and below of any element from the inside out, so as to prevent the hosts escape. While for external attacks normal W&S apply.
- Saps 150 chakra points per turn.
- Only Two animals can be created per use
- Each usage grants two explosions - therefore if two animals are created per usage they can each only explode once.
- A host animal cannot return to its homeland until the take-over is relinquished.
- Cannot be used on consecutive turns
- A maximum of Four animals can be created per battle.
- No Magnesium above A rank can be performed by the user for the rest of the turn.


 Declined  Oped. No time limit. No size Limit (both upper or lower). Copy of existing cjs of other elements and various submissions. Too exploitable.



[Magnisuton: Akiresu Henkan] - Magnesium Dust Release: The Achilles Conversion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Self
Chakra Cost: 40
Damage Points: N/A
Description: The user spreads a surge of chakra throughout their body that rapidly converts their constitution to magnesium. Visually, the user is exactly the same, less they decide to alter their body and make use of their metallic grain like composition. With said -almost omnipotent- bodily manipulation holding multiple useful applications, one of them being that physical attacks automatically become more or less useless against the user. Weaker attacks simply cause the struck part of their body to slightly cave in or crumble, while stronger attacks may punch through the users body - which does little other than cause slight discomfort as the user is capable of rapidly reforming from either form of damage, with the reforming capability even allowing for easy reattachment of limbs. Meanwhile, the ability to mould around physical attacks can allow the user to ensnare an adversaries limb to gain the upper hand, literally. While in this form, any magnesium within short range of the user can be freely sculpted or moved according to the users wishes, something which plays upon the fact that the user is capable of manipulating their body to produce extendable tools, alter their form (Such as enlarging their fist), devolving into dust clouds, releasing projectiles, waves and so on. The only limit to this ability being that the users mass doesn't change, therefore in order to create or enlarge something, something else must become smaller or disappear entirely, unless the user utilizes an outside source of magnesium to do so - thus the users ability to assimilate magnesium for size increases can be seen as a necessity. Naturally, forms such as changing into a dust cloud would grant the user the ability to freely traverse through air, with said forms generally allowing for much faster movements, yet also being somewhat susceptible to being blown away by the wind and such. While in this form, the user is capable of phasing through lower ranked earth, allowing for almost undetectable movement noticeable only by Doujutsu users/sensors. The downside to this form is that, the user becomes limited to utilizing Fire, Earth and Magnesium, although the users proficiency in said elements increases, reducing the handseals required for jutsu of these elemental natures to one. Should the user be ignited, they would burst into a flare of white flames before being forced to instantly revert back to their original form, although only fire techniques of A rank and above are capable of such a feat. Similarly, should the user be submerged in water for any notable length of time they would also be forced to revert back to their original form (Splashes or minimal exposure would have little effect, but, for instance, being dragged into a lake would.) Lastly, unfocused electrical currents do naught but empower the user. Aside from the listed exceptions, weaknesses and strengths are followed, with any technique of sufficient strength being capable of blasting the user back into their original form should it hit, with stronger techniques inflicting their remaining damage on the users original form. Aside from the full transformation, the user is capable of partially transforming their body, although partial transformations are limited to lasting a turn.

Note:
- Full body transformation can only be used twice per battle.
- Partial transformations can only be used once every three turns.
- The user can maintain a full-body conversion for a maximum of four turns.
- Once the user reverts, they become incapable of using Magnesium techniques above A rank for the rest of, and the next turn, with a two turn cool-down between full body uses.
- The user can utilize elemental KG/advanced elements, provided they utilize at least one of the elements that this form supports. (Fire, Earth)


 Declined  Again, this is something done before for other elements and translated into yours in an even more powerful manner. Too powerful to be exact.


[Magnisuton: Suikomi-Guchi Kakei] - Magnesium Dust Release: Mawscape
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90
Description: A technique which represents the virtually ubiquitous control that the user has over the Magnesium element. Through the release of masses of chakra the user will raise copious amounts of Magnesium from the ground that will immediately initiate a battlefield wide circulation. The Magnesium essentially creates a battlefield wide dust storm - the magnesium storm inhabited by streams and circulating masses of magnesium that spiral, twist and rage throughout the battlefield. Streams and masses of magnesium can be manipulated at will for various offensive, defensive or supplementary applications .The user can manipulate the magnesium to create freeform blasts, waves, tools and projectiles, and can also empower the floating magnesium with additional charka so that it can combat chakra infused elemental techniques (Without exhausting the chakra supply of the technique itself). During usage of this technique, the user is confined to the usage of Magnesium, Earth and Fire (Including CE's stemming from the usage of one or more of these elements), however in return Fire techniques can be freely infused with Magnesium which acts as fuel - allowing the Fire to burn stronger and granting it a blindingly bright quality. At any point in time this technique can be utilised to neutralize any attack on the battlefield - or even sent to fully aggregate upon the opponents position and crush them from existence, however doing so inevitable ends the technique. Once this techniques does end, the user will feel the full effect of the chakra drain, becoming limited to the usage of S rank and below techniques for rest of, and the next turn; as well as having their ability to utilize magnesium sealed off for the same duration. The user will also become rather exhausted, being lethargic, and suffering from painful pins and needles within their extremities as well as occasional glancing pain throughout their body for the rest of, and the next turn.

Note:
- Can only be used 2x
- Strangely, the Magnesium is fully fire resistant - or rather its ability to ignite is utterly suppressed via chakra, except for when utilised to infuse Fire. (Can be ignited by fire techniques of a theoretical rank above)
- Lasts for a maximum of four turns.
- Magnesium-Fire Infusion grants +20 damage to Fire techniques.
- Addition of extra chakra for enhanced manipulation counts as a Jutsu, follows elemental W/S, and a maximum of 40 chakra can be utilised for this purpose per turn. (So essentially an S rank)
- The non-chakra infused wind blasts always count as C-Rank, and can be used for various purposes. However they play little role when powerful magnesium constructs are clashing against equally powerful elemental techniques.


