Re: Custom Jutsu Submission
(Jiton: Mage Seishitsu | Magnetic Release: Bend Nature)
Type: Defensive/Offensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will manipulate their iron sand from either the ground under the battlefield or from their gourd to create different types of basic structures through the iron sand which could be waves, pillars, plateaus, pits, spikes and walls etc. The more chakra spent, the more powerful the structures become, dealing more damage and are more tolerant in taking on damage as well. The iron sand is self-sustaining and will stay in shape for the rest of the battle unless destroyed or used for another jutsu.
Note: Must be a potent user of Iron Sand.
Note: A-variation can only be used once/turn. Up to 4 times
Note: S-variation needs a full 2 turn cooldown in between uses as well as cancels the use of lesser variations for the same turn used. No iron sand in the following turn and only useable 3 times
Note: Can only be taught by Skorm.
Approved - made edits
(Jiton: Sabaku no washi | Magnetic Release: Desert Eagle
Type: Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user forms the bird handseal and becomes an embodiment of their iron sand. The sand will then form into a large eagle, same size as the user. While in this form, the user can fly through the field but cannot use any other jutsus. The user is able to take on a lot of abuse while in this form as their body is iron sand and will be able to reform after taking on physical hits or even shattered by large gusts of wind. The eagle may even harden itself to be able to withstand water techniques, at the cost of immobilizing themselves and become a heavy statue of compact iron sand. The user is able to reform themselves to normal at any time. Not matter how much the body of the eagle is scattered around the battlefield, it will always be able to reform.
Note: Lasts a maximum of a turn, forcing the user to revert to normal state after that.
Note: Cannot be used by puppets
Note: No pre-existent iron sand is required
Note: Must have knowledge in iron sand up to B rank
Note: Can only be taught by Skorm
Declined - you can cover yourself in iron sand but not become it
CWJ of [
(Katon/Fuuton: Herushingu no Chakuramōdo | Fire/Wind Arts: Hellsing Chakra Mode)
Type: Supplementary
Rank: S-F
Range: Short-Long
Chakra: 40-50(-15/-20 per turn)
Damage: N/A(+20/30 Katon+Fuuton)
Description: The masters of the Hellsing Gloves will clap their hands together and remain in that position for one full turn, not allowed to separate them. During this process, the user is not able to use any other chakra nature than fire and wind and aren't allowed to use those two either for jutsus requiring handseals as their gloves will have to remain tied together. When activating the mode, the user will get a very intimidating characteristic. Their right eye will glow red and their left eye will glow white. While in this mode, the user will be given the abilities of their Hellsing-gloves without any drawbacks and given a damage boost to wind and fire techniques due to their glove's power. Not only that, but all techniques used in unison with the gloves are staying on the field until destroyed or countered. Entering the mode is providing one major downside though, the user is tied to using these two elements only along with regular ninjutsu. Once per activation, the chakra mode will be able to render the user intangible by either becoming an incarnation of fire or wind making them unable to take physical damage, but being able to be damaged normally by fire/winds natural weaknesses which is fire and water. However, if the user is activating the F-ranked mode, they will be able to do that three times. Activating the forbidden ranked mode requires the user to first have activated the s-ranked mode. Going from s to forbidden takes one move from the users move count in a turn. When the forbidden state is activated, the user will be able to move at incredible speeds(x2 normal speed) and take on physical damage(B-rank) without drawbacks. They are also able to increase their damage output of their fire/wind techniques further than that of the s-variation(+10 extra). Aesthetically, the forbidden version is giving the user a pair of horns growing out of their skull. These horns are quite big and can be used to attack an opponent by charging into them. The left horn is glowing white and the right one is glowing red, same pattern as their eyes. The mode can be deactivated at will in any state.
Note: S-variation can be used twice/battle, requires a three-turn cooldown and lasts four turns.
Note: F-variation can be used once/battle and cancels out the use of the mode further. Lasts three turns.
Note: S-variation grants a single use of becoming intangible, F-variation grants three.
Note: User is only able to use Fire/Wind/Ninjutsu while in this mode.
Note: Can only be used in conjunction with the Hellsing Gloves.
