Re: Custom Jutsu Submission
(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is half the size of the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. Regarding attacking the opponent, the tendrils can be used offensively but they can not be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves over the course of three turns by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create.
Mass Enhancement
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Hellish Temperament
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth techniques whilst this is active
Note: Only one form can be created and so all of the tendrils will possess the same ability
✦ Declined, so your improvement from making it exploitable....was to make it more exploitable? I can see how that train of thought worked "They dont like it because it's too powerful....hmm, I got it! Lemme make it stronger, that always works" ✦
(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is based on Earth Release: Flight Technique and is sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Through simple hand gestures, the user can govern the movements and flight path of his/her earth techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
✦ Declined, removing the weight of something doesn't cause it to levitate, it just makes it lighter. Something that weighs 0 pounds doesnt float, does it? And it is loosely similar to my earth jutsu that levitates the earth itself. ✦
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent it becomes as fast as a shot arrow. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an added level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is of the Wind or Fire natures) e.g. Wind/Earth, Wind/Water. Alternatively, this jutsu can be performed through use of an additional hand-seal directly after another technique has been used so that this jutsu may be used in such quick succession that it, and its predecessor technique occur in more or less the same time frame (Similar to Lightning Release: Wave of Inspiration).
Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
✦ Declined, objects released through the small vortex wouldn't become dual elemental techniques, the more that I read it. You have a small portal of wind that is spinning and rotated swiftly. When something passes through it, the vortex would push it forward with increased speed, it wouldn't imbue anything with a coating of wind, otherwise the vortex would become weaker with each use as the wind chakra would be decreasing and dwindling down. ✦
Removed the main ability of the CJ which was exploitable and replaced it with three lesser abilities.(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Rank: A
Type: Supplementary/Defensive
Range: Short - Long
Chakra cost: 30 (-10 chakra per turn)
Damage points: N/A
Description: The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril has the same dimensions as the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. In terms of attacking the opponent, the tendrils can be used offensively but cannot be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. The real special ability of these tendrils is their capability to act as a medium for the use of certain techniques. Attaching at least one tentacle to the user and one onto the opponent can replace the conventional need for the requirement of direct contact, meaning the user can utilize techniques such as the Added/Light Weight techniques on the opponent from a distance. The effects of the technique are carried along by the tendrils and "deposited" on whoever/whatever happens to be in contact with any of the tendrils. This transmission happens at such a speed that its as if the user is in direct contact with the opponent. This technique's use isn't restricted to Earth Release but can be used upon compatible jutsus of other elements or even on non-elemental abilities like the chakra absorption technique (in this case the stolen chakra is then transmitted along the tendrils and returned to the user). If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. The tendrils like other sentient constructions have a mind of their own and can act independently.
Note: Lasts three turns
Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
______________
-Pending- Leaving for Scorps.
Declined Sentient tendrils? Scale is too big and its too exploitable.
(Doton: Warugi no Oujou) - Earth Release: Maleficence of Mora
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: This is the daughter technique to Earth Release: Miraak's Vengeance. The user will focus their doton chakra into the earth below to create a subterranean field of sentient tendrils constructed entirely of adhesive mud (similar in composition to Earth Release: Swamp of the Underworld). In terms of magnitude, each tendril is half the size of the spikes produced in Destructive Rising Rock Pillars but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The tendrils themselves can freely and seamlessly emerge from and merge back into the earth. This grants them the ability to grab a hold of small objects, pull them into the ground and deposit them elsewhere on the battlefield. They can also be used defensively to destroy incoming techniques by either forming a defensive blockade or grabbing a hold of the said attack (if its solid) and smashing it against the floor. Regarding attacking the opponent, the tendrils can be used offensively but they can not be used to inflict damage e.g. they can ensnare an opponent and bind them in place but they cannot deal any physical harm onto them. If the tendrils sustain any damage that's not enough to destroy them, they can retreat into the safe confines of the earth and remain there for one turn to regenerate. If the user cancels the technique prematurely or it reaches its time limit, the lutaceous tentacles will undergo a natural process of petrification and harden into rock. All of the tendrils collectively make up one, gargantuan creature which is partially sentient (like the Great Stone Golem) and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves over the course of three turns by passively leeching chakra from their creator every turn. This technique has various forms and the special ability of the tendrils hinges upon what form the user chooses to create.