 Declined  No forbidden rank can be used twice. Too powerful. Its also overly complex without necessity. You want a basic technique which is also advanced and too powerful to be approved in that manner. Simplify, tone down and make it more basic.



[Magnisuton: Kagai Magunesiumu Jaki] - Magnesium Dust Release: The Infernal Magnesium Imps
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user can create up to three Imps of Magnesium which can be spawned from either the ground, or spewed from the users mouth. These Imps are slightly smaller than a human, averaging at about four and a half feet. The Imps are rather generic in looks, having demonic like tails, small devilish wings; capable of only maintaining pseudo-flight due to their small size, claw like hands with opposable thumbs, horns, and a rather malicious and mischievous appearance. These Imps usually wield a weapon, either a bow or trident. They're rather proficient at close range combat; possessing uncanny speed and strength as well as being adept at wielding their weapon of choice. The Imps are only capable of using B rank and below Magnesium techniques, which must be created from the ground/an existing source. However the true offensive capabilities of the Imps stem from the fact that they're capable of manipulating the magnesium that they're comprised of, being capable of enhancing their features (larger limbs, stronger and longer claws etc), or releasing bullets/clouds/blades and the like of Magnesium. Of course should the released Magnesium exit the Imps sphere of influence, which has a diameter of 1 meter, the Imps control of said Magnesium would be completely relinquished, lest there be a physical or aggregational connection. The limit to this manipulation however is that the mass of the Imp is incapable of changing, therefore for one body part to grow, another must become smaller. This restriction however can be slightly circumvented should the Imps manage to come in contact with a Magnesium source. The Imps are capable of assimilating magnesium into their bodies, allowing them to grow larger and stronger. The Imps are also capable of assimilating the features of the absorbed Magnesium technique, which can be manipulated much like their own. Therefore should a projectile like technique be absorbed, the Imps hold the capability of redirecting these projectiles to a place of choice. Despite being exceptionally fast, the assimilation is not instant, therefore when attempting to absorb techniques with a velocity, the Imp's would have to be of a near equal or larger size to effectively do so lest they wish to adverse effects. Due to the capabilities of the Imp's, an Imp would have to be completely and utterly destroyed as should they only suffer injuries such as a severed limb, they'd simply put themselves back together with horrific ease.

Note:
- Can only be used 2x
- These Imps are created within Short Range of the user.
- No Magnesium techniques above B rank for the rest of the turn; and the next turn.

________________________________________________
 Declined 
Why is this Long range?


[Magnisuton: Behemoth's Doki] - Magnesium Dust Release: Behemoth's Wrath
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user performs two handseals, causing an abundance of Magnesium dust to rise from the ground beneath and around the opponent(s). The Magnesium dust quickly forms into a raging tornado. Matter caught within the Tornado is ravaged and sliced by the miniscule particles of Magnesium that swirls within. Should the opponent not defend, they would be torn to pieces within a matter of moments. The size of the Tornado is capable of being up to a scale in which it would be capable of completely consuming large constructs such as Great Stone Golem.

Note:
- Can only be used 2x
- No Magnesium techniques above A rank for the rest of; and the next turn.

________________________________________________
 Approved 
[Magnisuton: Behemoth's Doki] - Magnesium Dust Release: Behemoth's Wrath
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra Cost: 50
Damage Points: 90 (- 15)
Description: The user performs two handseals, causing an abundance of Magnesium dust to rise from the ground beneath and around the opponent(s). The Magnesium dust quickly forms into a raging tornado. Matter caught within the Tornado is ravaged and sliced by the minuscule particles of Magnesium that swirls within. Should the opponent not defend, they would be torn to pieces within a matter of moments. The size of the Tornado is capable of being up to a scale in which it would be capable of completely consuming large constructs such as Great Stone Golem. Alternatively, the user can release the Tornado from their mouth or hands, in which case it travels in the form of a raging vortex like blast that expands outwards in a V shape.
Due to the sudden excessive use of chakra, the user is left tired, with pangs of pain momentarily yet occasionally glancing through the users jaws/hands as well as a constant pain similar to pins and needles in said area for the rest of, and the next turn.

Note:
- Can only be used 2x
- No Magnesium techniques above A rank for the rest of; and the next turn.


 Declined  You edit this to a forbidden rank and keep that its used twice and add no other noteworthy restriction. S-Rank is as mcuh as I'll allow a technique that is so powerful as that. And again, forbidden ranks can only be used once.


[Magnisuton: Kagai Magunesiumu Jaki] - Magnesium Dust Release: The Infernal Magnesium Imps
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: By performing two handseals the user can create up to three self-sustaining Imps of Magnesium which can be spawned from either the ground, or spewed from the users mouth/released from their body. These Imps are slightly smaller than a human, averaging at about four and a half feet. The Imps are rather generic in looks, having demonic like tails, small devilish wings; capable of only maintaining pseudo-flight due to their small size, claw like hands with opposable thumbs, horns, and a rather malicious and mischievous appearance. These Imps usually wield a weapon, either a bow or trident. They're rather proficient at close range combat; possessing uncanny speed and strength as well as being adept at wielding their weapon of choice. The Imps are only capable of using S rank and below Magnesium techniques, which must be created from the ground/an existing source. These Imps are capable of manipulating their body so as to alter the size ratio of their features, create extendible weapons, release basic projectiles such as bullets or waves of magnesium and similar such applications. Any magnesium within a meter of an Imp is free game for it to manipulate as if it were its own body, with the meter boundary stemming from the furthest particle that said Imp is in concious control of, allowing for Imps to devolve into dust clouds whilst still maintaining their abilities. The limit to this manipulation however is that the mass of the Imp is incapable of changing, therefore for one body part to grow, another must become smaller. This restriction however can be slightly circumvented should the Imps manage to come in contact with a Magnesium source. The Imps are capable of assimilating magnesium into their bodies, allowing them to grow larger and stronger. The Imps are also capable of assimilating the features of the absorbed Magnesium technique, which can be manipulated much like their own. Due to the capabilities of the Imp's, an Imp would have to be completely and utterly destroyed as should they only suffer injuries such as a severed limb, they'd simply put themselves back together with horrific ease.