Declined - dnr, so OP
(Jiton: Mage Seishitsu | Magnetic Release: Bend Nature)
Type: Defensive/Offensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description: The user will manipulate their iron sand from either the ground under the battlefield or from their gourd to create different types of basic structures through the iron sand which could be waves, pillars, plateaus, pits, spikes and walls etc. The more chakra spent, the more powerful the structures become, dealing more damage and are more tolerant in taking on damage as well. The iron sand is self-sustaining and will stay in shape for the rest of the battle unless destroyed or used for another jutsu.
Note: Must be a potent user of Iron Sand.
Note: A-variation can only be used once/turn. Up to 4 times
Note: S-variation needs a full 2 turn cooldown in between uses as well as cancels the use of lesser variations for the same turn used. No iron sand in the following turn and only useable 3 times
Note: Can only be taught by Skorm.
Approved - made edits
(Jiton: Sabaku no washi | Magnetic Release: Desert Eagle
Type: Defensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user forms the bird handseal and becomes an embodiment of their iron sand. The sand will then form into a large eagle, same size as the user. While in this form, the user can fly through the field but cannot use any other jutsus. The user is able to take on a lot of abuse while in this form as their body is iron sand and will be able to reform after taking on physical hits or even shattered by large gusts of wind. The eagle may even harden itself to be able to withstand water techniques, at the cost of immobilizing themselves and become a heavy statue of compact iron sand. The user is able to reform themselves to normal at any time. Not matter how much the body of the eagle is scattered around the battlefield, it will always be able to reform.
Note: Lasts a maximum of a turn, forcing the user to revert to normal state after that.
Note: Cannot be used by puppets
Note: No pre-existent iron sand is required
Note: Must have knowledge in iron sand up to B rank
Note: Can only be taught by Skorm
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Declined - you can cover yourself in iron sand but not become it
CWJ of [
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](Katon/Fuuton: Herushingu no Chakuramōdo | Fire/Wind Arts: Hellsing Chakra Mode)
Type: Supplementary
Rank: S-F
Range: Short-Long
Chakra: 40-50(-15/-20 per turn)
Damage: N/A(+20/30 Katon+Fuuton)
Description: The masters of the Hellsing Gloves will clap their hands together and remain in that position for one full turn, not allowed to separate them. During this process, the user is not able to use any other chakra nature than fire and wind and aren't allowed to use those two either for jutsus requiring handseals as their gloves will have to remain tied together. When activating the mode, the user will get a very intimidating characteristic. Their right eye will glow red and their left eye will glow white. While in this mode, the user will be given the abilities of their Hellsing-gloves without any drawbacks and given a damage boost to wind and fire techniques due to their glove's power. Not only that, but all techniques used in unison with the gloves are staying on the field until destroyed or countered. Entering the mode is providing one major downside though, the user is tied to using these two elements only along with regular ninjutsu. Once per activation, the chakra mode will be able to render the user intangible by either becoming an incarnation of fire or wind making them unable to take physical damage, but being able to be damaged normally by fire/winds natural weaknesses which is fire and water. However, if the user is activating the F-ranked mode, they will be able to do that three times. Activating the forbidden ranked mode requires the user to first have activated the s-ranked mode. Going from s to forbidden takes one move from the users move count in a turn. When the forbidden state is activated, the user will be able to move at incredible speeds(x2 normal speed) and take on physical damage(B-rank) without drawbacks. They are also able to increase their damage output of their fire/wind techniques further than that of the s-variation(+10 extra). Aesthetically, the forbidden version is giving the user a pair of horns growing out of their skull. These horns are quite big and can be used to attack an opponent by charging into them. The left horn is glowing white and the right one is glowing red, same pattern as their eyes. The mode can be deactivated at will in any state.
Note: S-variation can be used twice/battle, requires a three-turn cooldown and lasts four turns.
Note: F-variation can be used once/battle and cancels out the use of the mode further. Lasts three turns.
Note: S-variation grants a single use of becoming intangible, F-variation grants three.
Note: User is only able to use Fire/Wind/Ninjutsu while in this mode.
Note: Can only be used in conjunction with the Hellsing Gloves.
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Declined - dnr, so OP
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