Mass Enhancement
The special ability of the tendrils in this structure is their capability to freely increase or decrease the weight of anything the touch (up to a scale of factor of ten times their original weight as in the A-Ranked weight alteration techniques). Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Enter the Void
The next form grants the tendrils the ability to apply the Hiding in Rock property to anything they touch and maintain contact with. As long as the tendrils maintain some form of contact with what they're touching, they can freely traverse through the earth with whatever it has a hold of. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Hellish Temperament
The third and final form grants the tendrils the ability to harden anything they touch (similar to Earth Release: Earth Spear). As with the previous ability, as long as contact is maintained so will these hardening effects. Using this ability counts towards one of the user's three jutsu per turn. Its effects are A-Ranked and it can only be used three times per battle.
Note: Lasts four turns (unless cancelled)
Note: Can only be used once per battle
Note: Can only be Taught by Negative Knight
Note: No S-Rank or above Earth techniques whilst this is active
Note: Only one form can be created and so all of the tendrils will possess the same ability
✦ Declined, so your improvement from making it exploitable....was to make it more exploitable? I can see how that train of thought worked "They dont like it because it's too powerful....hmm, I got it! Lemme make it stronger, that always works" ✦
(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is the daughter technique to Earth Release: Flight Technique and sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Through simple hand gestures, the user can govern the flight of his/her earth techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Declined. Template is incorrect. Type goes before rank.
(Doton: Kuraitoru no Jajjimento) – Earth Release: Scales of Judgement
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra Cost: N/A (+10 chakra cost to techniques if weight is altered)
Damage Points: N/A (up to +10 damage if Weight Added, -10 damage if Weight decreased)
Description: This technique is the daughter technique to both the Added/Light Weight techniques. The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following five turns. This ability essentially allows techniques used by the user to be created with a weight gain or reduction, depending on the user's wish. Techniques can be bolstered in weight to provide them with more force and by extension, their capability to inflict damage (only if feasible), all of this at the cost of their speed (decrease proportional to amount of weight added). Techniques can also be lightened to increase their movement speed proportional to the weight removed, but will inevitably suffer from a significant reduction in damage. However, an increase in damage will only affect techniques moving in downward direction (e.g. Dropping Lid), on all other techniques the weight gain will not affect the amount of damage they inflict. The user can freely switch between the addition or removal of weight for different techniques, so while technique A can be created with a weight increase, technique B can be created with a weight decrease and technique C can be created with its weight left unaltered. Logically, this technique will not work with all techniques but it will work with most (projectiles, some terrain manipulation techniques, etc). Anything utilized from the body or which emerges from the ground can have its weight altered. Techniques which emerge from the earth will surface much more quickly/slowly depending on how their weight was altered. Armours or hardening techniques used will either become bulkier or more maneuverable. Techniques such as Sticky Earth Drop can only have the weight of the mud increased but rather than increasing in weight the mud simply becomes "more solid" and harder in consistency (a partial petrification of sorts) and hence can still benefit from the damage boost if applicable. Infusion techniques which imbue objects/people with a particular property will also alter the weight of the targeted substance (When used in conjunction with the Added/Light Weight techniques, the weight of the object/person can be altered to a higher degree). This technique can only increase or decrease the weight of the affected substances up to scale factor of 10x (ten times above or below its weight). Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
Approved
![]()
I believe this goes in hand in hand with an Earth jutsu and can not be activated for an already created one without this effect, correct?
Quoted the jutsus referred to in my technique since it is a variant of the two (includes the same features).(Doton: Furaito no Jutsu) - Earth Release: Flight Technique
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn to maintain)
Damage points: N/A
Description: This technique grants the user the ability to fly by lightening his weight severely through the use of Earth Release and using his chakra to move around in the air at high speeds with ease. Onoki showed that its also possible to transfer this technique to others through physical contact with them for an unspecified amount of time.