Note:
- Can only be used 2x
- The bodily manipulation of the Imps is unranked, with projectiles released generally being similar in offensive prowess to basic ninja tools. Although this can vary depending on the size of the released projectiles.
- These Imps are created within Short Range of the user, and are capable of freely traversing throughout the battlefield.
- No Magnesium techniques above A rank can be used by the user for the rest of the turn.[/QUOTE]


 Declined  They are not self sustaining as they are not clones. They will require you to feed them with chakra and they cannot use such a high level of magnesium techniques. Again, with the colored, you made it quite unreasonable and oped. It cannot be approved with all those abilities stacked altogether.
 
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-Jiraiya-

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(Rinton kuchiyose: Rosuto funbo) Phosphorus release summoning: The Lost Tomb
Type: Attack
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent explosion up to short range on all sides of the phosphorus tomb.
Notes:
- Can only use once per battle.
- Due to the huge strain of jutsu it will cause the user to go through fatigue so the user can only use 1 other jutsu along with this.
- The user can't use any phosphorus jutsus in the following 2 turns after its use.
- The use can't use any jutsus above S rank in the immediate next turn.


 Declined  Why is this forbidden if it doesn't do damage to you? Also, its not something that needs to be forbidden but thats your call. Also, by saying you add fire chakra that means you need to spend a move to make it explode as you are essentially using a second technique by using a second different natured chakra. The damage points are also wrong. This does damage because it explodes so it should be: N/A (90 if it explodes).​
 
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Priest

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Karakazeton - Harmattan Release
Type: Attack/Def/Sup
Rank: C
Range: Short/Mid/Long
Chakra: 15
Damage: 30
Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air.


 Declined  No on the "created from surrounding air" for such a technique without hand seals.​

Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: 80
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 15% thus decreases perspiration.
This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after one turn, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of 2 turns. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry and barren.
-Lasts for 3 turns
-Useable 4x per battle


 Declined  Look at those effects I colored... Besides, even if dry, those effects would never be immediate. Lack of humidity and extreme dry air lead to those effects potentially, not invariably.​

Taibu Karakazeton - Greater Harmattan Release
Type: Offense/Defense/Sup
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend.
-Useable only 4x per battle
-Must be taught by Priest




 Declined  Describe what it is, not stating "its a stronger version of x technique" because in battle you won't be linking to the other technique when you use this one. You use this one so this one has to have stated everything it can do. The same note i gave for the C-Rank one still applies to this one.​

Karakazeton no Jutsu - Harmattan Release Technique
Type: Attack/Def/Sup
Rank: C
Range: Short/Mid/Long
Chakra: 15
Damage: 30
Description: The user makes small harmattan crafts for defenses, offensive and supplementary purposes. This ranges from harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs combining this with shape manipulation, the user can craft out several hammatan constructs up to his own creative imagination which can be spewed from the mouth, shot from the hand or created from surrounding air. However the user needs to make a handseal before fashioning harmattan out of the surrounding air.


 Approved 


Karakazeton: Onbin Makai - Harmattan Release: Gentle Hell
Rank: S
Type: Defense/Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A(+80 after two turns)
Description: After 3 handseals, the User begins to combine his own fire and wind chakra while releasing large amount of Harmattan chakra into the atmosphere. The jutsu starts off with a simple gentle breeze which engulfs a large area immediately. Though it seems an ordinary gentle cold breeze but the relative humidity is rapidly decreased to as low as 5% thus decreases perspiration.
This also causes rapid dehydration to life (plant and animal) although except the user user has negated the effects on him using his own chakra. Also if the opponents are still inside the dry vicinity after two turns, they would suffer spontaneous nose bleed due to internal over-heating causing dizzyness and nausea, exhaustion sets in and more want for air leaving the opponent unable to perform complex jutsus(S-ranks and higher), this then would result in loss of conciousness at the end of the third turn. The latter is attributed supplementarily to the effects of the dry wind while its main purpose is to eliminate any form of water/Liquid from the vicinity, this would lick any form of moisture inform of water, water based ce and any liquid form of substance out of the surrounding leaving the terrain extremely dry making it a barren wasteland.
-Lasts for 3 turns
-Useable 4x per battle


 Declined  Still way too much. Read my check last time. You contained the same things. Its dry wind, not a blast of radiation or of scorch. Your element is dry, hot wind...

Taibu Karakazeton no Jutsu - Greater Harmattan Release Technique
Type: Offense/Defense/Sup
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: This is a more stronger version of "Harmattan Release" where harmattan through a more advanced shape manipulation is crafted into stronger and bigger structures that can serve to attack or defend and for supplementary purposes. The user is able to create crafts like harmmatan spheres, spears, bullets, blades, shields, updrafts, tornadoes, twisters, discs, a core purpose to creatively craft out several hammatan constructs up to his own imagination. This can be spewed from the mouth, shot from the hand or can be created from surrounding air though creating harmattan remotely will require 2 special handseals from the user.
-Useable only 3x per battle
-Must be taught by Priest


 Approved 

Karakazeton: Eikou no Itekume - Harmattan Release: Glory of Itekume
Type: Sup/Attack/Defense
Rank: S
Range: Short
Chakra: 40(+10 per turn)
Damage: N/A (+80 on contact with the opponent, +20 to Harmattan)
Description: The user makes the snake handseal and focus Harmattan chakra into his core then releases it out of his whole body to form coated layer of dense harmattan over his body. However the coat is simply double layered with the first/inner layer made of a thin but dense film of pure chakra while the second and outer layer, a dense viel/shroud of pure harmattan. The Harmattan shroud is fashioned with an advance shape manipulation where the outermost surface of the coat grind against each other on a molecular level which further fine-tunes the shroud giving it a corrosive nature able to grind things that touches it. If the coat touches flesh, the portion of the flesh dries up then peels off. This is also useful to segregate the user from water in the case he is submerged totally in water breaking his contact entirely with water thus he is safe from it, though he would still have to get out of the water if its a huge one as the harmattan coat isn't able to dry the whole water at once but slowly. This massively augments the user's hand to hand offensive capability as the opponent suffer a more ghastly damage rather than the mere blunt force dealt by the user's kick or punch with respect to taijutsu. When the user uses a mere tool or weapon be it a normal Katana or kunai, the harmattan shroud extends and coats it too though the infusion dispels once the weapon leaves the users hand. However using the harmattan shroud does not in anyway increase the user's motor function or speed, its just a mere dense coat that can serve as defense and aid the user in Melee combat. The user though continously sacrifice a bit of his chakra to keep it active and this makes the coat regenerate in the course of its activation period when not hit with an attack that will complete dispel it.
Note
-Last 4 turns or when the user dispels it.
-The user can't use Fire technique that forms from the body/mouth while the jutsu is active.
-Usable 2x per Battle though there is a rest limit of 2 turns inbetween usage.
-adds +20 damage to harmattan jutsus


 Declined  First things first: your element is dry wind. References to things such as corrosion make it confusing and somewhat exploitable. Also, why does this power up your harmattan techniques? Why does this add +10 chakra each turn to you? +80 to taijutsu? No. It has to be simplified, rewritten and corrected if you want me to approve it.

Karakazeton: Takai Mabataki - Harmattan Release: Death Wink
Rank: A
Type: Attack
Range: Short-Mid/Long
Chakra: 30
Damage: 60
Description: The user focus harmattan chakra anywhere up to mid range in the size of basket-balls then by mere eye gesture(wink), he causes the harmattan balls to explode violently with a radius blast of 3meters. Alternatively this can be used on already made harmmattan present and the user needs not to create harmattan balls, he just focus his chakra into the already existing harmattan followed by the same eye gesture to cause each the harmattan molecule to burst causing an explosion though the blast radius of this depends on the volume and size of the harmattan present on the terrain.
However the eye gesture is a form of alternate handseal for chakra focus, it adds essence and speciality to the jutsu itself. Also there is a 1-second time space between the wink and the explosion.
Note
-Upto 3 Basket-balls can be made
-Useable 5x per battle
-No Harmattan above S-rank the next turn this is used
-The basketball variant can only be done upto mid-range while the alternate variant can be done in "any range but short" in which the harmattan is contained in so as not to harm the user himself.


 Declined  How does dry wind explode? What is this explosion? Hand seal... Not winks. Not for something you can create anywhere in the field. I'm giving you the chance to explain what you mean by explosion because if its literally an explosion then its DNR as that has been done countless times before for almost all CEs. It would be nothing more than a copy of them. However, if its air expansion...perhaps.

Karakazeton: Ureshii Youseihana - Harmattan Release: Happy Fluer Fairy
Rank: S
Type: Def/Att/Sup
Range: Short-Long (made short range with long range reach)
Chakra: 40
Damage: 80
Description: The user makes 2 handseals, focuses on his harmattan chakra and creates thousand of petals made of pure harmattan short range around him. The petals are created in the surrounding air short range of the user and while they are tanslucent, the user is able to see through them and likewise the opponent. Through simple hand gestures the user is able to command the petals to form a wave towards the opponent in a slashing frenzy as each petals are as sharp as wind infused kunais. The petals however are as fast as normal wind blade. The user
is able to bring the petals closer by accumulating them around, upwards or beneath(when somewhat in mid-air), This is the active form. The user can rather in a fantasized fashion, HIBERNATE the petals upon the bossom of the user himself in a way that they gather to form a large elegant pair of wings attached to the users back which he can use for defensive purposes by wrapping himself with it also offensively by shedding some lone petals from the wings towards the target and while supplementarily to gain flight. However the user is not able to perform any jutsu while controlling/piloting this jutsu in their active form just similar to the way "great earth golem" needs control, the harmattan petals falls and disperses once the user breaks control from it. However in their hibernated form(where they are attached as wings on the user), the user can still use harmattan techniques only though will require to repost the jutsu if he wants to use it from their hibernated form.
Note
-Usable 4x per match
-When hit by a jutsu that can not completely destroy them, they leech (+20) off the user's chakra and regenerate immediately since the user is still in control of them.
-The user breaking his control over the jutsu is not affected by a genjutsu on the user since the user is still not severing his control even when his chakra is being disrupted.


 Declined  These are essentially two techniques. One of which I won't approve as we already have more than enough wind wings and elements wings on the base. There are other forms of flying. Also, 4 times for an S-Rank is too much. If they last more than the time they are used, then you need chakra to sustain. You make it seem the petals, even when not used for the wing variation, still maintain themselves on the field. If this is the case, they need to drain chakra from you as well as focus. The last restriction makes literally no sense at all.

Karakazeton: Kelechi, Sono Puransingu Kuriketto - Harmattan Release: Kelechi, The Prancing Cricket
Type: Defense/Offense
Rank: Forbidden
Range: Short-Mid(with long range reach)
Chakra: 50(+10 per turn to keep it active)
Damage: 90(+20 to User)
Description: An advance harmattan manipulation where the user imbues mechanics with shape manipulation thus able to device a containment within which he can control his own gravity using internal wind current just so as to achieve a motor/rotating function without him being affected.
The user focuses large amount of harmattan chakra into his core and by releasing it through his whole tenketsus like a large omni-directional burst of harmattan that reaches up to mid range(10meter), he then quickly forms it into a massive ball of blazing harmattan with him hovering at the epicenter. With the user's will, the large harmattan ball begins to roll around the user and moves towards any direction along the ground eating through the floor as it proceeds. Depending on the user ball can have a radius upto 10 meters with the user floating in the middle(though it seems he's standing on a platform but this is due to the internal wind current dense enough for him to use as a tangible foothold while the circular body made of harmattan would be the only one rotating). The ball can launch into mid-air while still rolling and land causing a massive crater.
The ball would however regenerate when not hit by an attack able to completely stop it at once.
NOTE
♦ Usable only once
♦ Last 4 turns
♦ The user can't use any other jutsu while this is active.
♦ The user recieves +20 damage and his speed reduces by a rank for two turns
♦ No Harmattan or Ninjutsu above S-rank next turn


 Declined  OPed. And no gravity manipulation mentions. It makes no sense. Its wind. 4 turns for a forbidden rank is way too much. And saying you get 20 damage means nothing in terms of RP and yuo know it. Reword it.

Karakazeton: Kansei - Harmattan Release: Dehydration
Type: Attack
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90(+40 to User)
Description: The user chains six handseals whilst releasing a huge amount of hammattan chakra into the atmosphere, converting the normal breathing air into hammatan breathing air which due to its intense dehydrating nature when inhaled, it drys out all the water/fluid in the body. The user however because the air is entirely cursed with his own chakra and because he filters his own breathing air using a temporary mild chakra barrier around himself, is totally unaffected by the harmattan air albeit recieving damage himself after using the jutsu because of the toll it takes on the conjurer. Though this effect is not instant but a gradual one thus in the first turn of inhalation, body weakness, fatigue and drowsiness may occur, then in the second turn of inhalation, acute lethargy sets in which includes extreme fatigue, neuro-muscular excitation which causes involuntary spasm, irritability/excessive response to stimulus and then the third turn comes body seizures and coma. The first turn of inhalation albiet subtle and can still be reversed renders the opponent unable to use jutsu above S-rank because of the fatigue and body weakness and also the opponent is not able to complete a string of handseal that is more than 4 without abruptly ending the sequence due to the drowsiness. The second turn however when sets in, the harmattan content in the opponent's body becomes irreversible unless the opponent has a kind of self cleansing jutsu or healing jutsu and also he becomes unable to mold chakra for jutsu above A-rank. At the third turn, the opponent completely dries up.
NOTE
♦ Usable only 1x per match
♦ Harmattan air last 3 turns and then reverts back to normal air
♦ User recieves 40 damage and can't use Harmattan the next turn when this is out of play regardless maybe it completes 3 turns or the user abruptly ended it
♦ No Ninjutsu above S-rank the next turn this jutsu ends
♦ User can't use fire the same turn this is used


 Declined  OPed. And beyond your elements scope. One more go but next time, if its at this level, its DNR.
 
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Lili-Chwan

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Re: Custom Element's Jutsu

( Meromeroton: Aibo ) Perfume Release: Mémoire

Type: Supplementary/Offensive
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: 20
Description: Allows the user to utilize Perfume to neutralize, augment, change or add to certain aspects or the whole of his/her own scent. It is a supplementary external genjutsu, as it achieves its effects through the inhalation of perfume particles.
On its own, it can have more punctal effects like masking one's scent to throw off chemical sensory abilities (Scent/Taste), or recreate soothing or irritant scents, the later allowing one to stun and damage one's opponent with the pungency of the smell (Only to a certain extent, as per the limits of the rank).
The major application of the genjutsu is by combining it with other Genjutsu, Perfume or any applicable technique, engrossing, camouflaging or merely adding a secundary scent/taste sense to the illusion. In this case, the chakra cost and damage points, if applicable, are added directly to the other technique, the rank increasing proportional to the final chakra.
*Lasts 3 turns max, suffering a 1 turn cool down before being able to change scent again*
*Genjutsu specialists or characters from scent/taste specialized clans are able to spend less chakra (5 chakra) to achieve the same results.

Note: pretty much edited everything, so consider it a new technique, based loosely on the previous one and with the same name.


 Declined  Still big issues with this: you don't say what it does. Its a long range, "passive", generic and undefined Genjutsu through the use of perfume. If you want this to work, you need to define exactly what it can do so your opponent knows how to defend from it. Also, if this is something that "lasts" you need a chakra cost to sustain. And, you mud consider something: range. A dog will smell you 15 meters away or more. Ok. No issue. But a person? Even at 3-5 meters away, you still need to produce a pungent strong smell to be "sniffed" out passively by an enemy. The only difference would be if you "propelled" this perfume to your enemy or something but passively, more than Short range is not working for me and Long range is certainly too much. Perhaps mid range.​
( Meromeroton: Aibo ) Perfume Release: Mémoire

Type: Supplementary/Offensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: Allows the user to utilize Perfume to neutralize, augment, change or add to certain aspects or the whole of his/her own scent. In essence, it is the control of the olfactory sense, by masking existing smells with perfume, that perfume being any different scent conceivable by the user (Ex: Adding Cinnamon and Orange to one's scent. Eliminating one's scent and adding surrounding scents, camouflaging the user in terms of smell. Adding Rotten Eggs to existing scents, which could denote Poisonous Gas). Adding scent of an Elephant to visual Genjutsu that creates elephants. Adding Spice scents to throw off someone, in a more offensive usage. Multiplying the pungency of an existing smell, to damage the opponent). It is a supplementary external genjutsu, as it achieves its effects through the inhalation of perfume particles.
On its own, it can have more punctual effects like masking one's scent to throw off chemical sensory abilities (Scent/Taste), or recreate soothing or irritant scents, the later allowing one to stun and damage one's opponent with the pungency of the smell (Only to a certain extent, as per the limits of the rank).
The major application of the genjutsu is by combining it with other Genjutsu, Perfume or any applicable technique, engrossing, camouflaging or merely adding a secondary scent/taste sense to the illusion. In this case, the chakra cost and damage points, if applicable, are added directly to the other technique, the rank increasing proportional to the final chakra.
*The user is basically spraying perfume around herself, so it is restricted to the element's own S&W*
*Lasts 3 turns max, suffering a 1 turn cool down before being able to change scent again, where the 15 chakra points are evenly split through the 3 turns of usage, thus 5 per turn*


 Declined  I still have plenty of issues with it and there were things you didn't fix. Example: chakra cost to sustain. Now, for this to get approved, you need it to be something that cannot damage your enemy, cannot add damage to other techniques and cannot be used to manipulate will. Assuming all of the above are done, you can, however, as per your CE's abilities, add this to make genjutsu (already cast on the enemy when you use this) to be harder to release due to the illusion becoming perfected and deeper by adding the scent aspect. As it is, the perfume is invisible, and the enemy only detects it when he smells it at which point, according to the wording of the technique, there is nothing stopping you form inducing a total genjutsu of your choice, no bounds or limits, C-Rank yes, but based on smell and free and "passive" around you for 3 turns. I do believe it can be reaosnable for it to affect the enemy and induce basic feelings: itch, pain, cold, heat, etc through the smell. But you want it to do too much in a way too broader manner. My english is terrible today >_>
 
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Negative Knight

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(Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (+10 chakra per turnto sustain creations)
Damage points: 60
Description: This technique can be employed by the user in three different ways. The first method allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique). The second method allows the user to focus their sulfuron chakra directly into the ground below before releasing it from the ground as forceful geysers and molding it through shape manipulation into whatever form the user desires. The final method in which this technique can be employed is through using an existing source of gaseous sulfuron residing on the field and manipulating it through hand gestures.

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank


 Declined  Problem: the technique is only the first method. The others are actually different techniques altogether and not variations of the same method. Also, its -10 per turn to sustain and you say in your own CE submission it can only be released from your body so that ground application has tons of issues in logic. And I wonder where you got this idea from...hum...​

(Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
Rank: S
Type: Supplementary/Offensive
Range: Mid
Chakra cost: 40 (+10 chakra per turn)
Damage points: N/A
Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. Furthermore, this technique will also evaporate any moisture above and inside the earth, making it useful for ridding the battlefield of underground water sources and reducing the battlefield to a barren, desert-like state.

Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


 Declined  Issues: you state this in your CE so you need to fix your own description according to this. Also, if you propagate it into the soil, how does it affect the air above it? And if it does, doesn't it also affect you?​

(Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing it to melt and meld with the earth and create a field of golden molten sulphur. The sheer heat of the sulphur will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to 10 meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn


 Declined  This is actually beyond your CE's abilities because of the note I stated in the other techniques and because you are using Sulphur Chakra to melt the ground when you yourself state the element is weak to earth making me believe it lacks the properties to melt the ground like that. I just don't feel that part is much logical or feasible. If a cloud of sulphur can melt the ground and merge with the ground to transform it into that? perhaps. But that requires a different set of description.​

(Sulfuron: Karada no Kazan) - Sulphur Release: Body of Vulcan
Rank: S
Type: Defensive/Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (+10 chakra per turn)
Damage points: N/A (-20 damage if contact is made)
Description: The user will release their sulfuron chakra into a part/parts of their body, converting that part of their body (or their whole body) into gaseous sulphur, in a similar manner to replacement techniques which use water, sand and etc. The user's transformed body parts will become impervious to physical damage since they will pass straight through the gaseous sulphur (much like the Hozuki) and will become highly resistant to lightning-based elements. Since sulfuron is a relatively dense gas, projectiles and attacks alike (Taijutsu/Kenjutsu) will traverse through the user with considerable resistance, slowing them down as they pass through. Should the full body version be used, the user will retain their humanoid shape and form but will gain certain characteristics due to their greatly altered composition. The user will become virtually weightless, making them capable of treading without a sound (silent footsteps) and aerial flight alike. Should the transformed parts come into contact with water, the searing heat of the gas will vaporize it near instantly and cause steam explosions. These 'steam explosions' will spray the remaining scalding water vapor and boiling hot water outwards onto anyone nearby. The magnitude of these explosions will depend on the amount of water. During rainy conditions the user's position will resemble an intense fireworks display as the droplets of boiling water are sent outwards in a radial manner. When this technique is used underwater, a similar concept will apply only the steam explosions will be far greater in magnitude. However, in this form the user becomes prone to ignition by Fire-based elements (A-Rank and above). Being ignited will force the user to revert to their human form and the targeted/ignited parts of their body will be covered in flames. In this form, the user can only use sulphur, fire, earth and wind (the elements its comprised of) but they can revert to their previous state at any point in time.

Note: Lasts for a maximum of three turns
Note: Can only be used three times per battle
Note: Requires a cool down time of one turn in between usages
Note: Can only be Taught by Negative Knight


 Declined  Sorry but this is a copy of my Proud Body of Lucifer technique but with your element instead of decay. I understand many members have tried to copy it but it still doesn't mean I'll allow it.​

(Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
Rank: Forbidden
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (rain clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. Furthermore, the heat of these clouds will resonate into the upper atmosphere, generating the conditions required for natural thunderstorms (Kirin).

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked elemental techniques in the user's same and next turns
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight

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 Declined  I even editted the restrictions and was about to approve when I noticed that kirin note... If you clean the whole field of water, how can storm clouds be created for kirin? Also, think logically. You are not releasing energy from your body. You are releasing a gas. A very very dense gas. Which is poisonous and which you just filled the whole atmosphere and basically the whole field with. Don't you think you need to explain how long it stays on the field? And how you aren't poisoned by it?​
(Sulfuron: Kogane Kyousei) - Sulphur Release: Aurous Magnus
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn to sustain creations)
Damage points: 60
Description: This technique allows the user to generate pure blasts, crescents, streams, objects, tools and creations of gaseous sulphur directly from their body. This can be achieved by simply spewing it from the mouth, conjuring them in either or both of the user's hands and finally generating them from the user's limbs via movement (in a similar manner to the basic Fire Release Technique).

Note: Can only be used five times per battle
Note: Can only be Taught by Negative Knight
Note: All created constructs will amount to the collective power of an A-Rank


 Approved 

(Sulfuron: Buatsui Metsubou) - Sulphur Release: Colossal Desolation
Rank: Forbidden
Type: Offensive/Defensive
Range: Short - Long
Chakra cost: 50
Damage points: 90 (-40 damage to the user)
Description: The user will focus their sulfuron chakra throughout every chakra point in their body before releasing it in the form of a omnidirectional shockwave-like blast of superheated sulphur. The blast will incinerate the battlefield as it travels outwards in the direction of the opponent and the aftermath will resemble nothing short of a natural disaster. Nearby vegetation will die out instantly and the soil will be tainted/poisoned by the lingering sulphur, making it impossible for natural plant life (non-chakra infused) to grow from it once more. Nearby bodies of water (clouds, rivers, lakes) will be evaporated and hollowed out partially/completely, depending on how far the clouds of sulphur are allowed to travel. Furthermore, this technique will also heat up and quench the all of the moisture in the air itself, clearly demonstrating its ability to transform even the most life abundant terrains (such as rainforests) into desolate, desert-like wastelands. If the user utilizes while on the ground, the shockwave of sulphur will take the form of a hemispherical dome and will only travel outwards horizontally. If the user utilizes this jutsu airborne, the shockwave will take the form of a full dome which will travel outwards in every direction. The full dome variant possess a great capability for vast meteorological alteration, allowing it to purge rainy, snowy and other similar weather conditions. Should the full dome variant be used, clouds of sulphur will linger in the sky above, which can be used as a source for future sulphur techniques. The sulphur gas if undefended will linger on the field for the following three turns but will not pose a threat to the user/opponent's respiratory system since inhalation of Sulfuron (due to being such a dense gas) is near impossible unless the opponent/user is breathing extremely heavily.

Note: Can only be used once per battle
Note: No Sulphur techniques S-Rank or above in the user's next two turns
Note: No long handseal sequences (longer than three) for the next two turns
Note: No other Forbidden Ranked techniques in the user's same and next turn
Note: No Forbidden Ranked Fire, Earth or Wind in the user's same and next 2 turns
Note: Can only be Taught by Negative Knight
Note: The damage the user receives pertains to general first degree burns he will receive all over his skin, painful but not deadly, yet hindering just the same.

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 Approved 


(Sulfuron: Karada no Kazan) - Sulphur Release: Body of Vulcan
Rank: S
Type: Defensive/Supplementary/Offensive
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A (-20 damage if contact is made)
Description: The user will release their sulfuron chakra into a part/parts of their body, coating that part of their body (or their whole body) in an armour of highly condensed gaseous sulphur, in a similar manner to armour techniques which use earth, fire and etc. This coating can severely burn through the opponent's skin giving them 4th degree burns which extend through the skin, into underlying fat, muscle, and bone upon substantial contact. Momentary contact will only result in slight burns (1st Degree) while more prolonged contact will significantly worsen the severity of the victim's burns. Since sulfuron is a relatively dense gas, projectiles and attacks alike (Taijutsu/Kenjutsu) will traverse through the armour with considerable resistance, slowing them down noticeably as they pass through it. Much like its earthen counterpart (Hardening Technique), the user can shape and form the coating of sulphur to create tools, weapons and other small constructions they desire including: spikes, tendrils, wings, tails and etc. Should the coating of sulphur come into contact with water, the searing heat of the gas will vaporize it near instantly and cause steam explosions. These 'steam explosions' will spray the remaining scalding water vapor and boiling hot water outwards (away from the user) onto anyone nearby. The magnitude of these explosions will depend on the amount of water evaporated. During rainy conditions the user's position will resemble an intense fireworks display as the droplets of boiling water are sent outwards in a radial manner. When this coating comes into contact with larger bodies of water, a similar concept will apply only the steam explosions will be far greater in magnitude. However, in this form the user becomes prone to Fire-based elements (A-Rank and above). While this is active, the user can only use sulphur, fire, earth and wind (the elements its comprised of) but they can disperse the armour at any point in time. The armour itself is comprised of highly condensed sulphur (more so than usual) which means the user is not at risk of inhaling it.

Note: Lasts for a maximum of three turns
Note: Can only be used three times per battle
Note: Requires a cool down time of one turn in between usages
Note: Can only be Taught by Negative Knight
Note: Armour doesn't cover the user's eyes or mouth


 Declined  This is still just another armor. Sand CEs, metal CEs, etc all have had them made. This is no different now than them. Sorry but DNR.

(Sulfuron: Tsuki no Yupiteru) - Sulphur Release: Moons of Jupiter
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform two handseals and focus their sulfuron chakra into the ground, causing scorching geysers of volcanic sulphur gas to burst upwards from several locations on the battlefield. The resultant clouds of sulphur will remain fairly close to the ground before melting and melding with the earth itself to create a field of golden molten sulphur. The sheer heat of the sulphur clouds will allow it to melt down the earth relatively easily (since it is devoid of doton chakra), granting the user the ability to greatly transform the battlefield, making it resemble the inside of a volcano. However, the molten field will not encompass the entire battlefield, nor will it be that deep (maximum up to five meters deep). Solid rocky platforms will remain scattered across the battlefield for the opponent and user to position themselves on. Gaseous clouds of sulphur will rise up from the pools of pseudo-lava below which can be used as a source for other techniques. However, the user will be unable to manipulate or control the molten sulphur residing beneath the clouds. Any earth techniques utilized by the user or opponent which emerge from beneath the molten pool will be categorized as Earth/Sulphur techniques rather than solely earth. After a certain number of turns, the pools of molten liquid will harden into solid sulphur, restricting usage of the earth in those regions of the battlefield. Through the use of an A-Rank or above heat-based technique (e.g. Katon or Sulphur), the user can melt down the solid sulphur back into its molten state, allowing them to salvage the gas given off for the use of further sulfuron techniques.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: No other S-Rank or above Sulfuron in the user's same turn



 Declined  This is lasting too long and doesn't have enough restrictions. Also, think about it logically: if your hot suplhur mixes with the earth, when it hardens and cools down, its a tainted earth, not sulphur. So it won't hinder earth techniques. Specially considering your elements weakness to earth. I still think the scale is a bit too much though...but if you restrict it I won't decline because of it.

(Sulfuron: Dokueki Hiru) - Sulphur Release: Venomous Secretion
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will focus their sulfuron chakra into ground below, allowing it to leech into the soil and propagate its various harmful effects on the environment. The primary usage of the released sulphur is to exploit its herbicidal properties, namely poisoning the ground and making it uninhabitable for plant-life and organic elements alike such as Mokuton. To signify this, any vegetation within the vicinity of this technique's reach will be discoloured a foul brown colour before withering away and dying soon afterwards. Due to this, this technique can be likened to a sulphur based version of Chidori Nagashi though it only specializes in negating organic (plant-based) chakras within the ground. Although, unlike its raiton counterpart, this technique's effects are obviously longer lasting, since the soil itself is tainted by the lingering sulfuron chakra. This translates to no plant-based elements can be grown from the earth within this technique's area of effect for three turns. The area of effect, which is a circular area, mid range all around the user, will be left like a barren wasteland, deprived of any superficial water that might be present in its area; the sulphur will forcefully evaporate it.

Note: The effects of the sulphur linger for three turns unless reversed
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight


 Approved  Removed the water part as it was illogical. Rewrote it.
 
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The_Empire

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Re: Custom Element's Jutsu

Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30 (30 per turn)
Damage points: N/A
Description: The user raises silicone sand over their body. The user can make the sand over the body, look like a knights armor or a different shape of armor(if the user makes a knights armor it will have flexibilty so the user can move still). It looks like the user is wearing a white(color of silicone sand) armor and it also weights down the user because it weights 75 lbs and lowers the user`s speed one rank.
-It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu.
-Only lasts four turns
-Only used three times per battle
____________
-Approved-
Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30 (30 per turn)
Damage points: N/A
Description: The user cover silicone sand over their wholebody. The user can make the sand over the body, look like he/she isn't wearing any armor at all. This technique also weights down the user because of its weight and this lowers the user`s speed, one rank. When the armor is attack and enough damage has been done to it, anyone can see the armor true color and where it is.
-It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu(first gate or anything that has the strength is able to crack and pill it and second gate or anything that has the strength can completely destroy it).
-Only lasts as long as the user has chakra to keep it up
-Only used three times per battle

____________________________________________________________________________________________________
 Update Declined 
Updating

Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense
Range: Short
Chakra cost: 30 (-20 per turn)
Damage points: N/A
Description: The user cover silicone sand over their whole body. The user can make the sand over the body, look like he/she isn't wearing any armor at all. This technique also weights down the user because of its weight and this lowers the user`s speed, two rank. When the armor is attack and enough damage has been done to it, anyone can see the armor true color and where it is.
-Silicon sand can only be used if it has no chakra or the user chakra only
-It can protect against B rank and below ninjutsu(elemental also) and B rank and below taijutsu
-Only lasts five turns
-Only used three times per battle

________________________________________________
 Declined 
Let me be clear: you are trying to make this mimic gaara's technique for regular sand and thats a no no. It has to be noticeable to others.
Silicone Release: Body Shield (Shirikon: Bodi Toku)
Rank: A
Type: Defense/
Range: Short
Chakra cost: 30 (-20 per turn for the shield its self)
Damage points: N/A
Description: The user of silicon sand covers themselves or just part of themselves up in a layer of white sand. The shape and form of the sand is up to the user(with in reason of course, nothing to big or ridiculous). The user speed is decreased when wearing the sand, the user speed is dropped two ranks.
-Silicon sand can only be used if it has no chakra or the user chakra only
-It can protect against B rank and below ninjutsu (elemental also) and B rank and below taijutsu
-Only usable 3 times per battle two turn in between usage, lasting a max of 2 turns each time


 Approved  Six times? No.

Silicon Release: Grab (Shirikon: Gurabu)
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user using the silicon sand they have already under
their control, grabs hold of someone or something. This meaning that the user uses the silicon sand and moves it towards someone or some item and tighten the silicon sand around aka grabbing the someone or item. The user can even use this on themselves as a way of not hitting the ground from a long fall. The silicon sand must already have the user chakra into it or no chakra at all.
________________________________________________
 Approved 
Silicon Release: Grab (Shirikon: Gurabu)
Rank: B
Type: Supplementary/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user using the silicon sand they have already under
their control, grabs hold of someone or something. This meaning that the user uses the silicon sand and moves it towards someone or some item and tighten the silicon sand around aka grabbing the someone or item. The user can even use this on themselves as a way of not hitting the ground from a long fall. The silicon sand must already have the user chakra into it or no chakra at all.
-Can make multiple things to grab with but the the amount all add up together as B rank


 Approved 
 
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