Note: Can only be used by the first Tsuchikage, Onoki and Mu bios
(Doton: Setsunateki Mujuuryoku) – Earth Release: Ephemeral Ethereality
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (+10 chakra cost to earth-based techniques)
Damage Points: N/A (Reduces damage of affected techniques to zero while they're weightless)
Description: This technique is based on Earth Release: Flight Technique and is sister technique to Earth Release: Scales of Judgement. After observing the adept use of weight alteration to achieve flight, Kakuzu experimented with the same concept. While he could not replicate the self-induced flight of the Tsuchikages, he succeeded in applying this aerial capability to his earth-based techniques in order to defy gravity (achieving this by taking the mechanism used in Scales of Judgement one step further). The user will activate an ability which allows them to infuse earth chakra into their own earth-based techniques (KG/CE variants included e.g. Steel, Crystal, etc) for the following three turns. This ability essentially allows earth-based techniques utilized by the user to be created with the ability of levitation and flight by reducing their weight to zero. Consequently, this means the affected technique(s) will lose their capability to inflict damage but this is counteracted by the fact the user can restore a technique's weight at will by clapping his hands together. Through simple hand gestures, the user can govern the movements and flight path of his/her earth techniques as long as they're weightless. Activating this ability is instant and does not consume any time whatsoever. The reason this technique's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes another earth-based jutsu.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be Taught by Negative Knight
✦ Declined, removing the weight of something doesn't cause it to levitate, it just makes it lighter. Something that weighs 0 pounds doesnt float, does it? And it is loosely similar to my earth jutsu that levitates the earth itself. ✦
(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky(Fuuton: Yajuu no Sora) – Wind Release: Scourge of the Sky
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent, normal speed projectiles will become barely trackable blurs to Non-doijutsu users while faster techniques (already barely trackable to the human eye) will become too fast to be seen at all. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an add level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is also of the Wind nature) e.g. Wind/Earth, Wind/Water or Wind/Fire.
Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
✦ Declined, colored is too vague to allow and doesn't make much sense either. If something is sent through a tunnel that has, say, a massive powered windmill at the end that generates 50 mph speeds, then things going through it would be sped up to 50 mph at the max. You need a clearly defined max speed. Actually, just a speed that anything going through this will possess because that wording will lead to later issue over what moves how fast. Also, if fire passes through the wind, then it wouldn't be a wind + fire combo, but rather an empowered fire jutsu. ✦
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A (+20 damage to anything which moves through the portal)
Description: This technique is the brother technique to 'Wind Release: Eye of the Gale'. The user will focus their fuuton chakra into the air at any location on the battlefield to generate a small, flat disc-shaped portal of wind, either near their location or the opponent's. A unique ability possessed by the portal of wind is any solid-like/liquid objects, constructs or techniques passing through it will have their raw speed greatly amplified, as the disc of wind both propels them forward with an incredible level of force and provides the construct with a streamlined coating of air. The process in which this happens is similar to Danzo's technique (Vacuum Blade), where the blowing of fuuton chakra onto the weapon is substituted by the projectile(s) passing through the portal of wind. The layer of wind will amplify a construct's speed to the extent it becomes as fast as a shot arrow. Despite this technique's non-offensive nature, the speed boost provides the projectile(s) with an added level of force/momentum, meaning this technique will also boost the damage done by the said technique. A thrown rock will become as forceful as a bullet after traversing through the 'portal', making this technique a very formidable weapon to wield. This technique will only amplify the speed (and by extension the impact of force) of solid, solid-like and liquid constructs e.g. rocks, fireballs, bullets of water and etc, whilst only blocking/weakening any Lightning-based elements which attempt to pass through it. One disadvantage to the technique is, the opponent can also benefit from this technique if their thrown projectiles or techniques manage to pass through the portal, making this jutsu a very double-edged sword. The portal itself can have a maximum diameter of five meters and for any solid/liquid constructs to benefit from the speed enhancement, they must be projectiles capable of fitting through it completely. Since this technique serves to imbue objects and techniques with a coating of wind chakra, they will become dual elemental techniques (unless the imbued technique is of the Wind or Fire natures) e.g. Wind/Earth, Wind/Water. Alternatively, this jutsu can be performed through use of an additional hand-seal directly after another technique has been used so that this jutsu may be used in such quick succession that it, and its predecessor technique occur in more or less the same time frame (Similar to Lightning Release: Wave of Inspiration).
Note: Lasts for two turns
Note: Can only be Taught by Negative Knight
Note: Can only be used four times per battle
Note: Cool down time of two turns in between uses
✦ Declined, objects released through the small vortex wouldn't become dual elemental techniques, the more that I read it. You have a small portal of wind that is spinning and rotated swiftly. When something passes through it, the vortex would push it forward with increased speed, it wouldn't imbue anything with a coating of wind, otherwise the vortex would become weaker with each use as the wind chakra would be decreasing and dwindling down. ✦
Last edited by a moderator: